/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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 "stdneb.h" #include "appframework/actor.h" #include "appframework/actormanager.h" #include "util/guid.h" namespace App { class ActorSerialization { public: ActorSerialization( const Actor* pActor ) :mObject(pActor) { } inline void Load( Version ver, AppReader* pReader ) { if ( 1 == ver ) { Load_1(pReader); return; } else if ( 2 == ver ) { Load_2(pReader); return; } else if ( 3 == ver ) { Load_3(pReader); return; } else if ( 4 == ver ) { Load_4(pReader); return; } else if( 5 == ver ) { Load_5(pReader); return; } else if ( 6 == ver ) { Load_6(pReader); return; } else if ( 7 == ver ) { Load_7(pReader); return; } n_error(" SceneSerialization::Load unknonw version " ); } void Load_1( AppReader* pReader ); void Load_2( AppReader* pReader ); void Load_3( AppReader* pReader ); void Load_4( AppReader* pReader ); void Load_5( AppReader* pReader ); void Load_6( AppReader* pReader); void Load_7( AppReader* pReader); void Save( AppWriter* pWriter ); protected: const Actor* mObject; }; const char* s_ActorTemplateName = "ActorTemplateName"; const char* s_ActorName = "ActorName"; const char* s_ActorTemplateLink = "ActorTemplateLink"; const char* s_ActorLayerID = "ActorLayerID"; const char* s_ActorTagID = "ActorTagID"; const char* s_ActorPosition = "ActorPosition"; const char* s_ActorRotation = "ActorRotation"; const char* s_ActorScale = "ActorScale"; const char* s_ActorComponentCount = "ActorComponentCount"; const char* s_ActorChildActorCount = "ActorChildActorCount"; const char* s_ActorActive = "ActorActive"; const char* s_ActorInheritRotation = "ActorInheritRotation"; const char* s_ActorInheritScale = "ActorInheritScale"; const char* s_ActorGUID = "ActorGUID"; const char* s_ActorResourcePriority = "ActorResourcePriority"; const char* s_ActorEditorStaticFlag = "ActorEditorStaticFlag"; const char* s_ActorVisable = "ActorVisable"; //------------------------------------------------------------------------ void ActorSerialization::Load_1(AppReader* pSerialize) { Actor* pActor = const_cast( mObject ); ////bool isActive = false; //private data { Util::String templataName; pSerialize->SerializeString( s_ActorTemplateName, templataName ); pActor->SetTemplateName( templataName ); pSerialize->SerializeString( s_ActorName, pActor->mName ); pSerialize->SerializeBool( s_ActorTemplateLink, pActor->mIsLinkTemplate); pSerialize->SerializeUInt( s_ActorLayerID, pActor->mLayerID ); pSerialize->SerializeUInt( s_ActorTagID, pActor->mTagID ); Math::float4 pos; pSerialize->SerializeFloat4( s_ActorPosition, pos); Math::float4 rot; pSerialize->SerializeFloat4( s_ActorRotation, rot); Math::float4 scale; pSerialize->SerializeFloat4( s_ActorScale, scale); // use function to dirty flag pActor->SetTransform(pos, Math::quaternion(rot), scale ); pSerialize->SerializeBool( s_ActorActive, pActor->mActiveControl ); } // child component if ( !pActor->IsLinkTemplate() ) { // Serialize component { SizeT count; pSerialize->SerializeInt( s_ActorComponentCount, count ); for ( IndexT index = 0; index < count; ++index ) { GPtr pComponent = pSerialize->SerializeObject(); if (pComponent.isvalid()) { pActor->AttachComponent( pComponent ); } } } } else { ActorManager* pActMgr = ActorManager::Instance(); // the actor template is all unlink. so actMgr mush active now n_assert( pActMgr && pActMgr->IsActive() ); GPtr pTemp(pActor); bool bOK = pActMgr->CopyFromTemplate( pActor->GetTemplateName().AsString(), pTemp, false ); if ( !bOK ) { n_warning( "ActorSerialization: Copy form template %s Failed.