#include "stdafx.h"
/*
* Copyright (c) 2007-2010 SlimDX Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <d3d9.h>
#include <d3dx9.h>

#include "BoneCombination.h"

using namespace System;

namespace SlimDX
{
namespace Direct3D9
{
	D3DXBONECOMBINATION BoneCombination::ToUnmanaged()
	{
		D3DXBONECOMBINATION result;

		result.AttribId = AttributeId;
		result.FaceCount = FaceCount;
		result.FaceStart = FaceStart;
		result.VertexCount = VertexCount;
		result.VertexStart = VertexStart;

		// Manual Allocation: ugly, but necessary
		// this method is only called once, and it is properly cleaned up
		// before the method returns
		result.BoneId = new DWORD[BoneIds->Length];
		for( int i = 0; i < BoneIds->Length; i++ )
			result.BoneId[i] = BoneIds[i];

		return result;
	}

	BoneCombination^ BoneCombination::FromUnmanaged( const D3DXBONECOMBINATION &bone )
	{
		BoneCombination^ bc = gcnew BoneCombination();
		bc->AttributeId = bone.AttribId;
		bc->FaceCount = bone.FaceCount;
		bc->FaceStart = bone.FaceStart;
		bc->VertexCount = bone.VertexCount;
		bc->VertexStart = bone.VertexStart;

		return bc;
	}
}
}