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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // 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 "../Precompiled.h"
- #include "../IO/Log.h"
- #include "../Scene/Component.h"
- #include "../Scene/SceneResolver.h"
- #include "../Scene/Node.h"
- #include "../DebugNew.h"
- namespace Atomic
- {
- SceneResolver::SceneResolver()
- {
- }
- SceneResolver::~SceneResolver()
- {
- }
- void SceneResolver::Reset()
- {
- nodes_.Clear();
- components_.Clear();
- }
- void SceneResolver::AddNode(unsigned oldID, Node* node)
- {
- if (node)
- nodes_[oldID] = node;
- }
- void SceneResolver::AddComponent(unsigned oldID, Component* component)
- {
- if (component)
- components_[oldID] = component;
- }
- void SceneResolver::Resolve()
- {
- // Nodes do not have component or node ID attributes, so only have to go through components
- HashSet<StringHash> noIDAttributes;
- for (HashMap<unsigned, WeakPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
- {
- Component* component = i->second_;
- if (!component || noIDAttributes.Contains(component->GetType()))
- continue;
- bool hasIDAttributes = false;
- const Vector<AttributeInfo>* attributes = component->GetAttributes();
- if (!attributes)
- {
- noIDAttributes.Insert(component->GetType());
- continue;
- }
- for (unsigned j = 0; j < attributes->Size(); ++j)
- {
- const AttributeInfo& info = attributes->At(j);
- if (info.mode_ & AM_NODEID)
- {
- hasIDAttributes = true;
- unsigned oldNodeID = component->GetAttribute(j).GetUInt();
- if (oldNodeID)
- {
- HashMap<unsigned, WeakPtr<Node> >::ConstIterator k = nodes_.Find(oldNodeID);
- if (k != nodes_.End() && k->second_)
- {
- unsigned newNodeID = k->second_->GetID();
- component->SetAttribute(j, Variant(newNodeID));
- }
- else
- ATOMIC_LOGWARNING("Could not resolve node ID " + String(oldNodeID));
- }
- }
- else if (info.mode_ & AM_COMPONENTID)
- {
- hasIDAttributes = true;
- unsigned oldComponentID = component->GetAttribute(j).GetUInt();
- if (oldComponentID)
- {
- HashMap<unsigned, WeakPtr<Component> >::ConstIterator k = components_.Find(oldComponentID);
- if (k != components_.End() && k->second_)
- {
- unsigned newComponentID = k->second_->GetID();
- component->SetAttribute(j, Variant(newComponentID));
- }
- else
- ATOMIC_LOGWARNING("Could not resolve component ID " + String(oldComponentID));
- }
- }
- else if (info.mode_ & AM_NODEIDVECTOR)
- {
- hasIDAttributes = true;
- Variant attrValue = component->GetAttribute(j);
- const VariantVector& oldNodeIDs = attrValue.GetVariantVector();
- if (oldNodeIDs.Size())
- {
- // The first index stores the number of IDs redundantly. This is for editing
- unsigned numIDs = oldNodeIDs[0].GetUInt();
- VariantVector newIDs;
- newIDs.Push(numIDs);
- for (unsigned k = 1; k < oldNodeIDs.Size(); ++k)
- {
- unsigned oldNodeID = oldNodeIDs[k].GetUInt();
- HashMap<unsigned, WeakPtr<Node> >::ConstIterator l = nodes_.Find(oldNodeID);
- if (l != nodes_.End() && l->second_)
- newIDs.Push(l->second_->GetID());
- else
- {
- // If node was not found, retain number of elements, just store ID 0
- newIDs.Push(0);
- ATOMIC_LOGWARNING("Could not resolve node ID " + String(oldNodeID));
- }
- }
- component->SetAttribute(j, newIDs);
- }
- }
- }
- // If component type had no ID attributes, cache this fact for optimization
- if (!hasIDAttributes)
- noIDAttributes.Insert(component->GetType());
- }
- // Attributes have been resolved, so no need to remember the nodes after this
- Reset();
- }
- }
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