/* Copyright (C) 2021 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 .
*/
/*
* Owner of all skeleton animations
*/
#include "precompiled.h"
#include "SkeletonAnimManager.h"
#include "graphics/ColladaManager.h"
#include "graphics/Model.h"
#include "graphics/SkeletonAnimDef.h"
#include "ps/CLogger.h"
#include "ps/FileIo.h"
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager constructor
CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)
: m_ColladaManager(colladaManager)
{
}
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager destructor
CSkeletonAnimManager::~CSkeletonAnimManager()
{
}
///////////////////////////////////////////////////////////////////////////////
// GetAnimation: return a given animation by filename; return null if filename
// doesn't refer to valid animation file
CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(const VfsPath& pathname)
{
VfsPath name = pathname.ChangeExtension(L"");
// Find if it's already been loaded
std::unordered_map>::iterator iter = m_Animations.find(name);
if (iter != m_Animations.end())
return iter->second.get();
std::unique_ptr def;
// Find the file to load
VfsPath psaFilename = m_ColladaManager.GetLoadablePath(name, CColladaManager::PSA);
if (psaFilename.empty())
LOGERROR("Could not load animation '%s'", pathname.string8());
else
try
{
def = CSkeletonAnimDef::Load(psaFilename);
}
catch (PSERROR_File&)
{
LOGERROR("Could not load animation '%s'", psaFilename.string8());
}
if (def)
LOGMESSAGE("CSkeletonAnimManager::GetAnimation(%s): Loaded successfully", pathname.string8());
else
LOGERROR("CSkeletonAnimManager::GetAnimation(%s): Failed loading, marked file as bad", pathname.string8());
// Add to map, NULL if failed to load - we won't try loading it again
return m_Animations.insert_or_assign(name, std::move(def)).first->second.get();
}