xml-migration: introduce xmlnode.
parent
6a471b4390
commit
8ef106e185
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -65,6 +63,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
namespace Assimp {
|
||||
|
||||
class XmlNode;
|
||||
|
||||
/// \class AMFImporter
|
||||
/// Class that holding scene graph which include: geometry, metadata, materials etc.
|
||||
///
|
||||
|
@ -345,7 +345,7 @@ private:
|
|||
void ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const;
|
||||
|
||||
/// Parse <AMF> node of the file.
|
||||
void ParseNode_Root();
|
||||
void ParseNode_Root(XmlNode *root);
|
||||
|
||||
/// Parse <constellation> node of the file.
|
||||
void ParseNode_Constellation();
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -564,7 +562,11 @@ void IRRImporter::ComputeAnimations(Node *root, aiNode *real, std::vector<aiNode
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// This function is maybe more generic than we'd need it here
|
||||
void SetupMapping(aiMaterial *mat, aiTextureMapping mode, const aiVector3D &axis = aiVector3D(0.f, 0.f, -1.f)) {
|
||||
// Check whether there are texture properties defined - setup
|
||||
if (nullptr == mat) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Check whether there are texture properties defined - setup
|
||||
// the desired texture mapping mode for all of them and ignore
|
||||
// all UV settings we might encounter. WE HAVE NO UVS!
|
||||
|
||||
|
@ -668,7 +670,7 @@ void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
|
|||
}
|
||||
|
||||
// NOTE: Each mesh should have exactly one material assigned,
|
||||
// but we do it in a separate loop if this behaviour changes
|
||||
// but we do it in a separate loop if this behavior changes
|
||||
// in future.
|
||||
for (unsigned int i = 0; i < localScene->mNumMeshes; ++i) {
|
||||
// Process material flags
|
||||
|
@ -701,9 +703,9 @@ void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
|
|||
}
|
||||
|
||||
// If we have a second texture coordinate set and a second texture
|
||||
// (either lightmap, normalmap, 2layered material) we need to
|
||||
// (either light-map, normal-map, 2layered material) we need to
|
||||
// setup the correct UV index for it. The texture can either
|
||||
// be diffuse (lightmap & 2layer) or a normal map (normal & parallax)
|
||||
// be diffuse (light-map & 2layer) or a normal map (normal & parallax)
|
||||
if (mesh->HasTextureCoords(1)) {
|
||||
|
||||
int idx = 1;
|
||||
|
@ -726,8 +728,8 @@ void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
|
|||
// Generate the sphere model. Our input parameter to
|
||||
// the sphere generation algorithm is the number of
|
||||
// subdivisions of each triangle - but here we have
|
||||
// the number of poylgons on a specific axis. Just
|
||||
// use some hardcoded limits to approximate this ...
|
||||
// the number of polygons on a specific axis. Just
|
||||
// use some hard-coded limits to approximate this ...
|
||||
unsigned int mul = root->spherePolyCountX * root->spherePolyCountY;
|
||||
if (mul < 100)
|
||||
mul = 2;
|
||||
|
@ -767,13 +769,13 @@ void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
|
|||
} break;
|
||||
|
||||
case Node::SKYBOX: {
|
||||
// A skybox is defined by six materials
|
||||
// A sky-box is defined by six materials
|
||||
if (root->materials.size() < 6) {
|
||||
ASSIMP_LOG_ERROR("IRR: There should be six materials for a skybox");
|
||||
break;
|
||||
}
|
||||
|
||||
// copy those materials and generate 6 meshes for our new skybox
|
||||
// copy those materials and generate 6 meshes for our new sky-box
|
||||
materials.reserve(materials.size() + 6);
|
||||
for (unsigned int i = 0; i < 6; ++i)
|
||||
materials.insert(materials.end(), root->materials[i].first);
|
||||
|
@ -880,7 +882,7 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
// Current node parent
|
||||
Node *curParent = root;
|
||||
|
||||
// Scenegraph node we're currently working on
|
||||
// Scene-graph node we're currently working on
|
||||
Node *curNode = nullptr;
|
||||
|
||||
// List of output cameras
|
||||
|
@ -905,7 +907,7 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
for (pugi::xml_node child : rootElement->children())
|
||||
switch (child.type()) {
|
||||
case pugi::node_element:
|
||||
if (!ASSIMP_stricmp(child.name(), "node")) {
|
||||
if (!ASSIMP_stricmp(child.name(), "node")) {
|
||||
// ***********************************************************************
|
||||
/* What we're going to do with the node depends
|
||||
* on its type:
|
||||
|
@ -986,7 +988,7 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
inAnimator = true;
|
||||
} else if (!ASSIMP_stricmp(child.name(), "attributes")) {
|
||||
// We should have a valid node here
|
||||
// FIX: no ... the scene root node is also contained in an attributes block
|
||||
// FIX: no ... the scene root node is also contained in an attributes block
|
||||
if (!curNode) {
|
||||
#if 0
|
||||
ASSIMP_LOG_ERROR("IRR: Encountered <attributes> element, but "
|
||||
|
@ -1009,7 +1011,7 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
continue;
|
||||
} else if (inAnimator) {
|
||||
// This is an animation path - add a new animator
|
||||
// to the list.
