/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_SceneNode.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 24950 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include #include #include #include namespace nw { namespace gfx { NW_UT_RUNTIME_TYPEINFO_DEFINITION(SceneNode, SceneObject); //---------------------------------------- SceneNode* SceneNode::DynamicBuilder::Create( os::IAllocator* allocator ) { NW_NULL_ASSERT(allocator); void* memory = allocator->Alloc(sizeof(SceneNode)); NW_NULL_ASSERT(memory); SceneNode* node = new(memory) SceneNode( allocator, ResSceneNode(), m_Description); Result result = node->Initialize(allocator); NW_ASSERT(result.IsSuccess()); return node; } //---------------------------------------- SceneNode* SceneNode::Create( SceneNode* parent, ResSceneObject resource, const SceneNode::Description& description, os::IAllocator* allocator ) { NW_NULL_ASSERT(allocator); ResSceneNode resNode = ResStaticCast(resource); void* memory = allocator->Alloc(sizeof(SceneNode)); NW_NULL_ASSERT(memory); SceneNode* node = new(memory) SceneNode( allocator, resNode, description); Result result = node->Initialize(allocator); NW_ASSERT(result.IsSuccess()); if (parent) { bool isAttached = parent->AttachChild(node); NW_ASSERT(isAttached); } return node; } //---------------------------------------- void SceneNode::Accept( ISceneVisitor* visitor ) { visitor->VisitSceneNode(this); AcceptChildren(visitor); } //---------------------------------------- Result SceneNode::CreateAnimBinding(os::IAllocator* allocator) { Result result = INITIALIZE_RESULT_OK; if (!m_Description.isAnimationEnabled) { return result; } ResSceneObject resSceneObject = GetResSceneObject(); ResSceneNode resSceneNode = *reinterpret_cast(&resSceneObject); if(!resSceneNode.IsValid()) { return result; } const int animGroupCount = resSceneNode.GetAnimGroupsCount(); if (animGroupCount == 0) { return result; } AnimBinding* animBinding = AnimBinding::Builder() .MaxAnimGroups(animGroupCount) .MaxAnimObjectsPerGroup(m_Description.maxAnimObjectsPerGroup) .Create(allocator); if (animBinding == NULL) { result |= Result::MASK_FAIL_BIT; } NW_ENSURE_AND_RETURN(result); SetAnimBinding(animBinding); return result; } //---------------------------------------- Result SceneNode::CreateChildren(os::IAllocator* allocator) { Result result = INITIALIZE_RESULT_OK; if (m_Description.isFixedSizeMemory) { if (m_Description.maxChildren == 0) { m_Children = SceneNodeChildren(NULL, NULL, 0, NULL); } else { void* memory = allocator->Alloc( sizeof(SceneNode*) * m_Description.maxChildren, CHILDREN_MEMORY_ALIGNMENT); if (memory == NULL) { result |= Result::MASK_FAIL_BIT; } NW_ENSURE_AND_RETURN(result); m_Children = SceneNodeChildren(NULL, memory, m_Description.maxChildren, allocator); } } else { m_Children = SceneNodeChildren(NULL, allocator); } return result; } //---------------------------------------- Result SceneNode::CreateCallbacks(os::IAllocator* allocator) { Result result = INITIALIZE_RESULT_OK; if (m_Description.isFixedSizeMemory) { if (m_Description.maxCallbacks == 0) { this->m_PreUpdateSignal = UpdateSignal::CreateInvalidateSignal(allocator); } else { this->m_PreUpdateSignal = UpdateSignal::CreateFixedSizedSignal(m_Description.maxCallbacks, allocator); } } else { this->m_PreUpdateSignal = UpdateSignal::CreateVariableSizeSignal(allocator); } // 動的配列のメモリ確保に失敗した場合 if (m_PreUpdateSignal == NULL) { result |= Result::MASK_FAIL_BIT; } return result; } //---------------------------------------- Result SceneNode::Initialize(os::IAllocator* allocator) { Result result = INITIALIZE_RESULT_OK; result |= CreateChildren(allocator); NW_ENSURE_AND_RETURN(result); this->m_Children.SetParent(this); result |= CreateCallbacks(allocator); NW_ENSURE_AND_RETURN(result); result |= CreateAnimBinding(allocator); NW_ENSURE_AND_RETURN(result); return result; } } // namespace gfx } // namespace nw