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forked from 0ad/0ad
0ad/source/graphics/ObjectEntry.cpp
Ykkrosh ec69bccb2c # Tidied up some code.
- Made some classes not be singletons, since there's no reason why they
should be.
 - Made them non-global too (because globals have unclear lifetimes, and
make it harder to test things, etc). They're now owned by CGameView and
CWorld, and mostly accessed via g_Game or arguments (vaguely trying to
avoid the graphics code calling into the game code).
 - Moved CGameView implementation into pimpl, so the header file isn't
so heavy.
 - Changed a few pointers into references, to indicate that they're
never NULL.

This was SVN commit r4756.
2007-01-08 01:56:46 +00:00

235 lines
7.3 KiB
C++

#include "precompiled.h"
#include "ObjectEntry.h"
#include "ObjectManager.h"
#include "ObjectBase.h"
#include "Model.h"
#include "ModelDef.h"
#include "ps/CLogger.h"
#include "MaterialManager.h"
#include "MeshManager.h"
#include "SkeletonAnim.h"
#include "UnitManager.h"
#include "Unit.h"
#include "ps/XML/Xeromyces.h"
#include "ps/XML/XMLWriter.h"
#include "lib/res/file/vfs.h"
#include <sstream>
#define LOG_CATEGORY "graphics"
CObjectEntry::CObjectEntry(CObjectBase* base)
: m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f),
m_ProjectileModel(NULL), m_AmmunitionModel(NULL), m_AmmunitionPoint(NULL), m_Model(NULL)
{
}
template<typename T, typename S> static void delete_pair_2nd(std::pair<T,S> v) { delete v.second; }
CObjectEntry::~CObjectEntry()
{
std::for_each(m_Animations.begin(), m_Animations.end(), delete_pair_2nd<CStr, CSkeletonAnim*>);
delete m_Model;
}
bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr8> >& selections,
const std::vector<u8>& variationKey,
CObjectManager& objectManager)
{
CObjectBase::Variation variation = m_Base->BuildVariation(variationKey);
// Copy the chosen data onto this model:
m_TextureName = variation.texture;
m_ModelName = variation.model;
if (variation.color.Length())
{
std::stringstream str;
str << variation.color;
int r, g, b;
if (! (str >> r >> g >> b)) // Any trailing data is ignored
LOG(ERROR, LOG_CATEGORY, "Invalid RGB colour '%s'", variation.color.c_str());
else
m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
}
std::vector<CObjectBase::Prop> props;
for (std::map<CStr, CObjectBase::Prop>::iterator it = variation.props.begin(); it != variation.props.end(); ++it)
props.push_back(it->second);
// Build the model:
// remember the old model so we can replace any models using it later on
CModelDefPtr oldmodeldef = m_Model ? m_Model->GetModelDef() : CModelDefPtr();
// try and create a model
CModelDefPtr modeldef (objectManager.GetMeshManager().GetMesh(m_ModelName));
if (!modeldef)
{
LOG(ERROR, LOG_CATEGORY, "CObjectEntry::BuildModel(): Model %s failed to load", m_ModelName.c_str());
return false;
}
// delete old model, create new
delete m_Model;
m_Model = new CModel;
m_Model->SetTexture((const char*) m_TextureName);
m_Model->SetMaterial(g_MaterialManager.LoadMaterial(m_Base->m_Material));
m_Model->InitModel(modeldef);
m_Model->SetPlayerColor(m_Color);
// calculate initial object space bounds, based on vertex positions
m_Model->CalcObjectBounds();
// load the animations
for (std::multimap<CStr, CObjectBase::Anim>::iterator it = variation.anims.begin(); it != variation.anims.end(); ++it)
{
CStr name = it->first.LowerCase();
// TODO: Use consistent names everywhere, then remove this translation section.
// (It's just mapping the names used in actors onto the names used by code.)
if (name == "attack") name = "melee";
else if (name == "chop") name = "gather";
else if (name == "decay") name = "corpse";
if (it->second.m_FileName.Length())
{
CSkeletonAnim* anim = m_Model->BuildAnimation(it->second.m_FileName, name, it->second.m_Speed, it->second.m_ActionPos, it->second.m_ActionPos2);
if (anim)
m_Animations.insert(std::make_pair(name, anim));
