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forked from 0ad/0ad
0ad/source/graphics/ObjectEntry.h
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

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3.0 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/>.
*/
#ifndef INCLUDED_OBJECTENTRY
#define INCLUDED_OBJECTENTRY
class CModelAbstract;
class CSkeletonAnim;
class CObjectBase;
class CObjectManager;
class CSimulation2;
struct SPropPoint;
#include <map>
#include <set>
#include <vector>
#include "graphics/Color.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "graphics/ObjectBase.h"
class CObjectEntry
{
NONCOPYABLE(CObjectEntry);
public:
CObjectEntry(const std::shared_ptr<CObjectBase>& base, CSimulation2& simulation);
~CObjectEntry();
// Construct this actor, using the specified variation selections
bool BuildVariation(const std::vector<const std::set<CStr>*>& completeSelections,
const std::vector<u8>& variationKey, CObjectManager& objectManager);
// Base actor. Contains all the things that don't change between
// different variations of the actor.
std::shared_ptr<CObjectBase> m_Base;
// samplers list
std::vector<CObjectBase::Samp> m_Samplers;
// model name
VfsPath m_ModelName;
// color (used when doing alpha-channel coloring, but not doing player-color)
CColor m_Color;
// (probable TODO: make color a per-model thing, rather than per-objectEntry,
// so we can have lots of color variations without wasting memory on
// lots of objectEntries)
std::wstring m_ProjectileModelName;
/**
* Returns a randomly-chosen animation matching the given ID, or animationName if ID is empty.
* The chosen animation is picked randomly from the GetAnimations list
* with the frequencies as weights (if there are any defined).
* This method should always return an animation
*/
CSkeletonAnim* GetRandomAnimation(const CStr& animationName, const CStr& ID = "") const;
/**
* Returns all the animations matching the given ID or animationName if ID is empty.
* If none found returns Idle animations (which are always added)
*/
std::vector<CSkeletonAnim*> GetAnimations(const CStr& animationName, const CStr& ID = "") const;
// corresponding model
CModelAbstract* m_Model;
// Whether this object is outdated, due to hotloading of its base object.
// (If true then CObjectManager won't reuse this object from its cache.)
bool m_Outdated;
private:
CSimulation2& m_Simulation;
typedef std::multimap<CStr, CSkeletonAnim*> SkeletonAnimMap;
SkeletonAnimMap m_Animations;
// TODO: something more memory-efficient than storing loads of similar strings for each unit?
};
#endif