forked from 0ad/0ad
Ykkrosh
35e91718c5
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
872 lines
23 KiB
C++
872 lines
23 KiB
C++
#include "precompiled.h"
|
|
|
|
#include "MapReader.h"
|
|
|
|
#include "graphics/Camera.h"
|
|
#include "graphics/GameView.h"
|
|
#include "graphics/Model.h"
|
|
#include "graphics/ObjectManager.h"
|
|
#include "graphics/Patch.h"
|
|
#include "graphics/Terrain.h"
|
|
#include "graphics/TextureEntry.h"
|
|
#include "graphics/TextureManager.h"
|
|
#include "graphics/Unit.h"
|
|
#include "graphics/UnitManager.h"
|
|
#include "lib/timer.h"
|
|
#include "lib/types.h"
|
|
#include "maths/MathUtil.h"
|
|
#include "ps/CLogger.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/Loader.h"
|
|
#include "ps/LoaderThunks.h"
|
|
#include "ps/xml/Xeromyces.h"
|
|
#include "renderer/SkyManager.h"
|
|
#include "renderer/WaterManager.h"
|
|
#include "simulation/Entity.h"
|
|
#include "simulation/EntityManager.h"
|
|
#include "simulation/EntityTemplate.h"
|
|
#include "simulation/EntityTemplateCollection.h"
|
|
|
|
#define LOG_CATEGORY "graphics"
|
|
|
|
CMapReader::CMapReader()
|
|
: xml_reader(0)
|
|
{
|
|
cur_terrain_tex = 0; // important - resets generator state
|
|
}
|
|
|
|
|
|
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
|
|
void CMapReader::LoadMap(const char* filename, CTerrain *pTerrain_,
|
|
CUnitManager *pUnitMan_, WaterManager* pWaterMan_, SkyManager* pSkyMan_,
|
|
CLightEnv *pLightEnv_, CCamera *pCamera_, CCinemaManager* pCinema_)
|
|
{
|
|
// latch parameters (held until DelayedLoadFinished)
|
|
pTerrain = pTerrain_;
|
|
pUnitMan = pUnitMan_;
|
|
pLightEnv = pLightEnv_;
|
|
pCamera = pCamera_;
|
|
pWaterMan = pWaterMan_;
|
|
pSkyMan = pSkyMan_;
|
|
pCinema = pCinema_;
|
|
|
|
// [25ms]
|
|
unpacker.Read(filename, "PSMP");
|
|
|
|
// check version
|
|
if (unpacker.GetVersion() < FILE_READ_VERSION) {
|
|
throw PSERROR_File_InvalidVersion();
|
|
}
|
|
|
|
// delete all existing entities
|
|
g_EntityManager.deleteAll();
|
|
// delete all remaining non-entity units
|
|
pUnitMan->DeleteAll();
|
|
g_UnitMan.SetNextID(0);
|
|
|
|
// unpack the data
|
|
RegMemFun(this, &CMapReader::UnpackMap, L"CMapReader::UnpackMap", 1200);
|
|
|
|
if (unpacker.GetVersion() >= 3) {
|
|
// read the corresponding XML file
|
|
filename_xml = filename;
|
|
filename_xml = filename_xml.Left(filename_xml.Length()-4) + ".xml";
|
|
RegMemFun(this, &CMapReader::ReadXML, L"CMapReader::ReadXML", 5800);
|
|
}
|
|
|
|
// apply data to the world
|
|
RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5);
|
|
|
|
RegMemFun(this, &CMapReader::DelayLoadFinished, L"CMapReader::DelayLoadFinished", 5);
|
|
}
|
|
|
|
// UnpackMap: unpack the given data from the raw data stream into local variables
|
|
int CMapReader::UnpackMap()
|
|
{
|
|
// now unpack everything into local data
|
|
int ret = UnpackTerrain();
|
|
if(ret != 0) // failed or timed out
|
|
return ret;
|
|
|
|
if (unpacker.GetVersion() < 4)
|
|
UnpackObjects();
|
|
|
|