\n", pActor->GetTemplateName().AsString().AsCharPtr() ); } } //if ( isActive ) //{ // pActor->Active(); //} } //------------------------------------------------------------------------ void ActorSerialization::Load_2(AppReader* pSerialize) { Actor* pActor = const_cast( mObject ); ////bool isActive = false; //private data { Util::String templataName; pSerialize->SerializeString( s_ActorTemplateName, templataName ); pActor->SetTemplateName( templataName ); pSerialize->SerializeString( s_ActorName, pActor->mName ); pSerialize->SerializeBool( s_ActorTemplateLink, pActor->mIsLinkTemplate); pSerialize->SerializeUInt( s_ActorLayerID, pActor->mLayerID ); pSerialize->SerializeUInt( s_ActorTagID, pActor->mTagID ); bool temp = true; pSerialize->SerializeBool( s_ActorInheritRotation, temp/*pActor->mInheritRotation*/ ); pSerialize->SerializeBool( s_ActorInheritScale, temp/*pActor->mInheritScale */); Math::float4 pos; pSerialize->SerializeFloat4( s_ActorPosition, pos); Math::float4 rot; pSerialize->SerializeFloat4( s_ActorRotation, rot); Math::float4 scale; pSerialize->SerializeFloat4( s_ActorScale, scale); // use function to dirty flag pActor->SetTransform(pos, Math::quaternion(rot), scale ); pSerialize->SerializeBool( s_ActorActive, pActor->mActiveControl ); } // child component if ( !pActor->IsLinkTemplate() ) { // Serialize component { SizeT count; pSerialize->SerializeInt( s_ActorComponentCount, count ); for ( IndexT index = 0; index < count; ++index ) { GPtr pComponent = pSerialize->SerializeObject(); if (pComponent.isvalid()) { pActor->AttachComponent( pComponent ); } } } // Serialize child { SizeT count; ActorSerializationArgs args(pActor); pSerialize->SerializeInt(s_ActorChildActorCount, count ); for ( IndexT index = 0; index < count; ++index ) { pSerialize->SerializeObject(&args); } } } else { ActorManager* pActMgr = ActorManager::Instance(); // the actor template is all unlink. so actMgr mush active now n_assert( pActMgr && pActMgr->IsActive() ); GPtr pTemp(pActor); bool bOK = pActMgr->CopyFromTemplate( pActor->GetTemplateName().AsString(), pTemp, false ); if ( !bOK ) { n_warning( "ActorSerialization: Copy form template %s Failed.\n", pActor->GetTemplateName().AsString().AsCharPtr() ); } } //if ( isActive ) //{ // pActor->Active(); //} } //------------------------------------------------------------------------ void ActorSerialization::Load_3(AppReader* pSerialize) { Actor* pActor = const_cast( mObject ); ActorManager* pActMgr = ActorManager::Instance(); ////bool isActive = false; //private data { Util::String templataName; pSerialize->SerializeString( s_ActorTemplateName, templataName ); pActor->SetTemplateName( templataName ); pSerialize->SerializeString( s_ActorName, pActor->mName ); pSerialize->SerializeBool( s_ActorTemplateLink, pActor->mIsLinkTemplate); pSerialize->SerializeUInt( s_ActorLayerID, pActor->mLayerID ); pSerialize->SerializeUInt( s_ActorTagID, pActor->mTagID ); bool temp = true; pSerialize->SerializeBool( s_ActorInheritRotation, temp/*pActor->mInheritRotation*/ ); pSerialize->SerializeBool( s_ActorInheritScale, temp/*pActor->mInheritScale*/ ); Math::float4 pos; pSerialize->SerializeFloat4( s_ActorPosition, pos); Math::float4 rot; pSerialize->SerializeFloat4( s_ActorRotation, rot); Math::float4 scale; pSerialize->SerializeFloat4( s_ActorScale, scale); // use function to