// get index of root node.
auto docRoot = mParser.GetRoot();
-
- // Process resources first - these are shared
- if(auto environments = docRoot->GetChild("environment"))
+ if(docRoot)
{
- ParseEnvironments(environments, output.mResources); // NOTE: must precede parsing of materials
- }
+ // Process resources first - these are shared
+ if(auto environments = docRoot->GetChild("environment"))
+ {
+ ParseEnvironments(environments, output.mResources); // NOTE: must precede parsing of materials
+ }
- if(auto meshes = docRoot->GetChild("meshes"))
- {
- ParseMeshes(meshes, output.mResources);
- }
+ if(auto meshes = docRoot->GetChild("meshes"))
+ {
+ ParseMeshes(meshes, output.mResources);
+ }
- if(auto shaders = docRoot->GetChild("shaders"))
- {
- ParseShaders(shaders, output.mResources);
- }
+ if(auto shaders = docRoot->GetChild("shaders"))
+ {
+ ParseShaders(shaders, output.mResources);
+ }
- if(auto materials = docRoot->GetChild("materials"))
- {
- ParseMaterials(materials, input.mConvertColorCode, output.mResources);
- }
+ if(auto materials = docRoot->GetChild("materials"))
+ {
+ ParseMaterials(materials, input.mConvertColorCode, output.mResources);
+ }
- for(auto& c : input.mPreNodeCategoryProcessors)
- {
- if(auto node = docRoot->GetChild(c.first))
+ for(auto& c : input.mPreNodeCategoryProcessors)
{
- Property::Array array;
- ParseProperties(*node, array);
- c.second(std::move(array), mOnError);
+ if(auto node = docRoot->GetChild(c.first))
+ {
+ Property::Array array;
+ ParseProperties(*node, array);
+ c.second(std::move(array), mOnError);
+ }
}
- }
- // Process scenes
- Index iScene = 0; // default scene
- ReadIndex(docRoot->GetChild("scene"), iScene);
+ // Process scenes
+ Index iScene = 0; // default scene
+ ReadIndex(docRoot->GetChild("scene"), iScene);
- auto tnScenes = RequireChild(docRoot, "scenes");
- auto tnNodes = RequireChild(docRoot, "nodes");
- ParseSceneInternal(iScene, tnScenes, tnNodes, params);
+ auto tnScenes = RequireChild(docRoot, "scenes");
+ auto tnNodes = RequireChild(docRoot, "nodes");
+ ParseSceneInternal(iScene, tnScenes, tnNodes, params);
- ParseSkeletons(docRoot->GetChild("skeletons"), output.mScene, output.mResources);
+ ParseSkeletons(docRoot->GetChild("skeletons"), output.mScene, output.mResources);
- output.mScene.EnsureUniqueSkinningShaderInstances(output.mResources);
- output.mScene.EnsureUniqueBlendShapeShaderInstances(output.mResources);
+ output.mScene.EnsureUniqueSkinningShaderInstances(output.mResources);
+ output.mScene.EnsureUniqueBlendShapeShaderInstances(output.mResources);
- // Ger cameras and lights
- GetCameraParameters(output.mCameraParameters);
- GetLightParameters(output.mLightParameters);
+ // Ger cameras and lights
+ GetCameraParameters(output.mCameraParameters);
+ GetLightParameters(output.mLightParameters);
- // Post-node processors and animations last
- for(auto& c : input.mPostNodeCategoryProcessors)
- {
- if(auto node = docRoot->GetChild(c.first))
+ // Post-node processors and animations last
+ for(auto& c : input.mPostNodeCategoryProcessors)
{
- Property::Array array;
- ParseProperties(*node, array);
- c.second(std::move(array), mOnError);
+ if(auto node = docRoot->GetChild(c.first))
+ {
+ Property::Array array;
+ ParseProperties(*node, array);
+ c.second(std::move(array), mOnError);
+ }
}
- }
- if(auto animations = docRoot->GetChild("animations"))
- {
- ParseAnimations(animations, params);
- }
+ if(auto animations = docRoot->GetChild("animations"))
+ {
+ ParseAnimations(animations, params);
+ }
- if(!output.mAnimationDefinitions.empty())
- {
- if(auto animationGroups = docRoot->GetChild("animationGroups"))
+ if(!output.mAnimationDefinitions.empty())
{
- ParseAnimationGroups(animationGroups, params);
+ if(auto animationGroups = docRoot->GetChild("animationGroups"))
+ {
+ ParseAnimationGroups(animationGroups, params);
+ }
}
}
}
void DliLoader::Impl::ParseSceneInternal(Index iScene, const Toolkit::TreeNode* tnScenes, const Toolkit::TreeNode* tnNodes, LoadParams& params)
{
- auto getSceneRootIdx = [tnScenes, tnNodes](Index iScene) {
+ auto getSceneRootIdx = [tnScenes, tnNodes](Index iScene)
+ {
auto tn = GetNthChild(tnScenes, iScene); // now a "scene" object
if(!tn)
{