// updateData
// update data
void CWayPoint::updateData( CSerializable* pObj )
{
	pObj->nextRecord();
	
	CZone* pZone = (CZone*) getParent();

	// next waypoint
	long id = pObj->readLong();	
	CGameObject *p = pZone->searchObject( id );

	if ( id != -1 && p )
	{		
		if ( p && p->getObjectType() == CGameObject::WaypointObject )
		{
			((CWayPoint*)p)->setBack( this );
			setNext( (CWayPoint*)p );
		}
	}
	else
	{
		if ( m_next )
			m_next->setBack( NULL );
		setNext(NULL);
	}

	// prev waypoint
	id = pObj->readLong();
	p = pZone->searchObject( id );

	if ( id != -1 && p )
	{
		if ( p && p->getObjectType() == CGameObject::WaypointObject )
		{
			((CWayPoint*)p)->setNext( this );
			setBack( (CWayPoint*)p );
		}
	}
	else
	{
		if ( m_back )
			m_back->setNext( NULL );
		setBack(NULL);
	}

	// wait time
	m_timeWait = pObj->readLong();

	CGameObject::updateData( pObj );
}
CPlayerComponent::~CPlayerComponent()
{
	// unregister collide obj
	CGameObject *zone = (CGameObject*)m_gameObject->getParent();
	if ( zone && zone->getObjectType() == CGameObject::ZoneObject )	
		((CZone*)zone)->unRegisterCollideObj( m_gameObject);

	// unregister event
	getIView()->unRegisterEvent( this );
}
// init
// run when init object
void CPlayerComponent::initComponent()
{
    m_collada = (CColladaMeshComponent*)m_gameObject->getComponent( IObjectComponent::ColladaMesh );

	// load model by character id
	CGameConfig::SCharacterInfo *charInfo = CGameConfig::getInstance()->getCharacterInfo(m_charID);

	// load model
	m_collada->loadScene(charInfo->model.c_str() );

	// load animation
	CColladaAnimationFactory* animFactory = CColladaAnimationFactory::getInstance();
	m_animationPackage = animFactory->getAnimation( charInfo->name.c_str() );
	if ( m_animationPackage == NULL )
		m_animationPackage = animFactory->loadAnimation( charInfo->name.c_str(), getIView()->getPath(charInfo->anim));
    m_collada->setAnimationPackage( m_animationPackage );
    
	// apply lod
	for (int i = 0, n = (int)charInfo->lods.size(); i < n; i++)	
		m_collada->addLodData( charInfo->lods[i].distance, charInfo->lods[i].node.c_str() );	

    init(m_gameObject);

	// register event
	getIView()->registerEvent("CPlayerComponent", this);

	// init lua player component
	char luaObjName[64];
	sprintf(luaObjName, "CPlayerComp_%ld", m_gameObject->getID());
	m_luaObjName = luaObjName;

	// init collision
	ISceneManager *smgr = getIView()->getSceneMgr();
	ITriangleSelector *selector = smgr->createTriangleSelectorFromBoundingBox(m_gameObject->getSceneNode());
	m_gameObject->getSceneNode()->setTriangleSelector(selector);
	selector->drop();

	CGameObject *zone = (CGameObject*)m_gameObject->getParent();
	if ( zone && zone->getObjectType() == CGameObject::ZoneObject )	
		((CZone*)zone)->registerCollideObj( m_gameObject);
		
}
bool CHistoryManager::doCreate(	SAction* action, bool redo )
{
	IDoc *pDoc = getIView()->getDocument();

	CSerializable *pObject = &action->object1;
	pObject->setCursorRecord(0);
		
	if ( redo == false )
	{
		SSerializableRec *pObjectID	= pObject->getProperty("objectID");

		if ( pObjectID == NULL )
			return false;

		long objID = -1;
		sscanf( pObjectID->data, "%ld", &objID );	

		CGameObject* pObj =	pDoc->searchObject( objID );
		if ( pObj == NULL )
			return false;

		CZone *pZone = (CZone*) pObj->getParent();
		pZone->removeObject( pObj );
	}
	else
	{
		SSerializableRec *pParentID			= pObject->getProperty("parentID");
		SSerializableRec *pObjectTemplate	= pObject->getProperty("objectTemplate");
		SSerializableRec *pObjectType		= pObject->getProperty("objectType");

		if ( pParentID == NULL )
			return false;

		long parentID = -1;
		sscanf( pParentID->data, "%ld", &parentID );

		CGameObject* pParent =	pDoc->searchObject( parentID );
		if ( pParent == NULL )
			return false;

		if ( pParent->getObjectType() != CGameObject::ZoneObject )
			return false;

		CZone *pZone = (CZone*) pParent;
		wchar_t objTemplate[1024];
		uiString::convertUTF8ToUnicode(pObjectTemplate->data, objTemplate);

		CGameObject *pObj = NULL;

		if ( strcmp( pObjectType->data, strOfObjType( CGameObject::GameObject ) ) == 0 )
			pObj = pZone->createObject( objTemplate );			
		else if ( strcmp( pObjectType->data, strOfObjType( CGameObject::CameraObject ) ) == 0 )		
			pObj = pZone->createCamera();			
		else if ( strcmp( pObjectType->data, strOfObjType( CGameObject::WaypointObject ) ) == 0 )
			pObj = pZone->createWaypoint();		
		else if ( strcmp( pObjectType->data, strOfObjType( CGameObject::TriggerObject ) ) == 0 )
			pObj = pZone->createTrigger();
		else if ( strcmp( pObjectType->data, strOfObjType( CGameObject::LightObject ) ) == 0 )
			pObj = pZone->createLight();

		if ( pObj )
		{
			pObj->updateData( pObject );
			pZone->setSortObject( true );
		}
	}

	return true;	
}