genesis-3d_engine/Engine/app/appframework/actorserialization.cc
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

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/****************************************************************************
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<Actor*>( 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<Component> pComponent = pSerialize->SerializeObject<Component>();
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<Actor> 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<Actor*>( 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<Component> pComponent = pSerialize->SerializeObject<Component>();
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<Actor>(&args);
}
}
}
else
{
ActorManager* pActMgr = ActorManager::Instance();
// the actor template is all unlink. so actMgr mush active now
n_assert( pActMgr && pActMgr->IsActive() );
GPtr<Actor> 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<Actor*>( 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<Component> pComponent = pSerialize->SerializeObject<Component>();
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<Actor>(&args);
}
}
}
else
{
// the actor template is all unlink. so actMgr mush active now
n_assert( pActMgr && pActMgr->IsActive() );
GPtr<Actor> 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<Actor*>( 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<Component> pComponent = pSerialize->SerializeObject<Component>(&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<Actor>(&args);
}
}
}
else
{
ActorManager* pActMgr = ActorManager::Instance();
// the actor template is all unlink. so actMgr mush active now
n_assert( pActMgr && pActMgr->IsActive() );
GPtr<Actor> 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<Actor*>( 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<Component> pComponent = pSerialize->SerializeObject<Component>(&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<Actor>(&args);
}
}
}
else
{
/*<2A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>actor<6F><72><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E5B4B4><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA>޸ģ<DEB8><C4A3><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E5BBBA><EFBFBD><EFBFBD><EFBFBD>еĻ<D0B5>
<09><><EFBFBD><EFBFBD>ֱ<EFBFBD>Ӵ<EFBFBD>ģ<EFBFBD><EFBFBD><E5BBBA><EFBFBD>и<EFBFBD><D0B8>ƣ<EFBFBD><C6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD>̣<EFBFBD><CCA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լӿ<D4BC><D3BF><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A1A3>Ҫע<D2AA><D7A2>actor<6F><72>λ<EFBFBD><CEBB>
<09><>˽<EFBFBD><CBBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ñ<EFBFBD><C3B1><EFBFBD>*/
ActorManager* pActMgr = ActorManager::Instance();
// the actor template is all unlink. so actMgr mush active now
n_assert( pActMgr && pActMgr->IsActive() );
GPtr<Actor> 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<Actor*>( 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<Component> pComponent = pSerialize->SerializeObject<Component>(&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<Actor>(&args);
}
}
}
else
{
/*<2A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>actor<6F><72><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E5B4B4><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA>޸ģ<DEB8><C4A3><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E5BBBA><EFBFBD><EFBFBD><EFBFBD>еĻ<D0B5>
<09><><EFBFBD><EFBFBD>ֱ<EFBFBD>Ӵ<EFBFBD>ģ<EFBFBD><EFBFBD><E5BBBA><EFBFBD>и<EFBFBD><D0B8>ƣ<EFBFBD><C6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD>̣<EFBFBD><CCA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լӿ<D4BC><D3BF><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A1A3>Ҫע<D2AA><D7A2>actor<6F><72>λ<EFBFBD><CEBB>
<09><>˽<EFBFBD><CBBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ñ<EFBFBD><C3B1><EFBFBD>*/
ActorManager* pActMgr = ActorManager::Instance();
// the actor template is all unlink. so actMgr mush active now
n_assert( pActMgr && pActMgr->IsActive() );
GPtr<Actor> 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<Actor*>( 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<Component> pComponent = pSerialize->SerializeObject<Component>(&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<Actor>(&args);
}
}
}
else
{
/*<2A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>actor<6F><72><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E5B4B4><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA>޸ģ<DEB8><C4A3><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E5BBBA><EFBFBD><EFBFBD><EFBFBD>еĻ<D0B5>
<09><><EFBFBD><EFBFBD>ֱ<EFBFBD>Ӵ<EFBFBD>ģ<EFBFBD><EFBFBD><E5BBBA><EFBFBD>и<EFBFBD><D0B8>ƣ<EFBFBD><C6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD>̣<EFBFBD><CCA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լӿ<D4BC><D3BF><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A1A3>Ҫע<D2AA><D7A2>actor<6F><72>λ<EFBFBD><CEBB>
<09><>˽<EFBFBD><CBBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ñ<EFBFBD><C3B1><EFBFBD>*/
ActorManager* pActMgr = ActorManager::Instance();
// the actor template is all unlink. so actMgr mush active now
n_assert( pActMgr && pActMgr->IsActive() );
GPtr<Actor> 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<GPtr<Component> >& Components = pActor->mComponents;
SizeT count = Components.Size();
pSerialize->SerializeInt( s_ActorComponentCount, count );
for ( IndexT index = 0; index < count; ++index )
{
const GPtr<Component>& 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<Actor>& 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; //<2F><>ǰ<EFBFBD><EFBFBD><E6B1BE>Ϊ7
}
//------------------------------------------------------------------------
// @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<ActorSerializationArgs>();
if (aargs->parent)
{
GPtr<Actor> tmpActor = GPtr<Actor>(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 );
}
}