コード例 #1
0
ファイル: PlayerNode.cpp プロジェクト: 3david/OpenNI
XnStatus PlayerNode::UndoRecord(PlayerNode::RecordUndoInfo& undoInfo, XnUInt32 nDestPos, XnBool& bUndone)
{
	XnStatus nRetVal = XN_STATUS_OK;
	XnUInt32 nOriginalPos = TellStream();
	bUndone = FALSE;
	Record record(m_pRecordBuffer, RECORD_MAX_SIZE);
	while ((undoInfo.nRecordPos > nDestPos) && (undoInfo.nUndoRecordPos != 0))
	{
		nRetVal = SeekStream(XN_OS_SEEK_SET, undoInfo.nUndoRecordPos);
		XN_IS_STATUS_OK(nRetVal);
		nRetVal = ReadRecordHeader(record);
		XN_IS_STATUS_OK(nRetVal);
		undoInfo.nRecordPos = undoInfo.nUndoRecordPos;
		undoInfo.nUndoRecordPos = record.GetUndoRecordPos();
	}

	if (undoInfo.nRecordPos <= nDestPos)
	{
		/*We found a record that can undo the record originally pointed to by undoInfo.nDestRecordPos, 
		  so now we handle it. */
		nRetVal = ReadRecordFields(record);
		XN_IS_STATUS_OK(nRetVal);
		nRetVal = HandleRecord(record, FALSE);
		XN_IS_STATUS_OK(nRetVal);
		bUndone = TRUE;
	}
	else
	{
		nRetVal = SeekStream(XN_OS_SEEK_SET, nOriginalPos);
		XN_IS_STATUS_OK(nRetVal);
	}
	return XN_STATUS_OK;
}
コード例 #2
0
ファイル: PlayerNode.cpp プロジェクト: 3david/OpenNI
XnStatus PlayerNode::ReadRecord(Record &record)
{
	XnStatus nRetVal = ReadRecordHeader(record);
	XN_IS_STATUS_OK(nRetVal);
	nRetVal = ReadRecordFields(record);
	XN_IS_STATUS_OK(nRetVal);
	return XN_STATUS_OK;
}
コード例 #3
0
RecordTypeIR
JsonIRReader::RecordTypeJsonToIR(const JsonObjectRef &record_type) {
  RecordTypeIR record_type_ir;
  ReadTypeInfo(record_type, &record_type_ir);
  ReadTemplateInfo(record_type, &record_type_ir);
  record_type_ir.SetAccess(GetAccess(record_type));
  ReadVTableLayout(record_type, &record_type_ir);
  ReadRecordFields(record_type, &record_type_ir);
  ReadBaseSpecifiers(record_type, &record_type_ir);
  record_type_ir.SetRecordKind(GetRecordKind(record_type));
  record_type_ir.SetAnonymity(record_type.GetBool("is_anonymous"));
  ReadTagTypeInfo(record_type, &record_type_ir);
  return record_type_ir;
}
コード例 #4
0
ファイル: PlayerNode.cpp プロジェクト: 3david/OpenNI
XnStatus PlayerNode::SeekToFrameAbsolute(XnUInt32 nNodeID, XnUInt32 nDestFrame)
{
	XN_ASSERT((nNodeID != INVALID_NODE_ID) && (nNodeID < m_nMaxNodes));
	PlayerNodeInfo* pPlayerNodeInfo = &m_pNodeInfoMap[nNodeID];
	XN_ASSERT((nDestFrame > 0) && (nDestFrame <= pPlayerNodeInfo->nFrames));
	XN_VALIDATE_INPUT_PTR(m_pNodeNotifications);

	XnUInt32 nStartPos = TellStream();
	XnUInt32 nNextFrame = pPlayerNodeInfo->nCurFrame + 1;
	XnUInt32 nFrames = pPlayerNodeInfo->nFrames;
	XnStatus nRetVal = XN_STATUS_OK;

	if (nDestFrame == pPlayerNodeInfo->nCurFrame)
	{
		//Just go back to position of current frame
		nRetVal = SeekStream(XN_OS_SEEK_SET, pPlayerNodeInfo->nLastDataPos);
		XN_IS_STATUS_OK(nRetVal);
	}
	else if (nDestFrame < nNextFrame)
	{
		//Seek backwards
		XnUInt32 nDestRecordPos = pPlayerNodeInfo->newDataUndoInfo.nRecordPos;
		XnUInt32 nUndoRecordPos = pPlayerNodeInfo->newDataUndoInfo.nUndoRecordPos;
		NewDataRecordHeader record(m_pRecordBuffer, RECORD_MAX_SIZE);
		