}
}
// ensure there's always an idle animation
if (m_Animations.find("idle") == m_Animations.end())
{
CSkeletonAnim* anim = new CSkeletonAnim();
anim->m_Name = "idle";
anim->m_AnimDef = NULL;
anim->m_Speed = 0.f;
anim->m_ActionPos = 0.f;
anim->m_ActionPos2 = 0.f;
m_Animations.insert(std::make_pair("idle", anim));
// Ignore errors, since they're probably saying this is a non-animated model
m_Model->SetAnimation(anim);
}
else
{
// start up idling
if (! m_Model->SetAnimation(GetRandomAnimation("idle")))
LOG(ERROR, LOG_CATEGORY, "Failed to set idle animation in model \"%s\"", m_ModelName.c_str());
}
// build props - TODO, RC - need to fix up bounds here
// TODO: Make sure random variations get handled correctly when a prop fails
for (size_t p = 0; p < props.size(); p++)
{
const CObjectBase::Prop& prop = props[p];
CObjectEntry* oe = objectManager.FindObjectVariation(prop.m_ModelName, selections);
if (!oe)
{
LOG(ERROR, LOG_CATEGORY, "Failed to build prop model \"%s\" on actor \"%s\"", (const char*)prop.m_ModelName, (const char*)m_Base->m_ShortName);
continue;
}
// Pluck out the special attachpoint 'projectile'
if( prop.m_PropPointName == "projectile" )
{
m_ProjectileModel = oe->m_Model;
}
// Also the other special attachpoint 'loaded-<proppoint>'
else if( ( prop.m_PropPointName.Length() > 7 ) && ( prop.m_PropPointName.Left( 7 ) == "loaded-" ) )
{
CStr ppn = prop.m_PropPointName.GetSubstring( 7, prop.m_PropPointName.Length() - 7 );
m_AmmunitionModel = oe->m_Model;
m_AmmunitionPoint = modeldef->FindPropPoint((const char*)ppn );
if( !m_AmmunitionPoint )
LOG(ERROR, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)ppn, (const char*)m_ModelName, (const char*)prop.m_ModelName);
}
else
{
SPropPoint* proppoint = modeldef->FindPropPoint((const char*) prop.m_PropPointName);
if (proppoint)
{
CModel* propmodel = oe->m_Model->Clone();
m_Model->AddProp(proppoint, propmodel, oe);
propmodel->SetAnimation(oe->GetRandomAnimation("idle"));
}
else
LOG(ERROR, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)prop.m_PropPointName, (const char*)m_ModelName, (const char*)prop.m_ModelName);
}
}
// setup flags
if (m_Base->m_Properties.m_CastShadows)
{
m_Model->SetFlags(m_Model->GetFlags()|MODELFLAG_CASTSHADOWS);
}
// replace any units using old model to now use new model; also reprop models, if necessary
// FIXME, RC - ugh, doesn't recurse correctly through props
/*
// (PT: Removed this, since I'm not entirely sure what it's useful for, and it
// gets a bit confusing with randomised actors)
const std::vector<CUnit*>& units = g_UnitMan.GetUnits();
for (size_t i = 0; i < units.size(); ++i)
{
CModel* unitmodel=units[i]->GetModel();
if (unitmodel->GetModelDef() == oldmodeldef)
{
unitmodel->InitModel(m_Model->GetModelDef());
unitmodel->SetFlags(m_Model->GetFlags());
const std::vector<CModel::Prop>& newprops = m_Model->GetProps();
for (size_t j = 0; j < newprops.size(); j++)
unitmodel->AddProp(newprops[j].m_Point, newprops[j].m_Model->Clone());
}
std::vector<CModel::Prop>& mdlprops = unitmodel->GetProps();
for (size_t j = 0; j < mdlprops.size(); j++)
{
CModel::Prop& prop = mdlprops[j];
if (prop.m_Model)
{
if (prop.m_Model->GetModelDef() == oldmodeldef)
{
delete prop.m_Model;
prop.m_Model = m_Model->Clone();
}
}
}
}
*/
return true;
}
CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName)
{
SkeletonAnimMap::iterator lower = m_Animations.lower_bound(animationName);
SkeletonAnimMap::iterator upper = m_Animations.upper_bound(animationName);
size_t count = std::distance(lower, upper);
if (count == 0)
{
// LOG(WARNING, LOG_CATEGORY, "Failed to find animation '%s' for actor '%s'", animationName.c_str(), m_ModelName.c_str());
return NULL;
}
else
{
// TODO: Do we care about network synchronisation of random animations?
int id = rand(0, (int)count);
std::advance(lower, id);
return lower->second;
}
}