6e8fbca745
match the genesis editor version 1.3.0.653.
223 lines
6.7 KiB
C++
223 lines
6.7 KiB
C++
/****************************************************************************
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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 "graphicfeature/components/animationcomponent.h"
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namespace App
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{
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class AnimationComponentSerialization
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{
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public:
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AnimationComponentSerialization(AnimationComponent* pComponent);
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~AnimationComponentSerialization();
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public:
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void Load(Version ver, AppReader* pReader, const Serialization::SerializationArgs* args );
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void Load_1(AppReader* pReader);
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void Load_2(AppReader* pReader, const Serialization::SerializationArgs* args );
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void Load_3(AppReader* pReader, const Serialization::SerializationArgs* args );
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void Load_4(AppReader* pReader, const Serialization::SerializationArgs* args );
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void Save(AppWriter* pWriter) const ;
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protected:
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AnimationComponent* m_Object;
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};
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const char* s_AnimCount = "AnimationCount";
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const char* s_Animation = "Animation";
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const char* s_AnimationDummy = "EmptyNull";
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const char* s_WrpaMode = "WrapMode";
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const char* s_AnimationSpeed = "AnimationSpeed";
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const char* s_AttachedActorCount = "AttachedActorCount";
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const char* s_AttachedActorGUID = "AttachedActorGUID";
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const char* s_AttachedSkelName = "AttachedSkelName";
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const char* s_AttachedActorTrans = "AttachedActorTrans";
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const char* s_DefaultAnimName = "DefaultAnimName";
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AnimationComponentSerialization::AnimationComponentSerialization(AnimationComponent* pComponent)
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: m_Object(pComponent)
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{
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}
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AnimationComponentSerialization::~AnimationComponentSerialization()
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{
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}
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void AnimationComponentSerialization::Load(Version ver, AppReader* pReader, const Serialization::SerializationArgs* args)
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{
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if (ver == 1)
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{
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Load_1(pReader);
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}
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else if(ver == 2)
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{
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Load_2(pReader, args);
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}
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else if(ver == 3)
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{
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Load_3(pReader, args);
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}
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else if(ver == 4)
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{
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Load_4(pReader, args);
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}
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else
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{
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n_error("SceneSerialization::Load unknown version");
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}
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}
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void AnimationComponentSerialization::Load_1(AppReader* pReader)
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{
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SizeT count = 0;
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pReader->SerializeInt(s_AnimCount, count);
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for (int i = 0; i<count; ++i)
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{
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Util::String animName;
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pReader->SerializeString(s_Animation, animName);
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m_Object->SetAnimationID(animName);
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}
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}
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void AnimationComponentSerialization::Load_2(AppReader* pReader, const Serialization::SerializationArgs* args)
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{
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SizeT count = 0;
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pReader->SerializeInt(s_AnimCount, count);
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const ComponentSerializationArgs* cargs = args->cast_fast<ComponentSerializationArgs>();
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Resources::Priority priority = (Resources::ResourcePriority::Undefinition == cargs->getPriority()) ? Resources::ResourcePriority::AnimationDefault : cargs->getPriority();
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for (int i = 0; i<count; ++i)
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{
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Util::String animName;
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pReader->SerializeString(s_Animation, animName);
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m_Object->SetAnimationID(animName, priority);
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int wrapMode;
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pReader->SerializeInt(s_WrpaMode,wrapMode);
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m_Object->SetWrapMode(animName,wrapMode);
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float speed;
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pReader->SerializeFloat(s_AnimationSpeed, speed);
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m_Object->SetAnimationSpeed(animName,speed);
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}
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}
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void AnimationComponentSerialization::Load_3(AppReader* pReader, const Serialization::SerializationArgs* args)
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{
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Load_2(pReader, args);
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SizeT attachCount = 0;
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pReader->SerializeInt(s_AttachedActorCount, attachCount);
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m_Object->GetTempAttachedActors().Clear();
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Util::Dictionary< Util::Guid, AttachedActorInfo > tempAttach;
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for(int i=0; i<attachCount; ++i)
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{
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Util::String actorGUID;
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pReader->SerializeString(s_AttachedActorGUID, actorGUID);
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Util::String skelName;
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pReader->SerializeString(s_AttachedSkelName, skelName);
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Math::matrix44 trans;
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pReader->SerializeMatrix44(s_AttachedActorTrans, trans);
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Util::Guid guid;
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guid = Util::Guid::FromString(actorGUID);
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AttachedActorInfo attachInfo;
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attachInfo.attachedActorTrans = trans;
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attachInfo.attachedSkelName = skelName;
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tempAttach.Add(guid,attachInfo);
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}
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m_Object->SetTempAttachedActors(tempAttach);
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}
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void AnimationComponentSerialization::Load_4(AppReader* pReader, const Serialization::SerializationArgs* args)
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{
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Load_3(pReader, args);
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Util::String defaultAnim;
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pReader->SerializeString(s_DefaultAnimName, defaultAnim);
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m_Object->SetDefaultAnimName(defaultAnim);
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}
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void AnimationComponentSerialization::Save(AppWriter* pWriter) const
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{
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SizeT count = m_Object->GetAnimResCount();
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pWriter->SerializeInt(s_AnimCount, count);
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for (int i = 0; i<count; ++i)
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{
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//const Resources::ResourceId& animID = m_Object->GetAnimResID(i);
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Util::String animID = m_Object->GetAnimResID(i).AsString();
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animID.ReplaceChars("\\", '/');
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n_assert(animID.IsValid());
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pWriter->SerializeString(s_Animation, animID);
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int wrapMode = m_Object->GetWrapMode(animID);
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pWriter->SerializeInt(s_WrpaMode,wrapMode);
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float speed = m_Object->GetAnimationSpeed(animID);
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pWriter->SerializeFloat(s_AnimationSpeed,speed);
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}
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SizeT attachCount = 0;
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pWriter->SerializeInt(s_AttachedActorCount, attachCount);
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pWriter->SerializeString(s_DefaultAnimName, m_Object->GetDefaultAnimName().AsString());
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}
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}
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namespace App
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{
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Version AnimationComponent::GetVersion() const
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{
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return 4;
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}
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void AnimationComponent::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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AnimationComponentSerialization Serialize(this);
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Serialize.Load(ver, pReader, args);
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}
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void AnimationComponent::Save( AppWriter* pWriter ) const
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{
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pWriter->SerializeSuper<Super>(this);
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AnimationComponentSerialization Serialize(const_cast<AnimationComponent*>(this));
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Serialize.Save(pWriter);
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}
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}
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