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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
b6a2743
..
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,
@@
-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)
@@
-957,7
+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);
@@
-972,7
+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);