|
||||
// to the list.
|
||||
curNode->animators.push_back(Animator());
|
||||
curAnim = &curNode->animators.back();
|
||||
|
||||
|
@ -1019,10 +1021,10 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
/* Parse all elements in the attributes block
|
||||
* and process them.
|
||||
*/
|
||||
// while (reader->read()) {
|
||||
// while (reader->read()) {
|
||||
for (pugi::xml_node attrib : child.children()) {
|
||||
if (attrib.type() == pugi::node_element) {
|
||||
//if (reader->getNodeType() == EXN_ELEMENT) {
|
||||
//if (reader->getNodeType() == EXN_ELEMENT) {
|
||||
//if (!ASSIMP_stricmp(reader->getNodeName(), "vector3d")) {
|
||||
if (!ASSIMP_stricmp(attrib.name(), "vector3d")) {
|
||||
VectorProperty prop;
|
||||
|
@ -1081,16 +1083,16 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
}
|
||||
}
|
||||
}
|
||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "bool")) {
|
||||
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
|
||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "bool")) {
|
||||
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
|
||||
BoolProperty prop;
|
||||
ReadBoolProperty(prop);
|
||||
|
||||
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
|
||||
curAnim->loop = prop.value;
|
||||
}
|
||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) {
|
||||
} else if (!ASSIMP_stricmp(attrib.name(), "float")) {
|
||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) {
|
||||
} else if (!ASSIMP_stricmp(attrib.name(), "float")) {
|
||||
FloatProperty prop;
|
||||
ReadFloatProperty(prop);
|
||||
|
||||
|
@ -1138,8 +1140,8 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
curNode->sphereRadius = prop.value;
|
||||
}
|
||||
}
|
||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "int")) {
|
||||
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
|
||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "int")) {
|
||||
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
|
||||
IntProperty prop;
|
||||
ReadIntProperty(prop);
|
||||
|
||||
|
@ -1158,8 +1160,8 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
}
|
||||
}
|
||||
}
|
||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "string") || !ASSIMP_stricmp(reader->getNodeName(), "enum")) {
|
||||
} else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) {
|
||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "string") || !ASSIMP_stricmp(reader->getNodeName(), "enum")) {
|
||||
} else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) {
|
||||
StringProperty prop;
|
||||
ReadStringProperty(prop);
|
||||
if (prop.value.length()) {
|
||||
|
@ -1209,11 +1211,11 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
}
|
||||
|
||||
/* TODO: maybe implement the protection against recursive
|
||||
* loading calls directly in BatchLoader? The current
|
||||
* implementation is not absolutely safe. A LWS and an IRR
|
||||
* file referencing each other *could* cause the system to
|
||||
* recurse forever.
|
||||
*/
|
||||
* loading calls directly in BatchLoader? The current
|
||||
* implementation is not absolutely safe. A LWS and an IRR
|
||||
* file referencing each other *could* cause the system to
|
||||
* recurse forever.
