/* Copyright (C) 2012 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 . */ #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 = pathname.ChangeExtension(L""); // Find the mesh if it's already been loaded and cached mesh_map::iterator iter = m_MeshMap.find(name); if (iter != m_MeshMap.end() && !iter->second.expired()) return CModelDefPtr(iter->second); PROFILE("load mesh"); VfsPath pmdFilename = m_ColladaManager.GetLoadablePath(name, CColladaManager::PMD); if (pmdFilename.empty()) { LOGERROR("Could not load mesh '%s'", pathname.string8()); return CModelDefPtr(); } try { CModelDefPtr model (CModelDef::Load(pmdFilename, name)); m_MeshMap[name] = model; return model; } catch (PSERROR_File&) { LOGERROR("Could not load mesh '%s'", pmdFilename.string8()); return CModelDefPtr(); } }