dirty flag pActor->SetTransform(pos, Math::quaternion(rot), scale ); pSerialize->SerializeBool( s_ActorActive, pActor->mActiveControl ); Util::String guidStr; pSerialize->SerializeString( s_ActorGUID, guidStr); pActor->mGuid = Util::Guid::FromString(guidStr); } // child component if ( !pActor->IsLinkTemplate() ) { // Serialize component { SizeT count; pSerialize->SerializeInt( s_ActorComponentCount, count ); for ( IndexT index = 0; index < count; ++index ) { GPtr pComponent = pSerialize->SerializeObject(); if (pComponent.isvalid()) { pActor->AttachComponent( pComponent ); } } } // Serialize child { SizeT count; pSerialize->SerializeInt(s_ActorChildActorCount, count ); ActorSerializationArgs args(pActor); for ( IndexT index = 0; index < count; ++index ) { pSerialize->SerializeObject(&args); } } } else { // the actor template is all unlink. so actMgr mush active now n_assert( pActMgr && pActMgr->IsActive() ); GPtr pTemp(pActor); bool bOK = pActMgr->CopyFromTemplate( pActor->GetTemplateName().AsString(), pTemp, false ); if ( !bOK ) { n_warning( "ActorSerialization: Copy form template %s Failed.\n", pActor->GetTemplateName().AsString().AsCharPtr() ); } } //if ( isActive ) //{ // pActor->Active();//pActMgr->_AddActiveActor(pActor); //} } //------------------------------------------------------------------------ void ActorSerialization::Load_4(AppReader* pSerialize) { Actor* pActor = const_cast( mObject ); //bool isActive = false; //private data { Util::String templataName; pSerialize->SerializeString( s_ActorTemplateName, templataName ); pActor->SetTemplateName( templataName ); pSerialize->SerializeString( s_ActorName, pActor->mName ); pSerialize->SerializeBool( s_ActorTemplateLink, pActor->mIsLinkTemplate); pSerialize->SerializeUInt( s_ActorLayerID, pActor->mLayerID ); pSerialize->SerializeUInt( s_ActorTagID, pActor->mTagID ); Math::float4 pos; pSerialize->SerializeFloat4( s_ActorPosition, pos); Math::float4 rot; pSerialize->SerializeFloat4( s_ActorRotation, rot); Math::float4 scale; pSerialize->SerializeFloat4( s_ActorScale, scale); // use function to dirty flag pActor->SetTransform(pos, Math::quaternion(rot), scale ); pSerialize->SerializeBool( s_ActorActive, pActor->mActiveControl ); Util::String guidStr; pSerialize->SerializeString( s_ActorGUID, guidStr); pActor->mGuid = Util::Guid::FromString(guidStr); } // child component if ( !pActor->IsLinkTemplate() ) { // Serialize component { ComponentSerializationArgs args(pActor->GetPriority()); SizeT count; pSerialize->SerializeInt( s_ActorComponentCount, count ); for ( IndexT index = 0; index < count; ++index ) { GPtr pComponent = pSerialize->SerializeObject(&args); if (pComponent.isvalid()) { pActor->AttachComponent( pComponent ); } } } // Serialize child { SizeT count; pSerialize->SerializeInt(s_ActorChildActorCount, count ); ActorSerializationArgs args(pActor); for ( IndexT index = 0; index < count; ++index ) { pSerialize->SerializeObject(&args); } } } else { ActorManager* pActMgr = ActorManager::Instance(); // the actor template is all unlink. so actMgr mush active now n_assert( pActMgr && pActMgr->IsActive() ); GPtr pTemp(pActor); bool bOK = pActMgr->CopyFromTemplate( pActor->GetTemplateName().AsString(), pTemp, false ); if ( !bOK ) { n_warning( "ActorSerialization: Copy form template %s Failed.