|
||||
*/
|
||||
|
||||
const std::string extension = GetExtension(prop.value);
|
||||
if ("irr" == extension) {
|
||||
|
@ -1240,7 +1242,7 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
}
|
||||
}
|
||||
}
|
||||
//} else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(), "attributes")) {
|
||||
//} else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(), "attributes")) {
|
||||
} else if (attrib.type() == pugi::node_null && !ASSIMP_stricmp(attrib.name(), "attributes")) {
|
||||
break;
|
||||
}
|
||||
|
@ -1248,7 +1250,7 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
}
|
||||
break;
|
||||
|
||||
/*case EXN_ELEMENT_END:
|
||||
/*case EXN_ELEMENT_END:
|
||||
|
||||
// If we reached the end of a node, we need to continue processing its parent
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(), "node")) {
|
||||
|
@ -1274,108 +1276,108 @@ void IRRImporter::InternReadFile(const std::string &pFile,
|
|||
default:
|
||||
// GCC complains that not all enumeration values are handled
|
||||
break;
|
||||
}
|
||||
//}
|
||||
}
|
||||
//}
|
||||
|
||||
// Now iterate through all cameras and compute their final (horizontal) FOV
|
||||
for (aiCamera *cam : cameras) {
|
||||
// screen aspect could be missing
|
||||
if (cam->mAspect) {
|
||||
cam->mHorizontalFOV *= cam->mAspect;
|
||||
} else {
|
||||
ASSIMP_LOG_WARN("IRR: Camera aspect is not given, can't compute horizontal FOV");
|
||||
}
|
||||
}
|
||||
// Now iterate through all cameras and compute their final (horizontal) FOV
|
||||
for (aiCamera *cam : cameras) {
|
||||
// screen aspect could be missing
|
||||
if (cam->mAspect) {
|
||||
cam->mHorizontalFOV *= cam->mAspect;
|
||||
} else {
|
||||
ASSIMP_LOG_WARN("IRR: Camera aspect is not given, can't compute horizontal FOV");
|
||||
}
|
||||
}
|
||||
|
||||
batch.LoadAll();
|
||||
batch.LoadAll();
|
||||
|
||||
// Allocate a temporary scene data structure
|
||||
aiScene *tempScene = new aiScene();
|
||||
tempScene->mRootNode = new aiNode();
|
||||
tempScene->mRootNode->mName.Set("<IRRRoot>");
|
||||
// Allocate a temporary scene data structure
|
||||
aiScene *tempScene = new aiScene();
|
||||
tempScene->mRootNode = new aiNode();
|
||||
tempScene->mRootNode->mName.Set("<IRRRoot>");
|
||||
|
||||
// Copy the cameras to the output array
|
||||
if (!cameras.empty()) {
|
||||
tempScene->mNumCameras = (unsigned int)cameras.size();
|
||||
tempScene->mCameras = new aiCamera *[tempScene->mNumCameras];
|
||||
::memcpy(tempScene->mCameras, &cameras[0], sizeof(void *) * tempScene->mNumCameras);
|
||||
}
|
||||
// Copy the cameras to the output array
|
||||
if (!cameras.empty()) {
|
||||
tempScene->mNumCameras = (unsigned int)cameras.size();
|
||||
tempScene->mCameras = new aiCamera *[tempScene->mNumCameras];
|
||||
::memcpy(tempScene->mCameras, &cameras[0], sizeof(void *) * tempScene->mNumCameras);
|
||||
}
|
||||
|
||||
// Copy the light sources to the output array
|
||||
if (!lights.empty()) {
|
||||
tempScene->mNumLights = (unsigned int)lights.size();
|
||||
tempScene->mLights = new aiLight *[tempScene->mNumLights];
|
||||
::memcpy(tempScene->mLights, &lights[0], sizeof(void *) * tempScene->mNumLights);
|
||||
}
|
||||
// Copy the light sources to the output array
|
||||
if (!lights.empty()) {
|
||||
tempScene->mNumLights = (unsigned int)lights.size();
|
||||
tempScene->mLights = new aiLight *[tempScene->mNumLights];
|
||||
::memcpy(tempScene->mLights, &lights[0], sizeof(void *) * tempScene->mNumLights);
|
||||
}
|
||||
|
||||
// temporary data
|
||||
std::vector<aiNodeAnim *> anims;
|
||||
std::vector<aiMaterial *> materials;
|
||||
std::vector<AttachmentInfo> attach;
|
||||
std::vector<aiMesh *> meshes;
|
||||
// temporary data
|
||||
std::vector<aiNodeAnim *> anims;
|
||||
std::vector<aiMaterial *> materials;
|
||||
std::vector<AttachmentInfo> attach;
|
||||
std::vector<aiMesh *> meshes;
|
||||
|
||||
// try to guess how much storage we'll need
|
||||
anims.reserve(guessedAnimCnt + (guessedAnimCnt >> 2));
|
||||
meshes.reserve(guessedMeshCnt + (guessedMeshCnt >> 2));
|
||||
materials.reserve(guessedMatCnt + (guessedMatCnt >> 2));
|
||||
// try to guess how much storage we'll need
|
||||
anims.reserve(guessedAnimCnt + (guessedAnimCnt >> 2));
|
||||
meshes.reserve(guessedMeshCnt + (guessedMeshCnt >> 2));
|
||||
materials.reserve(guessedMatCnt + (guessedMatCnt >> 2));
|
||||
|
||||
// Now process our scene-graph recursively: generate final
|
||||
// meshes and generate animation channels for all nodes.
