/* Copyright (C) 2022 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/SkeletonAnim.h" #include "graphics/SkeletonAnimDef.h" #include "ps/CLogger.h" #include "ps/CStr.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(); } /** * BuildAnimation: load raw animation frame animation from given file, and build a * animation specific to this model */ std::unique_ptr CSkeletonAnimManager::BuildAnimation(const VfsPath& pathname, const CStr8& name, const CStr8& ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos) { CSkeletonAnimDef* def = GetAnimation(pathname); if (!def) return nullptr; std::unique_ptr anim = std::make_unique(); anim->m_Name = name; anim->m_ID = ID; anim->m_Frequency = frequency; anim->m_AnimDef = def; anim->m_Speed = speed; if (actionpos == -1.f) anim->m_ActionPos = -1.f; else anim->m_ActionPos = actionpos * anim->m_AnimDef->GetDuration(); if (actionpos2 == -1.f) anim->m_ActionPos2 = -1.f; else anim->m_ActionPos2 = actionpos2 * anim->m_AnimDef->GetDuration(); if (soundpos == -1.f) anim->m_SoundPos = -1.f; else anim->m_SoundPos = soundpos * anim->m_AnimDef->GetDuration(); anim->m_ObjectBounds.SetEmpty(); return anim; }