if (unpacker.GetVersion() >= 2 && unpacker.GetVersion() < 4)
|
|
UnpackLightEnv();
|
|
|
|
return 0;
|
|
}
|
|
|
|
// UnpackLightEnv: unpack lighting parameters from input stream
|
|
void CMapReader::UnpackLightEnv()
|
|
{
|
|
unpacker.UnpackRaw(&m_LightEnv.m_SunColor, sizeof(m_LightEnv.m_SunColor));
|
|
unpacker.UnpackRaw(&m_LightEnv.m_Elevation, sizeof(m_LightEnv.m_Elevation));
|
|
unpacker.UnpackRaw(&m_LightEnv.m_Rotation, sizeof(m_LightEnv.m_Rotation));
|
|
unpacker.UnpackRaw(&m_LightEnv.m_TerrainAmbientColor, sizeof(m_LightEnv.m_TerrainAmbientColor));
|
|
unpacker.UnpackRaw(&m_LightEnv.m_UnitsAmbientColor, sizeof(m_LightEnv.m_UnitsAmbientColor));
|
|
m_LightEnv.CalculateSunDirection();
|
|
}
|
|
|
|
// UnpackObjects: unpack world objects from input stream
|
|
void CMapReader::UnpackObjects()
|
|
{
|
|
// unpack object types
|
|
u32 numObjTypes;
|
|
unpacker.UnpackRaw(&numObjTypes, sizeof(numObjTypes));
|
|
m_ObjectTypes.resize(numObjTypes);
|
|
for (u32 i=0; i<numObjTypes; i++) {
|
|
unpacker.UnpackString(m_ObjectTypes[i]);
|
|
}
|
|
|
|
// unpack object data
|
|
u32 numObjects;
|
|
unpacker.UnpackRaw(&numObjects, sizeof(numObjects));
|
|
m_Objects.resize(numObjects);
|
|
if (numObjects)
|
|
unpacker.UnpackRaw(&m_Objects[0], sizeof(SObjectDesc)*numObjects);
|
|
}
|
|
|
|
// UnpackTerrain: unpack the terrain from the end of the input data stream
|
|
// - data: map size, heightmap, list of textures used by map, texture tile assignments
|
|
int CMapReader::UnpackTerrain()
|
|
{
|
|
// yield after this time is reached. balances increased progress bar
|
|
// smoothness vs. slowing down loading.
|
|
const double end_time = get_time() + 200e-3;
|
|
|
|
// first call to generator (this is skipped after first call,
|
|
// i.e. when the loop below was interrupted)
|
|
if (cur_terrain_tex == 0)
|
|
{
|
|
// unpack map size
|
|
unpacker.UnpackRaw(&m_MapSize, sizeof(m_MapSize));
|
|
|
|
// unpack heightmap [600us]
|
|
u32 verticesPerSide = m_MapSize*PATCH_SIZE+1;
|
|
m_Heightmap.resize(SQR(verticesPerSide));
|
|
unpacker.UnpackRaw(&m_Heightmap[0], SQR(verticesPerSide)*sizeof(u16));
|
|
|
|
// unpack # textures
|
|
unpacker.UnpackRaw(&num_terrain_tex, sizeof(num_terrain_tex));
|
|
m_TerrainTextures.reserve(num_terrain_tex);
|
|
}
|
|
|
|
// unpack texture names; find handle for each texture.
|
|
// interruptible.
|
|
while (cur_terrain_tex < num_terrain_tex)
|
|
{
|
|
CStr texturename;
|
|
unpacker.UnpackString(texturename);
|
|
|
|
Handle handle;
|
|
CTextureEntry* texentry = g_TexMan.FindTexture(texturename);
|
|
// mismatch between texture datasets?
|
|
if (!texentry)
|
|
handle = 0;
|
|
else
|
|
handle = texentry->GetHandle();
|
|
m_TerrainTextures.push_back(handle);
|
|
|
|
cur_terrain_tex++;
|
|
LDR_CHECK_TIMEOUT(cur_terrain_tex, num_terrain_tex);
|
|
}
|
|
|
|
// unpack tile data [3ms]
|
|
u32 tilesPerSide = m_MapSize*PATCH_SIZE;
|
|
m_Tiles.resize(SQR(tilesPerSide));
|
|
unpacker.UnpackRaw(&m_Tiles[0], (u32)(sizeof(STileDesc)*m_Tiles.size()));
|
|
|
|
// reset generator state.