|
||||
unsigned int defMatIdx = UINT_MAX;
|
||||
GenerateGraph(root, tempScene->mRootNode, tempScene,
|
||||
batch, meshes, anims, attach, materials, defMatIdx);
|
||||
// Now process our scene-graph recursively: generate final
|
||||
// meshes and generate animation channels for all nodes.
|
||||
unsigned int defMatIdx = UINT_MAX;
|
||||
GenerateGraph(root, tempScene->mRootNode, tempScene,
|
||||
batch, meshes, anims, attach, materials, defMatIdx);
|
||||
|
||||
if (!anims.empty()) {
|
||||
tempScene->mNumAnimations = 1;
|
||||
tempScene->mAnimations = new aiAnimation *[tempScene->mNumAnimations];
|
||||
aiAnimation *an = tempScene->mAnimations[0] = new aiAnimation();
|
||||
if (!anims.empty()) {
|
||||
tempScene->mNumAnimations = 1;
|
||||
tempScene->mAnimations = new aiAnimation *[tempScene->mNumAnimations];
|
||||
aiAnimation *an = tempScene->mAnimations[0] = new aiAnimation();
|
||||
|
||||
// ***********************************************************
|
||||
// This is only the global animation channel of the scene.
|
||||
// If there are animated models, they will have separate
|
||||
// animation channels in the scene. To display IRR scenes
|
||||
// correctly, users will need to combine the global anim
|
||||
// channel with all the local animations they want to play
|
||||
// ***********************************************************
|
||||
an->mName.Set("Irr_GlobalAnimChannel");
|
||||
// ***********************************************************
|
||||
// This is only the global animation channel of the scene.
|
||||
// If there are animated models, they will have separate
|
||||
// animation channels in the scene. To display IRR scenes
|
||||
// correctly, users will need to combine the global anim
|
||||
// channel with all the local animations they want to play
|
||||
// ***********************************************************
|
||||
an->mName.Set("Irr_GlobalAnimChannel");
|
||||
|
||||
// copy all node animation channels to the global channel
|
||||
an->mNumChannels = (unsigned int)anims.size();
|
||||
an->mChannels = new aiNodeAnim *[an->mNumChannels];
|
||||
::memcpy(an->mChannels, &anims[0], sizeof(void *) * an->mNumChannels);
|
||||
}
|
||||
if (!meshes.empty()) {
|
||||
// copy all meshes to the temporary scene
|
||||
tempScene->mNumMeshes = (unsigned int)meshes.size();
|
||||
tempScene->mMeshes = new aiMesh *[tempScene->mNumMeshes];
|
||||
::memcpy(tempScene->mMeshes, &meshes[0], tempScene->mNumMeshes * sizeof(void *));
|
||||
}
|
||||
// copy all node animation channels to the global channel
|
||||
an->mNumChannels = (unsigned int)anims.size();
|
||||
an->mChannels = new aiNodeAnim *[an->mNumChannels];
|
||||
::memcpy(an->mChannels, &anims[0], sizeof(void *) * an->mNumChannels);
|
||||
}
|
||||
if (!meshes.empty()) {
|
||||
// copy all meshes to the temporary scene
|
||||
tempScene->mNumMeshes = (unsigned int)meshes.size();
|
||||
tempScene->mMeshes = new aiMesh *[tempScene->mNumMeshes];
|
||||
::memcpy(tempScene->mMeshes, &meshes[0], tempScene->mNumMeshes * sizeof(void *));
|
||||
}
|
||||
|
||||
// Copy all materials to the output array
|
||||
if (!materials.empty()) {
|
||||
tempScene->mNumMaterials = (unsigned int)materials.size();
|
||||
tempScene->mMaterials = new aiMaterial *[tempScene->mNumMaterials];
|
||||
::memcpy(tempScene->mMaterials, &materials[0], sizeof(void *) * tempScene->mNumMaterials);
|
||||
}
|
||||
// Copy all materials to the output array
|
||||
if (!materials.empty()) {
|
||||
tempScene->mNumMaterials = (unsigned int)materials.size();
|
||||
tempScene->mMaterials = new aiMaterial *[tempScene->mNumMaterials];
|
||||
::memcpy(tempScene->mMaterials, &materials[0], sizeof(void *) * tempScene->mNumMaterials);
|
||||
}
|
||||
|
||||
// Now merge all sub scenes and attach them to the correct
|
||||
// attachment points in the scenegraph.
