vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
121 lines
3.7 KiB
C++
121 lines
3.7 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Owner of all skeleton animations
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*/
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#include "precompiled.h"
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#include "SkeletonAnimManager.h"
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#include "graphics/ColladaManager.h"
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#include "graphics/Model.h"
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#include "graphics/SkeletonAnim.h"
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#include "graphics/SkeletonAnimDef.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/FileIo.h"
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///////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimManager constructor
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CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)
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: m_ColladaManager(colladaManager)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimManager destructor
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CSkeletonAnimManager::~CSkeletonAnimManager()
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetAnimation: return a given animation by filename; return null if filename
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// doesn't refer to valid animation file
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CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(const VfsPath& pathname)
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{
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VfsPath name = pathname.ChangeExtension(L"");
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// Find if it's already been loaded
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std::unordered_map<VfsPath, std::unique_ptr<CSkeletonAnimDef>>::iterator iter = m_Animations.find(name);
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if (iter != m_Animations.end())
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return iter->second.get();
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std::unique_ptr<CSkeletonAnimDef> def;
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// Find the file to load
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VfsPath psaFilename = m_ColladaManager.GetLoadablePath(name, CColladaManager::PSA);
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if (psaFilename.empty())
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LOGERROR("Could not load animation '%s'", pathname.string8());
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else
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try
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{
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def = CSkeletonAnimDef::Load(psaFilename);
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}
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catch (PSERROR_File&)
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{
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LOGERROR("Could not load animation '%s'", psaFilename.string8());
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}
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if (def)
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LOGMESSAGE("CSkeletonAnimManager::GetAnimation(%s): Loaded successfully", pathname.string8());
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else
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LOGERROR("CSkeletonAnimManager::GetAnimation(%s): Failed loading, marked file as bad", pathname.string8());
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// Add to map, NULL if failed to load - we won't try loading it again
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return m_Animations.insert_or_assign(name, std::move(def)).first->second.get();
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}
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/**
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* BuildAnimation: load raw animation frame animation from given file, and build a
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* animation specific to this model
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*/
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std::unique_ptr<CSkeletonAnim> CSkeletonAnimManager::BuildAnimation(const VfsPath& pathname, const CStr8& name, const CStr8& ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos)
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{
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CSkeletonAnimDef* def = GetAnimation(pathname);
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if (!def)
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return nullptr;
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std::unique_ptr<CSkeletonAnim> anim = std::make_unique<CSkeletonAnim>();
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anim->m_Name = name;
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anim->m_ID = ID;
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anim->m_Frequency = frequency;
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anim->m_AnimDef = def;
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anim->m_Speed = speed;
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if (actionpos == -1.f)
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anim->m_ActionPos = -1.f;
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else
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anim->m_ActionPos = actionpos * anim->m_AnimDef->GetDuration();
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if (actionpos2 == -1.f)
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anim->m_ActionPos2 = -1.f;
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else
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anim->m_ActionPos2 = actionpos2 * anim->m_AnimDef->GetDuration();
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if (soundpos == -1.f)
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anim->m_SoundPos = -1.f;
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else
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anim->m_SoundPos = soundpos * anim->m_AnimDef->GetDuration();
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anim->m_ObjectBounds.SetEmpty();
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return anim;
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}
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