1
0
forked from 0ad/0ad
0ad/source/graphics/SkeletonAnimManager.cpp
elexis 5d2c20beb0 Replace boost::unordered_map, boost::unordered_set with std::unordered_map, std::unordered_set to establish consistency.
Replace boost::hash_combine with a lib/hash.h hash_combine performing
the same statement.
Replace inconspicuous global boost hash_value specializations with
std::hash specializations.
No performance difference was observed in three simple MeshManager
measurements.

Remove unused TAG_MASK and h_tag in h_mgr.cpp following 0748c5a75e.
Replace typedef with using keyword and sort header includes.

Differential Revision: https://code.wildfiregames.com/D2441
Tested on: clang  9.0.0, gcc 9.2.0, Jenkins/vs2015, Jenkins/gcc6

This was SVN commit r23191.
2019-11-25 14:30:25 +00:00

93 lines
2.8 KiB
C++

/* Copyright (C) 2019 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/>.
*/
/*
* 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"
#include <unordered_map>
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager constructor
CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)
: m_ColladaManager(colladaManager)
{
}
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager destructor
CSkeletonAnimManager::~CSkeletonAnimManager()
{
using Iter = std::unordered_map<VfsPath,CSkeletonAnimDef*>::iterator;
for (Iter i = m_Animations.begin(); i != m_Animations.end(); ++i)
delete i->second;
}
///////////////////////////////////////////////////////////////////////////////
// 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<VfsPath, CSkeletonAnimDef*>::iterator iter = m_Animations.find(name);
if (iter != m_Animations.end())
return iter->second;
CSkeletonAnimDef* def = NULL;
// Find the file to load
VfsPath psaFilename = m_ColladaManager.GetLoadablePath(name, CColladaManager::PSA);
if (psaFilename.empty())
{
LOGERROR("Could not load animation '%s'", pathname.string8());
def = NULL;
}
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
m_Animations[name] = def; // NULL if failed to load - we won't try loading it again
return def;
}