|
|
cur_terrain_tex = 0;
|
|
|
|
return 0;
|
|
}
|
|
int CMapReader::UnpackCinema()
|
|
{
|
|
size_t numTracks;
|
|
unpacker.UnpackRaw(&numTracks, (u32)sizeof(size_t));
|
|
|
|
for ( size_t track=0; track < numTracks; ++track )
|
|
{
|
|
CCinemaTrack trackObj;
|
|
std::vector<CCinemaPath> paths;
|
|
CStr name;
|
|
size_t numPaths;
|
|
CVector3D startRotation;
|
|
float timescale;
|
|
|
|
unpacker.UnpackString(name);
|
|
unpacker.UnpackRaw(×cale, sizeof(float));
|
|
unpacker.UnpackRaw(&numPaths, sizeof(size_t));
|
|
unpacker.UnpackRaw(&startRotation, sizeof(CVector3D));
|
|
|
|
trackObj.SetStartRotation(startRotation);
|
|
trackObj.SetTimescale(timescale);
|
|
|
|
for ( size_t i=0; i<numPaths; ++i )
|
|
{
|
|
TNSpline spline;
|
|
size_t numNodes;
|
|
CCinemaData data;
|
|
|
|
if ( i != 0 )
|
|
unpacker.UnpackRaw(&data.m_TotalRotation, sizeof(CVector3D));
|
|
unpacker.UnpackRaw(&data.m_Mode, sizeof(data.m_Mode));
|
|
unpacker.UnpackRaw(&data.m_Style, sizeof(data.m_Style));
|
|
unpacker.UnpackRaw(&data.m_Growth, sizeof(data.m_Growth));
|
|
unpacker.UnpackRaw(&data.m_Switch, sizeof(data.m_Switch));
|
|
unpacker.UnpackRaw(&numNodes, sizeof(size_t));
|
|
data.m_GrowthCount = data.m_Growth;
|
|
|
|
for ( size_t j=0; j < numNodes; ++j )
|
|
{
|
|
CVector3D position;
|
|
float distance;
|
|
unpacker.UnpackRaw(&position, sizeof(position));
|
|
unpacker.UnpackRaw(&distance, sizeof(distance));
|
|
spline.AddNode(position, distance);
|
|
}
|
|
trackObj.AddPath(data, spline);
|
|
}
|
|
m_Tracks[CStrW(name)] = trackObj;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// ApplyData: take all the input data, and rebuild the scene from it
|
|
int CMapReader::ApplyData()
|
|
{
|
|
// initialise the terrain
|
|
pTerrain->Initialize(m_MapSize, &m_Heightmap[0]);
|
|
|
|
// setup the textures on the minipatches
|
|
STileDesc* tileptr = &m_Tiles[0];
|
|
for (u32 j=0; j<m_MapSize; j++) {
|
|
for (u32 i=0; i<m_MapSize; i++) {
|
|
for (u32 m=0; m<(u32)PATCH_SIZE; m++) {
|
|
for (u32 k=0; k<(u32)PATCH_SIZE; k++) {
|
|
CMiniPatch& mp = pTerrain->GetPatch(i,j)->m_MiniPatches[m][k];
|
|
|
|
mp.Tex1 = m_TerrainTextures[tileptr->m_Tex1Index];
|
|
mp.Tex1Priority = tileptr->m_Priority;
|
|
|
|
tileptr++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// add new objects
|
|
for (size_t i = 0; i < m_Objects.size(); ++i)
|
|
{
|
|
|
|
if (unpacker.GetVersion() < 3)
|
|
{
|
|
debug_warn("Old unsupported map version - objects will be missing");
|
|
// (getTemplateByActor doesn't work, since entity templates are now
|
|
// loaded on demand)
|
|
}
|
|
|
|
std::set<CStr8> selections; // TODO: read from file
|
|
CUnit* unit = g_UnitMan.CreateUnit(m_ObjectTypes.at(m_Objects[i].m_ObjectIndex), NULL, selections);
|
|
|
|
if (unit)
|
|
{
|
|
CMatrix3D transform;
|
|
memcpy2(&transform._11, m_Objects[i].m_Transform, sizeof(float)*16);
|
|
unit->GetModel()->SetTransform(transform);
|
|
}
|
|
}
|
|
//Make units start out conforming correctly
|
|
g_EntityManager.conformAll();
|
|
|
|
if (unpacker.GetVersion() >= 2)
|
|
{
|
|
// copy over the lighting parameters
|
|
*pLightEnv = m_LightEnv;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
// Holds various state data while reading maps, so that loading can be
|
|
// interrupted (e.g. to update the progress display) then later resumed.
|
|
class CXMLReader
|
|
{
|
|
public:
|
|
CXMLReader(const CStr& xml_filename, CMapReader& mapReader)
|
|
: m_MapReader(mapReader)
|
|
{
|
|
Init(xml_filename);
|
|
}
|
|
|
|
// return semantics: see Loader.cpp!LoadFunc.
|
|
int ProgressiveRead();
|
|
|
|
private:
|
|
CXeromyces xmb_file;
|
|
|
|
CMapReader& m_MapReader;
|
|
|
|
int el_entity;
|
|
int el_tracks;
|
|
int el_template, el_player;
|
|
int el_position, el_orientation;
|
|
int el_nonentity;
|
|
int el_actor;
|
|
int at_x, at_y, at_z;
|
|
int at_angle;
|
|
|
|
XMBElementList nodes; // children of root
|
|
|
|
// loop counters
|
|
int node_idx;
|
|
int entity_idx, nonentity_idx;
|
|
|
|
// # entities+nonentities processed and total (for progress calc)
|
|
int completed_jobs, total_jobs;
|
|
|
|
|
|
void Init(const CStr& xml_filename);
|
|
|
|
void ReadEnvironment(XMBElement parent);
|
|
void ReadCamera(XMBElement parent);
|
|
void ReadCinema(XMBElement parent);
|
|
int ReadEntities(XMBElement parent, double end_time);
|
|
int ReadNonEntities(XMBElement parent, double end_time);
|
|
|
|
NO_COPY_CTOR(CXMLReader);
|
|
};
|
|
|
|
|
|
void CXMLReader::Init(const CStr& xml_filename)
|
|
{
|
|
// must only assign once, so do it here
|
|
node_idx = entity_idx = nonentity_idx = 0;
|
|
|
|
if (xmb_file.Load(xml_filename) != PSRETURN_OK)
|
|
throw PSERROR_File_ReadFailed();
|
|
|
|
// define the elements and attributes that are frequently used in the XML file,
|
|
// so we don't need to do lots of string construction and comparison when
|
|
// reading the data.
|
|
// (Needs to be synchronised with the list in CXMLReader - ugh)
|
|
#define EL(x) el_##x = xmb_file.getElementID(#x)
|
|
#define AT(x) at_##x = xmb_file.getAttributeID(#x)
|
|
EL(entity);
|
|
EL(tracks);
|
|
EL(template);
|
|
EL(player);
|
|
EL(position);
|
|
EL(orientation);
|
|
EL(nonentity);
|
|
EL(actor);
|
|
AT(x); AT(y); AT(z);
|
|
AT(angle);
|
|
#undef AT
|
|
#undef EL
|
|
|
|
XMBElement root = xmb_file.getRoot();
|
|
debug_assert(xmb_file.getElementString(root.getNodeName()) == "Scenario");
|
|
nodes = root.getChildNodes();
|
|
|
|
// find out total number of entities+nonentities
|
|
// (used when calculating progress)
|
|
completed_jobs = 0;
|
|
total_jobs = 0;
|
|
for (int i = 0; i < nodes.Count; i++)
|
|
total_jobs += nodes.item(i).getChildNodes().Count;
|
|
}
|
|
|
|
|
|
void CXMLReader::ReadEnvironment(XMBElement parent)
|
|
{
|
|
#define EL(x) int el_##x = xmb_file.getElementID(#x)
|
|
#define AT(x) int at_##x = xmb_file.getAttributeID(#x)
|
|
EL(skyset);
|
|
EL(suncolour);
|
|
EL(sunelevation);
|
|
EL(sunrotation);
|
|
EL(terrainambientcolour);
|
|
EL(unitsambientcolour);
|
|
EL(terrainshadowtransparency);
|
|
EL(water);
|
|
EL(waterbody);
|
|
EL(type);
|
|
EL(colour);
|
|
EL(height);
|
|
EL(shininess);
|
|
EL(waviness);
|
|
AT(r); AT(g); AT(b);
|
|
#undef AT
|
|
#undef EL
|
|
|
|
XERO_ITER_EL(parent, element)
|
|
{
|
|
int element_name = element.getNodeName();
|
|
|
|
XMBAttributeList attrs = element.getAttributes();
|
|
|
|
if (element_name == el_skyset)
|
|
{
|
|
m_MapReader.pSkyMan->SetSkySet(element.getText());
|
|
}
|
|
else if (element_name == el_suncolour)
|
|
{
|
|
m_MapReader.m_LightEnv.m_SunColor = RGBColor(
|
|
