bool SceneSerializer::SerializeScene(const IScene* scene, std::string rootNodeName, const std::string& fileName,
			const std::string& refCollection/* = std::string("")*/)
{
	//PxDataManSerializeOptions serialOptions = PxDataManSerializeOptions(PxDataManSerializeOptions::ALL,
		//PxDataCollection, true, fileName);
	StartID = PhysXSerializerWrapper::GetHighestIDInCollection(ActorCollection);

	pxDataRefCollection = refCollection;

	if(StartID < 1)
		StartID = 1;

	long long otherCollectionID = PhysXSerializerWrapper::GetHighestIDInCollection(refCollection);

	if(otherCollectionID < 1)
		otherCollectionID = 1;

	if(otherCollectionID > StartID)
		StartID = otherCollectionID + 1;

	if(PhysXSerializerWrapper::CreateSerializer() )//&& 
		//PhysXDataManager::GetSingletonPtr()->SerializeData(serialOptions))
	{
		XMLWriter writer;
	
		rootNodeName.erase(std::remove_if(rootNodeName.begin(), rootNodeName.end(), isspace), rootNodeName.end());

		if(	PhysXSerializerWrapper::CreateCollection(ActorCollection, true))
		{
			writer.CreateNode(rootNodeName, std::string(""), false);//Root node which is scene name

			for (GameObjectList::iterator start = scene->gameObjectList.begin();
				start != scene->gameObjectList.end(); ++start)
			{
				if(start->get()->IsSerializable())//if serializable, serialize
					SerializeGameObject(writer, *start);
			}

			//PhysXSerializerWrapper::CompleteCollection(ActorCollection, refCollection);

			bool serialize = PhysXSerializerWrapper::SerializeToBinary(fileName + "Actors.pbd",
				ActorCollection, refCollection);

			bool xml = writer.WriteFile(fileName + "Actors.xml");

			PhysXSerializerWrapper::ReleaseCollection(ActorCollection);
			PhysXSerializerWrapper::DestroySerializer();

			return serialize && xml;
		}		
	}

	return false;
}
示例#2
0
GameObject *Scene::SearchGameObject(const std::string &objectName) {
    
    GameObject *result = NULL;
	for (GameObjectList::iterator it = _gameObjects.begin(); it != _gameObjects.end(); it++) {
        if ((*it)->Name() == objectName) {
            result = it->get();
            break;
        }
    }

    if (!result) {
        for (GameObjectList::iterator it = _gameObjects.begin(); it != _gameObjects.end(); it++) {
            Transform *transform = (*it)->Transform()->Find(objectName);
            if (transform) {
                result = transform->GameObject();
                break;
            }
        }
    }
    
    return result;
}