		/*Scan back through the frames' undo positions until we get to a frame number that is smaller or equal
		  to nDestFrame. We put the position of the frame we find in nDestRecordPos. */
		do
		{
			if (nUndoRecordPos == 0)
			{
				/* The last frame we encountered doesn't have an undo frame. But this data frame can't be the first,
				   so the file is corrupt */
				XN_LOG_ERROR_RETURN(XN_STATUS_CORRUPT_FILE, XN_MASK_OPEN_NI, "Undo frame not found for frame in position %u", nDestRecordPos);
			}
			nRetVal = SeekStream(XN_OS_SEEK_SET, nUndoRecordPos);
			XN_IS_STATUS_OK(nRetVal);
			nDestRecordPos = nUndoRecordPos;
			record.ResetRead();
			nRetVal = ReadRecordHeader(record);
			XN_IS_STATUS_OK(nRetVal);
			if (record.GetType() != RECORD_NEW_DATA)
			{
				XN_ASSERT(FALSE);
				XN_LOG_ERROR_RETURN(XN_STATUS_CORRUPT_FILE, XN_MASK_OPEN_NI, "Unexpected record type: %u", record.GetType());
			}

			if (record.GetNodeID() != nNodeID)
			{
				XN_ASSERT(FALSE);
				XN_LOG_ERROR_RETURN(XN_STATUS_CORRUPT_FILE, XN_MASK_OPEN_NI, "Unexpected node id: %u", record.GetNodeID());
			}

			nRetVal = ReadRecordFields(record);
			XN_IS_STATUS_OK(nRetVal);
			nRetVal = record.Decode();
			XN_IS_STATUS_OK(nRetVal);
			nUndoRecordPos = record.GetUndoRecordPos();
		} while (record.GetFrameNumber() > nDestFrame);

		//Now handle the frame
		nRetVal = HandleNewDataRecord(record, FALSE);
		XnBool bUndone = FALSE;

		for (XnUInt32 i = 0; i < m_nMaxNodes; i++)
		{
			//Rollback all properties to match the state the stream was in at position nDestRecordPos
			PlayerNodeInfo &pni = m_pNodeInfoMap[i];
			for (RecordUndoInfoMap::Iterator it = pni.recordUndoInfoMap.begin(); 
				 it != pni.recordUndoInfoMap.end(); it++)
			{
				if ((it.Value().nRecordPos > nDestRecordPos) && (it.Value().nRecordPos < nStartPos))
				{
					//This property was set between nDestRecordPos and our start position, so we need to undo it.
					nRetVal = UndoRecord(it.Value(), nDestRecordPos, bUndone);
					XN_IS_STATUS_OK(nRetVal);
				}
			}

			if ((i != nNodeID) && pni.bIsGenerator)
			{
				//Undo all other generator nodes' data
				RecordUndoInfo &undoInfo = pni.newDataUndoInfo;
				if ((undoInfo.nRecordPos > nDestRecordPos) && (undoInfo.nRecordPos < nStartPos))
				{
					nRetVal = UndoRecord(undoInfo, nDestRecordPos, bUndone);
					XN_IS_STATUS_OK(nRetVal);
					if (!bUndone)
					{
						//We couldn't find a record that can undo this data record
						pni.nLastDataPos = 0;
						pni.newDataUndoInfo.Reset();
					}
				}
			}
		}

		/*Now, for each node, go to the position of the last encountered data record, and process that record
		  (including its payload).*/
		/*TODO: Optimization: remember each node's last data pos, and later, see if it changes. Only process data
		  frames of nodes whose last data pos actually changed.*/

		nRetVal = ProcessEachNodeLastData(nNodeID);
		XN_IS_STATUS_OK(nRetVal);
	}
	else //(nDestFrame >= nNextFrame)
	{
		//Skip all frames until we get to our frame number, but handle any properties we run into.
		while (pPlayerNodeInfo->nCurFrame < nDestFrame)
		{
			nRetVal = ProcessRecord(FALSE);
			XN_IS_STATUS_OK(nRetVal);
		}

		/*Now, for each node, go to the position of the last encountered data record, and process that record
		  (including its payload).*/
		/*TODO: Optimization: remember each node's last data pos, and later, see if it changes. Only process data
		  frames of nodes whose last data pos actually changed.*/
		nRetVal = ProcessEachNodeLastData(nNodeID);
		XN_IS_STATUS_OK(nRetVal);
	}

	return XN_STATUS_OK;
}