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Root/src/Graphics/ModelBoneCollection.cs

#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
#region Using Statements
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
#endregion
 
namespace Microsoft.Xna.Framework.Graphics
{
    /// <summary>
    /// Represents a set of bones associated with a model.
    /// </summary>
    public class ModelBoneCollection : ReadOnlyCollection<ModelBone>
    {
        #region Public Properties
 
        /// <summary>
        /// Retrieves a ModelBone from the collection, given the name of the bone.
        /// </summary>
        /// <param name="boneName">
        /// The name of the bone to retrieve.
        /// </param>
        public ModelBone this[string boneName]
        {
            get
            {
                ModelBone ret;
                if (TryGetValue(boneName, out ret))
                {
                    return ret;
                }
                throw new KeyNotFoundException();
            }
        }
 
        #endregion
 
        #region Public Constructor
 
        public ModelBoneCollection(IList<ModelBone> list) : base(list)
        {
        }
 
        #endregion
 
        #region Public Methods
 
        /// <summary>
        /// Finds a bone with a given name if it exists in the collection.
        /// </summary>
        /// <param name="boneName">
        /// The name of the bone to find.
        /// </param>
        /// <param name="value">
        /// [OutAttribute] The bone named boneName, if found.
        /// </param>
        public bool TryGetValue(string boneName, out ModelBone value)
        {
            foreach (ModelBone bone in base.Items)
            {
                if (bone.Name == boneName)
                {
                    value = bone;
                    return true;
                }
            }
            value = null;
            return false;
        }
 
        #endregion
 
        #region Enumerator
 
        /// <summary>
        /// Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection.
        /// </summary>
        /// <returns></returns>
        public new Enumerator GetEnumerator()
        {
            return new Enumerator(this);
        }
 
        /// <summary>
        /// Provides the ability to iterate through the bones in an ModelMeshCollection.
        /// </summary>
        public struct Enumerator : IEnumerator<ModelBone>
        {
            private readonly ModelBoneCollection collection;
            private int position;
 
            internal Enumerator(ModelBoneCollection collection)
            {
                this.collection = collection;
                position = -1;
            }
 
 
            /// <summary>
            /// Gets the current element in the ModelMeshCollection.
            /// </summary>
            public ModelBone Current
            {
                get
                {
                    return collection[position];
                }
            }
 
            /// <summary>
            /// Advances the enumerator to the next element of the ModelMeshCollection.
            /// </summary>
            public bool MoveNext()
            {
                position += 1;
                return (position < collection.Count);
            }
 
            /// <summary>
            /// Immediately releases the unmanaged resources used by this object.
            /// </summary>
            public void Dispose()
            {
            }
 
            object IEnumerator.Current
            {
                get
                {
                    return collection[position];
                }
            }
 
            void IEnumerator.Reset()
            {
                position = -1;
            }
        }
 
        #endregion
    }
}

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