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Replace std::string global variables with C-style string.
[platform/core/uifw/dali-toolkit.git]
/
dali-scene3d
/
public-api
/
loader
/
scene-definition.cpp
diff --git
a/dali-scene3d/public-api/loader/scene-definition.cpp
b/dali-scene3d/public-api/loader/scene-definition.cpp
index
a117e1e
..
f41422e
100644
(file)
--- a/
dali-scene3d/public-api/loader/scene-definition.cpp
+++ b/
dali-scene3d/public-api/loader/scene-definition.cpp
@@
-45,7
+45,7
@@
namespace Loader
{
namespace
{
{
namespace
{
-const
std::string
JOINT_MATRIX{"jointMatrix"};
+const
char*
JOINT_MATRIX{"jointMatrix"};
const std::map<Property::Type, Constraint (*)(Actor&, Property::Index)> sConstraintFactory = {
{Property::Type::BOOLEAN,
const std::map<Property::Type, Constraint (*)(Actor&, Property::Index)> sConstraintFactory = {
{Property::Type::BOOLEAN,
@@
-164,7
+164,7
@@
void AddJointDebugVisual(Actor aJoint)
}
#endif //DEBUG_JOINTS
}
#endif //DEBUG_JOINTS
-class ActorCreatorVisitor : public NodeDefinition::I
Const
Visitor
+class ActorCreatorVisitor : public NodeDefinition::IVisitor
{
public:
ActorCreatorVisitor(NodeDefinition::CreateParams& params)
{
public:
ActorCreatorVisitor(NodeDefinition::CreateParams& params)
@@
-172,7
+172,7
@@
public:
{
}
{
}
- void Start(
const
NodeDefinition& n)
+ void Start(NodeDefinition& n)
{
mCreationContext.mXforms.modelStack.Push(n.GetLocalSpace());
{
mCreationContext.mXforms.modelStack.Push(n.GetLocalSpace());
@@
-188,7
+188,7
@@
public:
mActorStack.push_back(a);
}
mActorStack.push_back(a);
}
- void Finish(
const
NodeDefinition& n)
+ void Finish(NodeDefinition& n)
{
mActorStack.pop_back();
mCreationContext.mXforms.modelStack.Pop();
{
mActorStack.pop_back();
mCreationContext.mXforms.modelStack.Pop();
@@
-305,7
+305,7
@@
void ConfigureBoneMatrix(const Matrix& ibm, Actor joint, Shader& shader, Index&
{
// Register bone transform on shader.
char propertyNameBuffer[32];
{
// Register bone transform on shader.
char propertyNameBuffer[32];
- snprintf(propertyNameBuffer, sizeof(propertyNameBuffer), "%s[%d]", Skinning::BONE_UNIFORM_NAME
.c_str()
, boneIdx);
+ snprintf(propertyNameBuffer, sizeof(propertyNameBuffer), "%s[%d]", Skinning::BONE_UNIFORM_NAME, boneIdx);
DALI_ASSERT_DEBUG(shader.GetPropertyIndex(propertyNameBuffer) == Property::INVALID_INDEX);
auto propBoneXform = shader.RegisterProperty(propertyNameBuffer, Matrix{false});
DALI_ASSERT_DEBUG(shader.GetPropertyIndex(propertyNameBuffer) == Property::INVALID_INDEX);
auto propBoneXform = shader.RegisterProperty(propertyNameBuffer, Matrix{false});
@@
-422,7
+422,11
@@
const NodeDefinition* SceneDefinition::GetNode(Index iNode) const
NodeDefinition* SceneDefinition::GetNode(Index iNode)
{
NodeDefinition* SceneDefinition::GetNode(Index iNode)
{
- return mNodes[iNode].get();
+ if(iNode != Scene3D::Loader::INVALID_INDEX && iNode < mNodes.size())
+ {
+ return mNodes[iNode].get();
+ }
+ return nullptr;
}
void SceneDefinition::Visit(Index iNode, const Customization::Choices& choices, NodeDefinition::IVisitor& v)
}
void SceneDefinition::Visit(Index iNode, const Customization::Choices& choices, NodeDefinition::IVisitor& v)
@@
-469,7
+473,7
@@
void SceneDefinition::CountResourceRefs(Index iNode, const Customization::Choice
Visit(iNode, choices, refCounterVisitor);
}
Visit(iNode, choices, refCounterVisitor);
}
-Actor SceneDefinition::CreateNodes(Index iNode, const Customization::Choices& choices, NodeDefinition::CreateParams& params)
const
+Actor SceneDefinition::CreateNodes(Index iNode, const Customization::Choices& choices, NodeDefinition::CreateParams& params)
{
ActorCreatorVisitor actorCreatorVisitor(params);
{
ActorCreatorVisitor actorCreatorVisitor(params);
@@
-526,11
+530,6
@@
void SceneDefinition::GetCustomizationOptions(const Customization::Choices& choi
NodeDefinition* SceneDefinition::AddNode(std::unique_ptr<NodeDefinition>&& nodeDef)
{
NodeDefinition* SceneDefinition::AddNode(std::unique_ptr<NodeDefinition>&& nodeDef)
{
- if(!nodeDef->mName.empty() && FindNode(nodeDef->mName))
- {
- return nullptr;
- }
-
// add next index (to which we're about to push) as a child to the designated parent, if any.
if(nodeDef->mParentIdx != INVALID_INDEX)
{
// add next index (to which we're about to push) as a child to the designated parent, if any.
if(nodeDef->mParentIdx != INVALID_INDEX)
{
@@
-962,7
+961,7
@@
void SceneDefinition::ConfigureSkeletonJoints(uint32_t iRoot, const SkeletonDefi
}
// 3, For each root, register joint matrices and constraints
}
// 3, For each root, register joint matrices and constraints
- for(
auto
r : rootsJoints)
+ for(
const auto&
r : rootsJoints)
{
auto node = GetNode(r.first);
auto rootJoint = root.FindChildByName(node->mName);
{
auto node = GetNode(r.first);
auto rootJoint = root.FindChildByName(node->mName);
@@
-977,7
+976,7
@@
void SceneDefinition::ConfigureSkeletonJoints(uint32_t iRoot, const SkeletonDefi
constraint.AddSource(Source(rootJoint, Actor::Property::POSITION));
constraint.Apply();
constraint.AddSource(Source(rootJoint, Actor::Property::POSITION));
constraint.Apply();
- for(auto j : r.second)
+ for(
const
auto j : r.second)
{
node = GetNode(j);
auto joint = rootJoint.FindChildByName(node->mName);
{
node = GetNode(j);
auto joint = rootJoint.FindChildByName(node->mName);