|
||||
SceneCombiner::MergeScenes(&pScene, tempScene, attach,
|
||||
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
|
||||
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) :
|
||||
0));
|
||||
// Now merge all sub scenes and attach them to the correct
|
||||
// attachment points in the scenegraph.
|
||||
SceneCombiner::MergeScenes(&pScene, tempScene, attach,
|
||||
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
|
||||
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) :
|
||||
0));
|
||||
|
||||
// If we have no meshes | no materials now set the INCOMPLETE
|
||||
// scene flag. This is necessary if we failed to load all
|
||||
// models from external files
|
||||
if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
|
||||
ASSIMP_LOG_WARN("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
}
|
||||
// If we have no meshes | no materials now set the INCOMPLETE
|
||||
// scene flag. This is necessary if we failed to load all
|
||||
// models from external files
|
||||
if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
|
||||
ASSIMP_LOG_WARN("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
}
|
||||
|
||||
// Finished ... everything destructs automatically and all
|
||||
// temporary scenes have already been deleted by MergeScenes()
|
||||
delete root;
|
||||
// Finished ... everything destructs automatically and all
|
||||
// temporary scenes have already been deleted by MergeScenes()
|
||||
delete root;
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_IRR_IMPORTER
|
||||
|
|
|
@ -141,6 +141,25 @@ private:
|
|||
}; // ! class CIrrXML_IOStreamReader
|
||||
*/
|
||||
|
||||
class XmlNode {
|
||||
public:
|
||||
XmlNode()
|
||||
: mNode(nullptr){
|
||||
// empty
|
||||
}
|
||||
XmlNode(pugi::xml_node *node)
|
||||
: mNode(node) {
|
||||
// empty
|
||||
}
|
||||
|
||||
pugi::xml_node *getNode() const {
|
||||
return mNode;
|
||||
}
|
||||
|
||||
private:
|
||||
pugi::xml_node *mNode;
|
||||
};
|
||||
|
||||
class XmlParser {
|
||||
public:
|
||||
XmlParser() :
|
||||
|
@ -158,7 +177,7 @@ public:
|
|||
mDoc = nullptr;
|
||||
}
|
||||
|
||||
pugi::xml_node *parse(IOStream *stream) {
|
||||
XmlNode *parse(IOStream *stream) {
|
||||
if (nullptr == stream) {
|
||||
return nullptr;
|
||||
}
|
||||
|
@ -168,7 +187,8 @@ public:
|
|||
mDoc = new pugi::xml_document();
|
||||
pugi::xml_parse_result result = mDoc->load_string(&mData[0]);
|
||||
if (result.status == pugi::status_ok) {
|
||||
mRoot = &mDoc->root();
|
||||
pugi::xml_node *root = &mDoc->root();
|
||||
mRoot = new XmlNode(root);
|
||||
}
|
||||
|
||||
return mRoot;
|
||||
|
@ -180,7 +200,7 @@ public:
|
|||
|
||||
private:
|
||||
pugi::xml_document *mDoc;
|
||||
pugi::xml_node *mRoot;
|
||||
XmlNode *mRoot;
|
||||
std::vector<char> mData;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue