0ad/source/graphics/ObjectEntry.cpp
Ykkrosh fa45d214b3 # Added support for COLLADA skeletal animations.
Moved COLLADA-loading code into separate class, since it now handles
both PMD and PSA.
Desingletonised CSkeletonAnimManager, moved into CGameView.
Made Atlas load its icons with buffered IO, for possible efficiency.

This was SVN commit r4934.
2007-03-01 18:52:53 +00:00

237 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<CStr> >& 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.empty())
{
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(objectManager.GetSkeletonAnimManager());
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.empty())
{
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.substr(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;
}
}