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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/src/Graphics/ModelBoneCollection.cs
150 lines | 2.9 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 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 Internal Constructor
internal 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
}
}