131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "particlefeature/components/particlerendercomponent.h"
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namespace App
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{
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const char* s_ParticleSysName = "ParticleSysName";
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const char* s_ParticleTplFileName = "ParticleTplFileName";
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const char* s_ParticleMeshID = "MeshID";
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const char* s_ParticleTemplateID = "TemplateID";
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const char* s_ParticleMeshLoadPriority = "Priority";
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const char* s_stringEmpty = "Empty";
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class ParticleRenderComponentSerialization
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{
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public:
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ParticleRenderComponentSerialization()
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{
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}
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void Load( ParticleRenderComponent* obj, Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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if ( 1 == ver )
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{
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Load_1(obj, pReader, args);
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return;
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}
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if( 2 == ver)
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{
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Load_2(obj, pReader, args);
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return;
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}
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if ( 3 == ver )
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{
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Load_3(obj, pReader, args);
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return;
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}
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n_error(" ParticleRenderComponentSerialization::Load unknonw version " );
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}
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void Load_1( ParticleRenderComponent* obj, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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GPtr<Particles::ParticleSystem> parSystem = pReader->SerializeObject<Particles::ParticleSystem>();
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obj->SetParticleSystem(parSystem);
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}
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void Load_2( ParticleRenderComponent* obj, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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Util::String templateID;
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pReader->SerializeString(s_ParticleTemplateID, templateID );
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Load_1( obj, pReader, args);
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obj->SetTemplateID(templateID);
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}
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void Load_3( ParticleRenderComponent* obj, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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Util::String meshID;
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pReader->SerializeString(s_ParticleMeshID, meshID );
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if ( !meshID.IsEmpty())
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obj->SetMeshID(meshID);
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Load_2( obj, pReader, args);
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}
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void Save( const ParticleRenderComponent* obj , AppWriter* pWriter )
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{
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pWriter->SerializeString(s_ParticleMeshID, obj->GetMeshID().AsString() );
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pWriter->SerializeString(s_ParticleTemplateID, obj->GetTemplateID().AsString());
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const GPtr<Particles::ParticleSystem>& parSystem = obj->GetParticleSystem();
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pWriter->SerializeObject( parSystem );
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}
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};
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}
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namespace App
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{
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//------------------------------------------------------------------------
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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Version ParticleRenderComponent::GetVersion() const
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{
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// return 1;
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// return 2;
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return 3;
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}
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//------------------------------------------------------------------------
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// @ISerialization::Load
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void ParticleRenderComponent::Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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pReader->SerializeSuper<Super>(this, args);
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ParticleRenderComponentSerialization Serialize;
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Serialize.Load( this, ver, pReader,args );
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}
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//------------------------------------------------------------------------
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// @ISerialization::Save
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void ParticleRenderComponent::Save( AppWriter* pWriter ) const
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{
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pWriter->SerializeSuper<Super>(this);
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ParticleRenderComponentSerialization Serialize;
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Serialize.Save(this, pWriter );
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}
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}
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