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#include "LayerUsageBreakdown.h"
#include "iscenegraph.h"
#include "ientity.h"
#include "iselection.h"
#include "scenelib.h"
namespace scene
{
namespace
{
void addNodeMapping(LayerUsageBreakdown& bd, const scene::INodePtr& node)
{
const auto& layers = node->getLayers();
for (int layerId : layers)
{
assert(layerId >= 0); // we assume positive layer IDs here
// Increase the counter of the corresponding layer slot by one
bd[layerId]++;
}
}
}
LayerUsageBreakdown LayerUsageBreakdown::CreateFromScene(bool includeHidden)
{
LayerUsageBreakdown bd;
if (!GlobalMapModule().getRoot())
{
return bd;
}
InitialiseVector(bd);
GlobalSceneGraph().foreachNode([&](const scene::INodePtr& node)
{
// Filter out any hidden nodes, unless we want them
if (!includeHidden && !node->visible()) return false;
// Consider only entities and primitives
if (!Node_isPrimitive(node) && !Node_isEntity(node)) return true;
addNodeMapping(bd, node);
return true;
});
return bd;
}
LayerUsageBreakdown LayerUsageBreakdown::CreateFromSelection()
{
LayerUsageBreakdown bd;
if (!GlobalMapModule().getRoot())
{
return bd;
}
InitialiseVector(bd);
GlobalSelectionSystem().foreachSelected([&](const scene::INodePtr& node)
{
addNodeMapping(bd, node);
});
return bd;
}
void LayerUsageBreakdown::InitialiseVector(LayerUsageBreakdown& bd)
{
// Start with a reasonably large memory block
bd.reserve(64);
// We resize the vector to 0 length, such that each resize() call
// below will fill the vector with zeros
bd.resize(0, 0);
GlobalMapModule().getRoot()->getLayerManager().foreachLayer([&](int layerId, const std::string& layerName)
{
if (layerId >= static_cast<int>(bd.size()))
{
bd.resize(layerId+1, 0);
}
});
}
}
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