CStr(attrs.getNamedItem(at_r)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_g)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_b)).ToFloat());
|
|
}
|
|
else if (element_name == el_sunelevation)
|
|
{
|
|
m_MapReader.m_LightEnv.m_Elevation = CStr(attrs.getNamedItem(at_angle)).ToFloat();
|
|
}
|
|
else if (element_name == el_sunrotation)
|
|
{
|
|
m_MapReader.m_LightEnv.m_Rotation = CStr(attrs.getNamedItem(at_angle)).ToFloat();
|
|
}
|
|
else if (element_name == el_terrainambientcolour)
|
|
{
|
|
m_MapReader.m_LightEnv.m_TerrainAmbientColor = RGBColor(
|
|
CStr(attrs.getNamedItem(at_r)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_g)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_b)).ToFloat());
|
|
}
|
|
else if (element_name == el_unitsambientcolour)
|
|
{
|
|
m_MapReader.m_LightEnv.m_UnitsAmbientColor = RGBColor(
|
|
CStr(attrs.getNamedItem(at_r)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_g)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_b)).ToFloat());
|
|
}
|
|
else if (element_name == el_terrainshadowtransparency)
|
|
{
|
|
m_MapReader.m_LightEnv.SetTerrainShadowTransparency(CStr(element.getText()).ToFloat());
|
|
}
|
|
else if (element_name == el_water)
|
|
{
|
|
XERO_ITER_EL(element, waterbody)
|
|
{
|
|
debug_assert(waterbody.getNodeName() == el_waterbody);
|
|
XERO_ITER_EL(waterbody, waterelement)
|
|
{
|
|
int element_name = waterelement.getNodeName();
|
|
if (element_name == el_type)
|
|
{
|
|
// TODO: implement this, when WaterManager supports it
|
|
}
|
|
else if (element_name == el_colour)
|
|
{
|
|
XMBAttributeList attrs = waterelement.getAttributes();
|
|
m_MapReader.pWaterMan->m_WaterColor = CColor(
|
|
CStr(attrs.getNamedItem(at_r)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_g)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_b)).ToFloat(),
|
|
1.f);
|
|
}
|
|
else if (element_name == el_height)
|
|
{
|
|
m_MapReader.pWaterMan->m_WaterHeight = CStr(waterelement.getText()).ToFloat();
|
|
}
|
|
else if (element_name == el_shininess)
|
|
{
|
|
m_MapReader.pWaterMan->m_Shininess = CStr(waterelement.getText()).ToFloat();
|
|
}
|
|
else if (element_name == el_waviness)
|
|
{
|
|
m_MapReader.pWaterMan->m_Waviness = CStr(waterelement.getText()).ToFloat();
|
|
}
|
|
else
|
|
debug_warn("Invalid map XML data");
|
|
}
|
|
|
|
}
|
|
}
|
|
else
|
|
debug_warn("Invalid map XML data");
|
|
}
|
|
|
|
m_MapReader.m_LightEnv.CalculateSunDirection();
|
|
}
|
|
|
|
void CXMLReader::ReadCamera(XMBElement parent)
|
|
{
|
|
#define EL(x) int el_##x = xmb_file.getElementID(#x)
|
|
#define AT(x) int at_##x = xmb_file.getAttributeID(#x)
|
|
EL(declination);
|
|
EL(rotation);
|
|
EL(position);
|
|
AT(angle);
|
|
AT(x); AT(y); AT(z);
|
|
#undef AT
|
|
#undef EL
|
|
|
|
float declination = DEGTORAD(30.f), rotation = DEGTORAD(-45.f);
|
|
CVector3D translation = CVector3D(100, 150, -100);
|
|
|
|
XERO_ITER_EL(parent, element)
|
|
{
|
|
int element_name = element.getNodeName();
|
|
|
|
XMBAttributeList attrs = element.getAttributes();
|
|
if (element_name == el_declination)
|
|
{
|
|
declination = CStr(attrs.getNamedItem(at_angle)).ToFloat();
|
|
}
|
|
else if (element_name == el_rotation)
|
|
{
|
|
rotation = CStr(attrs.getNamedItem(at_angle)).ToFloat();
