Actor NewActor( const Property::Map& map ) { BaseHandle handle; // First find type and create Actor Property::Value* typeValue = map.Find( "type" ); if ( typeValue ) { TypeInfo type = TypeRegistry::Get().GetTypeInfo( typeValue->Get< std::string >() ); if ( type ) { handle = type.CreateInstance(); } } if ( !handle ) { DALI_LOG_ERROR( "Actor type not provided\n" ); return Actor(); } Actor actor( Actor::DownCast( handle ) ); if ( actor ) { // Now set the properties, or create children for ( unsigned int i = 0, mapCount = map.Count(); i < mapCount; ++i ) { const StringValuePair& pair( map.GetPair( i ) ); const std::string& key( pair.first ); if ( key == "type" ) { continue; } const Property::Value& value( pair.second ); if ( key == "actors" ) { // Create children Property::Array actorArray = value.Get< Property::Array >(); for ( Property::Array::SizeType i = 0; i < actorArray.Size(); ++i) { actor.Add( NewActor( actorArray[i].Get< Property::Map >() ) ); } } else { Property::Index index( actor.GetPropertyIndex( key ) ); if ( index != Property::INVALID_INDEX ) { actor.SetProperty( index, value ); } } } } return actor; }
vtkActor* PropScene::AddPolyData(std::string name, vtkPolyData *poly) { vtkActor* actor = NewActor(poly); AddProp(name, actor); return actor; }