X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;ds=inline;f=dali-scene3d%2Fpublic-api%2Floader%2Fscene-definition.cpp;h=f41422e1580265f632f7c2c82ed779c3cf97dc12;hb=e4c8362431523550a745b190c67c0c8e3f25ac4d;hp=b6a2743995362e254a14f78404f0f3a2ddd0b423;hpb=7ed28ea060e0aa21cb36ed605d6c7d0f85397f6a;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-scene3d/public-api/loader/scene-definition.cpp b/dali-scene3d/public-api/loader/scene-definition.cpp index b6a2743..f41422e 100644 --- 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 { -const std::string JOINT_MATRIX{"jointMatrix"}; +const char* JOINT_MATRIX{"jointMatrix"}; const std::map 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]; - 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}); @@ -422,7 +422,11 @@ const NodeDefinition* SceneDefinition::GetNode(Index iNode) const 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) @@ -957,7 +961,7 @@ void SceneDefinition::ConfigureSkeletonJoints(uint32_t iRoot, const SkeletonDefi } // 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); @@ -972,7 +976,7 @@ void SceneDefinition::ConfigureSkeletonJoints(uint32_t iRoot, const SkeletonDefi 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);