|
|
}
|
|
else if (element_name == el_position)
|
|
{
|
|
translation = CVector3D(
|
|
CStr(attrs.getNamedItem(at_x)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_y)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_z)).ToFloat());
|
|
}
|
|
else
|
|
debug_warn("Invalid map XML data");
|
|
}
|
|
|
|
m_MapReader.pCamera->m_Orientation.SetXRotation(declination);
|
|
m_MapReader.pCamera->m_Orientation.RotateY(rotation);
|
|
m_MapReader.pCamera->m_Orientation.Translate(translation);
|
|
m_MapReader.pCamera->UpdateFrustum();
|
|
}
|
|
void CXMLReader::ReadCinema(XMBElement parent)
|
|
{
|
|
#define EL(x) int el_##x = xmb_file.getElementID(#x)
|
|
#define AT(x) int at_##x = xmb_file.getAttributeID(#x)
|
|
|
|
EL(track);
|
|
EL(startrotation);
|
|
EL(path);
|
|
EL(rotation);
|
|
EL(distortion);
|
|
EL(node);
|
|
AT(name);
|
|
AT(timescale);
|
|
AT(mode);
|
|
AT(style);
|
|
AT(growth);
|
|
AT(switch);
|
|
AT(x);
|
|
AT(y);
|
|
AT(z);
|
|
AT(t);
|
|
|
|
#undef EL
|
|
#undef AT
|
|
|
|
std::map<CStrW, CCinemaTrack> trackList;
|
|
XERO_ITER_EL(parent, element)
|
|
{
|
|
int elementName = element.getNodeName();
|
|
|
|
if ( elementName == el_track )
|
|
{
|
|
CCinemaTrack track;
|
|
XMBAttributeList attrs = element.getAttributes();
|
|
CStrW name( CStr(attrs.getNamedItem(at_name)) );
|
|
float timescale = CStr(attrs.getNamedItem(at_timescale)).ToFloat();
|
|
track.SetTimescale(timescale);
|
|
|
|
XERO_ITER_EL(element, trackChild)
|
|
{
|
|
elementName = trackChild.getNodeName();
|
|
|
|
if ( elementName == el_startrotation )
|
|
{
|
|
attrs = trackChild.getAttributes();
|
|
float x = CStr(attrs.getNamedItem(at_x)).ToFloat();
|
|
float y = CStr(attrs.getNamedItem(at_y)).ToFloat();
|
|
float z = CStr(attrs.getNamedItem(at_z)).ToFloat();
|
|
track.SetStartRotation(CVector3D(x, y, z));
|
|
}
|
|
else if ( elementName == el_path )
|
|
{
|
|
CCinemaData pathData;
|
|
TNSpline spline, backwardSpline;
|
|
|
|
XERO_ITER_EL(trackChild, pathChild)
|
|
{
|
|
elementName = pathChild.getNodeName();
|
|
attrs = pathChild.getAttributes();
|
|
|
|
if ( elementName == el_rotation )
|
|
{
|
|
float x = CStr(attrs.getNamedItem(at_x)).ToFloat();
|
|
float y = CStr(attrs.getNamedItem(at_y)).ToFloat();
|
|
float z = CStr(attrs.getNamedItem(at_z)).ToFloat();
|
|
pathData.m_TotalRotation = CVector3D(x, y, z);
|
|
}
|
|
else if ( elementName == el_distortion )
|
|
{
|
|
pathData.m_Mode = CStr(attrs.getNamedItem(at_mode)).ToInt();
|
|
pathData.m_Style = CStr(attrs.getNamedItem(at_style)).ToInt();
|
|
pathData.m_Growth = CStr(attrs.getNamedItem(at_growth)).ToInt();
|
|
pathData.m_Switch = CStr(attrs.getNamedItem(at_switch)).ToInt();
|
|
}
|
|
else if ( elementName == el_node )
|
|
{
|
|
SplineData data;
|
|
data.Position.X = CStr(attrs.getNamedItem(at_x)).ToFloat();
|
|
data.Position.Y = CStr(attrs.getNamedItem(at_y)).ToFloat();
|
|
data.Position.Z = CStr(attrs.getNamedItem(at_z)).ToFloat();
|
|
data.Distance = CStr(attrs.getNamedItem(at_t)).ToFloat();
|
|
backwardSpline.AddNode(data.Position, data.Distance);
|
|
}
|
|
else
|
|
debug_warn("Invalid cinematic element for path child");
|
|
} //node loop
|
|
CCinemaPath temp(pathData, backwardSpline);
|
|
