text: //***************************************************************************
  //
  //  Copyright (c) 1999 - 2006 Intel Corporation
  //
  //  Licensed under the Apache License, Version 2.0 (the "License");
  //  you may not use this file except in compliance with the License.
  //  You may obtain a copy of the License at
  //
  //     http://www.apache.org/licenses/LICENSE-2.0
  //
  //  Unless required by applicable law or agreed to in writing, software
  //  distributed under the License is distributed on an "AS IS" BASIS,
  //  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  //  See the License for the specific language governing permissions and
  //  limitations under the License.
  //
  //***************************************************************************
  
  #ifndef IFXVERTEXMAPGROUP_H
  #define IFXVERTEXMAPGROUP_H
  
  #include "IFXResult.h"
  #include "IFXDataTypes.h"
  #include "IFXVertexMap.h"
  
  
  /**
  	@file	IFXVertexMapGroup.h
  
  	@brief	A collection of vertex maps, one per mesh.
  
  			A vertex map hold a mapping for each vertex index of the original 
  			mesh to one or more vertex indices in the IFXMesh.  Since there 
  			is one map per IFXMesh, we hold a vertex map group for an entire 
  			IFXMeshGroup.
  
  	@note	there is no parallel between UpdatesGroup, MeshGroup, and
  			VertexMapGroup -- the indices refer to meshes in different contexts
  			"meshNumber" below refers to authored nodes, not IFXMeshes.
  */
  
  /** This class handles a collection of vertex maps, one per mesh. */
  class IFXVertexMapGroup
  {
  	public:
  						IFXVertexMapGroup();
  						~IFXVertexMapGroup();
  
  		/** Allocates space for a given number of vertex maps, presumably the
  		same as the number of meshes in the mesh group we are paired with. */
  		IFXRESULT		AllocateGroup(U32 numMeshes);
  
  		/// Gets the specific map in the group by index.
  		IFXVertexMap*	GetMap(U32 meshNumber);
  
  		/** Queries the number of maps in this group, presumably 
  		the same number that was allocated. */
  		U32				GetNumMaps();
  
  	private:
  		IFXVertexMap*	m_pMapArray;
  		U32				m_arraySize;
  };
  
  
  IFXINLINE IFXVertexMap* IFXVertexMapGroup::GetMap(U32 meshNumber)
  {
  	IFXASSERT(meshNumber < m_arraySize);
  	return &m_pMapArray[meshNumber];
  }
  
  IFXINLINE U32 IFXVertexMapGroup::GetNumMaps()
  {
  	return m_arraySize;
  }
  
  #endif
  