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forked from 0ad/0ad
0ad/source/graphics/MeshManager.cpp
Ykkrosh 310f3466a8 # Hotloading of actor XML files.
Stop ignoring actor XML animation speeds.
Add decentralised registration of hotloaders.
Move player ID storage into CModel, to simplify CUnit.
Remove obsolete unit ID allocation code.
Remove some material junk.

This was SVN commit r7605.
2010-06-03 01:29:43 +00:00

72 lines
2.1 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MeshManager.h"
#include "graphics/ColladaManager.h"
#include "graphics/ModelDef.h"
#include "ps/CLogger.h"
#include "ps/FileIo.h" // to get access to its CError
#include "ps/Profile.h"
// TODO: should this cache models while they're not actively in the game?
// (Currently they'll probably be deleted when the reference count drops to 0,
// even if it's quite possible that they'll get reloaded very soon.)
CMeshManager::CMeshManager(CColladaManager& colladaManager)
: m_ColladaManager(colladaManager)
{
}
CMeshManager::~CMeshManager()
{
}
CModelDefPtr CMeshManager::GetMesh(const VfsPath& pathname)
{
const VfsPath name = fs::change_extension(pathname, L"");
// Find the mesh if it's already been loaded and cached
mesh_map::iterator iter = m_MeshMap.find(name.string());
if (iter != m_MeshMap.end() && !iter->second.expired())
return CModelDefPtr(iter->second);
PROFILE("load mesh");
VfsPath pmdFilename = m_ColladaManager.GetLoadableFilename(name, CColladaManager::PMD);
if (pmdFilename.empty())
{
LOGERROR(L"Could not load mesh '%ls'", pathname.string().c_str());
return CModelDefPtr();
}
try
{
CModelDefPtr model (CModelDef::Load(pmdFilename, name));
m_MeshMap[name.string()] = model;
return model;
}
catch (PSERROR_File&)
{
LOGERROR(L"Could not load mesh '%ls'", pathname.string().c_str());
return CModelDefPtr();
}
}