const std::vector<SplineData>& nodes = temp.GetAllNodes();
|
|
if ( nodes.empty() )
|
|
{
|
|
debug_warn("Failure loading cinematics");
|
|
return;
|
|
}
|
|
|
|
for ( std::vector<SplineData>::const_reverse_iterator
|
|
it=nodes.rbegin(); it != nodes.rend(); ++it )
|
|
{
|
|
spline.AddNode(it->Position, it->Distance);
|
|
}
|
|
track.AddPath(pathData, spline);
|
|
|
|
} // == el_path
|
|
else
|
|
debug_warn("Invalid cinematic element for track child");
|
|
}
|
|
trackList[name] = track;
|
|
}
|
|
else
|
|
debug_warn("Invalid cinematic element for root track child");
|
|
}
|
|
g_Game->GetView()->GetCinema()->SetAllTracks(trackList);
|
|
}
|
|
|
|
int CXMLReader::ReadEntities(XMBElement parent, double end_time)
|
|
{
|
|
XMBElementList entities = parent.getChildNodes();
|
|
while (entity_idx < entities.Count)
|
|
{
|
|
// all new state at this scope and below doesn't need to be
|
|
// wrapped, since we only yield after a complete iteration.
|
|
|
|
XMBElement entity = entities.item(entity_idx++);
|
|
debug_assert(entity.getNodeName() == el_entity);
|
|
|
|
CStrW TemplateName;
|
|
int PlayerID = 0;
|
|
CVector3D Position;
|
|
float Orientation = 0.f;
|
|
|
|
XERO_ITER_EL(entity, setting)
|
|
{
|
|
int element_name = setting.getNodeName();
|
|
|
|
// <template>
|
|
if (element_name == el_template)
|
|
{
|
|
TemplateName = setting.getText();
|
|
}
|
|
// <player>
|
|
else if (element_name == el_player)
|
|
{
|
|
PlayerID = CStr(setting.getText()).ToInt();
|
|
}
|
|
// <position>
|
|
else if (element_name == el_position)
|
|
{
|
|
XMBAttributeList attrs = setting.getAttributes();
|
|
Position = CVector3D(
|
|
CStr(attrs.getNamedItem(at_x)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_y)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_z)).ToFloat());
|
|
}
|
|
// <orientation>
|
|
else if (element_name == el_orientation)
|
|
{
|
|
XMBAttributeList attrs = setting.getAttributes();
|
|
Orientation = CStr(attrs.getNamedItem(at_angle)).ToFloat();
|
|
}
|
|
else
|
|
debug_warn("Invalid map XML data");
|
|
}
|
|
|
|
CEntityTemplate* base = g_EntityTemplateCollection.getTemplate( TemplateName, g_Game->GetPlayer(PlayerID) );
|
|
if (! base)
|
|
LOG(ERROR, LOG_CATEGORY, "Failed to load entity template '%ls'", TemplateName.c_str());
|
|
else
|
|
{
|
|
std::set<CStr8> selections; // TODO: read from file
|
|
|
|
HEntity ent = g_EntityManager.create(base, Position, Orientation, selections);
|
|
|
|
if (! ent)
|
|
LOG(ERROR, LOG_CATEGORY, "Failed to create entity of type '%ls'", TemplateName.c_str());
|
|
else
|
|
{
|
|
ent->SetPlayer(g_Game->GetPlayer(PlayerID));
|
|
|
|
// TODO: save object IDs in the map file, and load them again,
|
|
// so that triggers have a persistent identifier for objects
|
|
ent->m_actor->SetID(g_UnitMan.GetNewID());
|
|
}
|
|
}
|
|
|
|
completed_jobs++;
|
|
LDR_CHECK_TIMEOUT(completed_jobs, total_jobs);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int CXMLReader::ReadNonEntities(XMBElement parent, double end_time)
|
|
{
|
|
XMBElementList nonentities = parent.getChildNodes();
|
|
while (nonentity_idx < nonentities.Count)
|
|
{
|
|
// all new state at this scope and below doesn't need to be
|
|
// wrapped, since we only yield after a complete iteration.