\n", pActor->GetTemplateName().AsString().AsCharPtr() ); } } //if ( isActive ) //{ // pActor->Active(false); //} } //------------------------------------------------------------------------ void ActorSerialization::Load_5(AppReader* pSerialize) { Actor* pActor = const_cast( mObject ); //bool isActive = false; //private data { Util::String templataName; pSerialize->SerializeString( s_ActorTemplateName, templataName ); pActor->SetTemplateName( templataName ); pSerialize->SerializeString( s_ActorName, pActor->mName ); pSerialize->SerializeBool( s_ActorTemplateLink, pActor->mIsLinkTemplate); pSerialize->SerializeUInt( s_ActorLayerID, pActor->mLayerID ); pSerialize->SerializeUInt( s_ActorTagID, pActor->mTagID ); Math::float4 pos; pSerialize->SerializeFloat4( s_ActorPosition, pos); Math::float4 rot; pSerialize->SerializeFloat4( s_ActorRotation, rot); Math::float4 scale; pSerialize->SerializeFloat4( s_ActorScale, scale); // use function to dirty flag pActor->SetTransform(pos, Math::quaternion(rot), scale ); pSerialize->SerializeBool( s_ActorActive, pActor->mActiveControl ); Util::String guidStr; pSerialize->SerializeString( s_ActorGUID, guidStr); pActor->mGuid = Util::Guid::FromString(guidStr); Resources::Priority actorResourcePriority; pSerialize->SerializeInt( s_ActorResourcePriority, actorResourcePriority); pActor->SetPriority(actorResourcePriority); } // child component if ( !pActor->IsLinkTemplate() ) { // Serialize component { ComponentSerializationArgs args(pActor->GetPriority()); SizeT count; pSerialize->SerializeInt( s_ActorComponentCount, count ); for ( IndexT index = 0; index < count; ++index ) { GPtr pComponent = pSerialize->SerializeObject(&args); if (pComponent.isvalid()) { pActor->AttachComponent( pComponent ); } } } // Serialize child { SizeT count; pSerialize->SerializeInt(s_ActorChildActorCount, count ); ActorSerializationArgs args(pActor); for ( IndexT index = 0; index < count; ++index ) { pSerialize->SerializeObject(&args); } } } else { /*程序流程走到这里代表actor是由模板创建的,并且没有做过任何修改,如果模板缓冲中有的话 可以直接从模板缓冲中复制,不用走序列化流程,这样可以加快加载时间。但要注意actor的位置 等私有属性应该保留*/ ActorManager* pActMgr = ActorManager::Instance(); // the actor template is all unlink. so actMgr mush active now n_assert( pActMgr && pActMgr->IsActive() ); GPtr pTemp(pActor); bool bOK = pActMgr->CopyFromTemplate( pActor->GetTemplateName().AsString(), pTemp, false ); if ( !bOK ) { n_warning( "ActorSerialization: Copy form template %s Failed.\n", pActor->GetTemplateName().AsString().AsCharPtr() ); } } //if ( isActive ) //{ // pActor->Active(false); //} } //------------------------------------------------------------------------ void ActorSerialization::Load_6(AppReader* pSerialize) { Actor* pActor = const_cast( mObject ); //bool isActive = false; //private data { Util::String templataName; pSerialize->SerializeString( s_ActorTemplateName, templataName ); pActor->SetTemplateName( templataName ); pSerialize->SerializeString( s_ActorName, pActor->mName ); pSerialize->SerializeBool( s_ActorTemplateLink, pActor->mIsLinkTemplate); pSerialize->SerializeUInt( s_ActorLayerID, pActor->mLayerID ); pSerialize->SerializeUInt( s_ActorTagID, pActor->mTagID ); pSerialize->SerializeUInt( s_ActorEditorStaticFlag, pActor->mEditorFlag); Math::float4 pos; pSerialize->SerializeFloat4( s_ActorPosition, pos); Math::float4 rot; pSerialize->SerializeFloat4( s_ActorRotation, rot); Math::float4 scale; pSerialize->SerializeFloat4( s_ActorScale, scale); // use function to dirty flag pActor->SetTransform(pos, Math::quaternion(rot), scale ); pSerialize->SerializeBool( s_ActorActive, pActor->mActiveControl ); Util::String guidStr; pSerialize->SerializeString( s_ActorGUID, guidStr); pActor->mGuid = Util::Guid::FromString(guidStr); Resources::Priority actorResourcePriority; pSerialize->SerializeInt( s_ActorResourcePriority, actorResourcePriority); pActor->SetPriority(actorResourcePriority); } // child component if ( !pActor->IsLinkTemplate() ) { // Serialize component { ComponentSerializationArgs args(pActor->GetPriority()); SizeT count; pSerialize->SerializeInt( s_ActorComponentCount, count ); for ( IndexT index = 0; index < count; ++index ) { GPtr pComponent = pSerialize->SerializeObject(&args); if (pComponent.isvalid()) { pActor->AttachComponent( pComponent ); } } } // Serialize child { SizeT count; pSerialize->SerializeInt(s_ActorChildActorCount, count ); ActorSerializationArgs args(pActor); for ( IndexT index = 0; index < count; ++index ) { pSerialize->SerializeObject(&args); } } } else { /*程序流程走到这里代表actor是由模板创建的,并且没有做过任何修改,如果模板缓冲中有的话 可以直接从模板缓冲中复制,不用走序列化流程,这样可以加快加载时间。但要注意actor的位置 等私有属性应该保留*/ ActorManager* pActMgr = ActorManager::Instance(); // the actor template is all unlink. so actMgr mush active now n_assert( pActMgr && pActMgr->IsActive() ); GPtr pTemp(pActor); bool bOK = pActMgr->CopyFromTemplate( pActor->GetTemplateName().AsString(), pTemp, false ); if ( !bOK ) { n_warning( "ActorSerialization: Copy form template %s Failed.\n", pActor->GetTemplateName().AsString().AsCharPtr() ); } } //if ( isActive ) //{ // pActor->Active(false); //} } //------------------------------------------------------------------------ void ActorSerialization::Load_7(AppReader* pSerialize) { Actor* pActor = const_cast( mObject ); bool visible; //bool isActive = false; //private data { Util::String templataName; pSerialize->SerializeString( s_ActorTemplateName, templataName ); pActor->SetTemplateName( templataName ); pSerialize->SerializeString( s_ActorName, pActor->mName ); pSerialize->SerializeBool( s_ActorTemplateLink, pActor->mIsLinkTemplate); pSerialize->SerializeUInt( s_ActorLayerID, pActor->mLayerID ); pSerialize->SerializeUInt( s_ActorTagID, pActor->mTagID ); pSerialize->SerializeUInt( s_ActorEditorStaticFlag, pActor->mEditorFlag); pSerialize->SerializeBool( s_ActorVisable,visible ); Math::float4 pos; pSerialize->SerializeFloat4( s_ActorPosition, pos); Math::float4 rot; pSerialize->SerializeFloat4( s_ActorRotation, rot); Math::float4 scale; pSerialize->SerializeFloat4( s_ActorScale, scale); // use function to dirty flag pActor->SetTransform(pos, Math::quaternion(rot), scale ); pSerialize->SerializeBool( s_ActorActive, pActor->mActiveControl ); Util::String guidStr; pSerialize->SerializeString( s_ActorGUID, guidStr); pActor->mGuid = Util::Guid::FromString(guidStr); Resources::Priority actorResourcePriority; pSerialize->SerializeInt( s_ActorResourcePriority, actorResourcePriority); pActor->SetPriority(actorResourcePriority); } // child component if ( !pActor->IsLinkTemplate() ) { // Serialize component { ComponentSerializationArgs args(pActor->GetPriority()); SizeT count; pSerialize->SerializeInt( s_ActorComponentCount, count ); for ( IndexT index = 0; index < count; ++index ) { GPtr pComponent = pSerialize->SerializeObject(&args); if (pComponent.isvalid()) { pActor->AttachComponent( pComponent ); } } #ifdef __GENESIS_EDITOR__ pActor->SetVisible(visible, false); #endif } // Serialize child { SizeT count; pSerialize->SerializeInt(s_ActorChildActorCount, count ); ActorSerializationArgs args(pActor); for ( IndexT index = 0; index < count; ++index ) { pSerialize->SerializeObject(&args); } } } else { /*程序流程走到这里代表actor是由模板创建的,并且没有做过任何修改,如果模板缓冲中有的话 可以直接从模板缓冲中复制,不用走序列化流程,这样可以加快加载时间。