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0ad/source/graphics/Unit.cpp
wraitii 76acc4e146 Implement quality levels for actors & corresponding setting.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.

Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
  - such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
  - such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).

Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.

Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.

Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
2021-04-08 07:22:24 +00:00

162 lines
4.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Unit.h"
#include "Model.h"
#include "ObjectBase.h"
#include "ObjectEntry.h"
#include "ObjectManager.h"
#include "SkeletonAnim.h"
#include "SkeletonAnimDef.h"
#include "UnitAnimation.h"
#include "ps/CLogger.h"
CUnit::CUnit(CObjectManager& objectManager, const CActorDef& actor, uint32_t seed)
: m_ID(INVALID_ENTITY), m_ObjectManager(objectManager), m_Actor(actor), m_Seed(seed), m_Animation(nullptr)
{
}
CUnit::~CUnit()
{
delete m_Animation;
delete m_Model;
}
CUnit* CUnit::Create(const CStrW& actorName, uint32_t seed, const std::set<CStr>& selections, CObjectManager& objectManager)
{
CActorDef* actor = objectManager.FindActorDef(actorName);
if (!actor)
return nullptr;
CUnit* unit = new CUnit(objectManager, *actor, seed);
unit->SetActorSelections(selections); // Calls ReloadObject().
if (!unit->m_Model)
{
delete unit;
return nullptr;
}
return unit;
}
void CUnit::UpdateModel(float frameTime)
{
if (m_Animation)
m_Animation->Update(frameTime*1000.0f);
}
void CUnit::SetID(entity_id_t id)
{
m_ID = id;
if (m_Animation)
m_Animation->SetEntityID(id);
}
void CUnit::SetEntitySelection(const CStr& key, const CStr& selection)
{
CStr selection_lc = selection.LowerCase();
if (m_EntitySelections[key] == selection_lc)
return;
m_EntitySelections[key] = selection_lc;
ReloadObject();
}
void CUnit::SetEntitySelection(const std::map<CStr, CStr>& selections)
{
for (const std::pair<const CStr, CStr>& s : selections)
m_EntitySelections[s.first] = s.second.LowerCase();
ReloadObject();
}
void CUnit::SetActorSelections(const std::set<CStr>& selections)
{
m_ActorSelections = selections;
ReloadObject();
}
void CUnit::ReloadObject()
{
std::set<CStr> entitySelections;
for (const std::pair<const CStr, CStr>& selection : m_EntitySelections)
entitySelections.insert(selection.second);
std::vector<std::set<CStr>> selections;
selections.push_back(entitySelections);
selections.push_back(m_ActorSelections);
// randomly select any remain selections necessary to completely identify a variation (e.g., the new selection
// made might define some additional props that require a random variant choice). Also, FindObjectVariation
// expects the selectors passed to it to be complete.
// see http://trac.wildfiregames.com/ticket/979
// If these selections give a different object, change this unit to use it
// Use the entity ID as randomization seed (same as when the unit was first created)
CObjectEntry* newObject = m_ObjectManager.FindObjectVariation(&m_Actor, selections, m_Seed);
if (!newObject)
{
LOGERROR("Error loading object variation (actor: %s)", m_Actor.GetPathname().string8());
// Don't delete the unit, don't override our current (valid) state.
return;
}
if (!m_Object)
{
m_Object = newObject;
m_Model = newObject->m_Model->Clone();
if (m_Model->ToCModel())
m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
}
else if (m_Object && newObject != m_Object)
{
// Clone the new object's base (non-instance) model
CModelAbstract* newModel = newObject->m_Model->Clone();
// Copy the old instance-specific settings from the old model to the new instance
newModel->SetTransform(m_Model->GetTransform());
newModel->SetPlayerID(m_Model->GetPlayerID());
if (newModel->ToCModel() && m_Model->ToCModel())
{
newModel->ToCModel()->CopyAnimationFrom(m_Model->ToCModel());
// Copy flags that belong to this model instance (not those defined by the actor XML)
int instanceFlags = (MODELFLAG_SILHOUETTE_DISPLAY|MODELFLAG_SILHOUETTE_OCCLUDER|MODELFLAG_IGNORE_LOS) & m_Model->ToCModel()->GetFlags();
newModel->ToCModel()->AddFlagsRec(instanceFlags);
}
delete m_Model;
m_Model = newModel;
m_Object = newObject;
if (m_Model->ToCModel())
{
if (m_Animation)
m_Animation->ReloadUnit(m_Model->ToCModel(), m_Object); // TODO: maybe this should try to preserve animation state?
else
m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
}
else
{
SAFE_DELETE(m_Animation);
}
}
}