但要注意actor的位置 等私有属性应该保留*/ ActorManager* pActMgr = ActorManager::Instance(); // the actor template is all unlink. so actMgr mush active now n_assert( pActMgr && pActMgr->IsActive() ); GPtr pTemp(pActor); bool bOK = pActMgr->CopyFromTemplate( pActor->GetTemplateName().AsString(), pTemp, false ); if ( !bOK ) { n_warning( "ActorSerialization: Copy form template %s Failed.\n", pActor->GetTemplateName().AsString().AsCharPtr() ); } } //if ( isActive ) //{ // pActor->Active(false); //} } //------------------------------------------------------------------------ void ActorSerialization::Save(AppWriter* pSerialize) { const Actor* pActor = mObject; //private data { pSerialize->SerializeString( s_ActorTemplateName, pActor->GetTemplateName().AsString() ); pSerialize->SerializeString( s_ActorName, pActor->GetName() ); pSerialize->SerializeBool( s_ActorTemplateLink, pActor->IsLinkTemplate() ); pSerialize->SerializeInt( s_ActorLayerID, pActor->GetLayerID() ); pSerialize->SerializeInt( s_ActorTagID, pActor->GetTagID() ); pSerialize->SerializeInt( s_ActorEditorStaticFlag, pActor->GetEditorFlag() ); pSerialize->SerializeBool( s_ActorVisable, pActor->GetVisible() ); pSerialize->SerializeFloat4( s_ActorPosition, pActor->mLocalPosition); Math::quaternion qRot = pActor->GetRotation(); Math::float4 fRot = Math::float4(qRot.x(),qRot.y(),qRot.z(),qRot.w()); pSerialize->SerializeFloat4( s_ActorRotation, fRot); pSerialize->SerializeFloat4( s_ActorScale, pActor->mLocalScale); pSerialize->SerializeBool( s_ActorActive, pActor->GetActiveControl() ); pSerialize->SerializeString(s_ActorGUID, pActor->mGuid.AsString()); pSerialize->SerializeInt( s_ActorResourcePriority, pActor->GetPriority()); } // child component if( !pActor->IsLinkTemplate() ) { // Serialize component { const Util::Array >& Components = pActor->mComponents; SizeT count = Components.Size(); pSerialize->SerializeInt( s_ActorComponentCount, count ); for ( IndexT index = 0; index < count; ++index ) { const GPtr& pComponent = Components[index]; pSerialize->SerializeObject(pComponent); } } // Serialize child { SizeT count = pActor->GetChildCount(); pSerialize->SerializeInt( s_ActorChildActorCount, count ); for ( IndexT index = 0; index < count; ++index) { const GPtr& pChildActor = pActor->GetChild( index ); n_assert( pChildActor ); pSerialize->SerializeObject(pChildActor); } } } else { // do nothing. we can deSerialization from actor template } } } namespace App { //------------------------------------------------------------------------ // @ISerialization::GetVersion. when change storage, must add SerializeVersion count Version Actor::GetVersion() const { return 7; //当前版本号为7 } //------------------------------------------------------------------------ // @ISerialization::Load void Actor::Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args ) { n_assert(!mActivated); n_assert(!mActiveControl); n_assert(NULL == mParent); if (args) { const ActorSerializationArgs* aargs = args->cast_fast(); if (aargs->parent) { GPtr tmpActor = GPtr(this); aargs->parent->mChildren.Append(tmpActor); mParent = aargs->parent; } } ActorSerialization Serialize(this); Serialize.Load( ver, pReader ); } //------------------------------------------------------------------------ // @ISerialization::Save void Actor::Save( AppWriter* pWriter ) const { ActorSerialization Serialize(this); Serialize.Save( pWriter ); } }