|
|
|
|
XMBElement nonentity = nonentities.item(nonentity_idx++);
|
|
debug_assert(nonentity.getNodeName() == el_nonentity);
|
|
|
|
CStr ActorName;
|
|
CVector3D Position;
|
|
float Orientation = 0.f;
|
|
|
|
XERO_ITER_EL(nonentity, setting)
|
|
{
|
|
int element_name = setting.getNodeName();
|
|
|
|
// <actor>
|
|
if (element_name == el_actor)
|
|
{
|
|
ActorName = setting.getText();
|
|
}
|
|
// <position>
|
|
else if (element_name == el_position)
|
|
{
|
|
XMBAttributeList attrs = setting.getAttributes();
|
|
Position = CVector3D(CStr(attrs.getNamedItem(at_x)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_y)).ToFloat(),
|
|
CStr(attrs.getNamedItem(at_z)).ToFloat());
|
|
}
|
|
// <orientation>
|
|
else if (element_name == el_orientation)
|
|
{
|
|
XMBAttributeList attrs = setting.getAttributes();
|
|
Orientation = CStr(attrs.getNamedItem(at_angle)).ToFloat();
|
|
}
|
|
else
|
|
debug_warn("Invalid map XML data");
|
|
}
|
|
|
|
std::set<CStr8> selections; // TODO: read from file
|
|
|
|
CUnit* unit = g_UnitMan.CreateUnit(ActorName, NULL, selections);
|
|
|
|
if (unit)
|
|
{
|
|
// Copied from CEntity::updateActorTransforms():
|
|
float s = sin(Orientation);
|
|
float c = cos(Orientation);
|
|
CMatrix3D m;
|
|
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = Position.X;
|
|
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = Position.Y;
|
|
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = Position.Z;
|
|
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
|
|
unit->GetModel()->SetTransform(m);
|
|
|
|
// TODO: save object IDs in the map file, and load them again,
|
|
// so that triggers have a persistent identifier for objects
|
|
unit->SetID(g_UnitMan.GetNewID());
|
|
}
|
|
|
|
completed_jobs++;
|
|
LDR_CHECK_TIMEOUT(completed_jobs, total_jobs);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int CXMLReader::ProgressiveRead()
|
|
{
|
|
// yield after this time is reached. balances increased progress bar
|
|
// smoothness vs. slowing down loading.
|
|
const double end_time = get_time() + 200e-3;
|
|
|
|
int ret;
|
|
|
|
while (node_idx < nodes.Count)
|
|
{
|
|
XMBElement node = nodes.item(node_idx);
|
|
CStr name = xmb_file.getElementString(node.getNodeName());
|
|
if (name == "Environment")
|
|
{
|
|
ReadEnvironment(node);
|
|
}
|
|
else if (name == "Camera")
|
|
{
|
|
ReadCamera(node);
|
|
}
|
|
else if (name == "Entities")
|
|
{
|
|
ret = ReadEntities(node, end_time);
|
|
if (ret != 0) // error or timed out
|
|
return ret;
|
|
}
|
|
else if (name == "Nonentities")
|
|
{
|
|
ret = ReadNonEntities(node, end_time);
|
|
if (ret != 0) // error or timed out
|
|
return ret;
|
|
}
|
|
else if (name == "Tracks")
|
|
{
|
|
ReadCinema(node);
|
|
}
|
|
else
|
|
debug_warn("Invalid map XML data");
|
|
|
|
node_idx++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
// progressive
|
|
int CMapReader::ReadXML()
|
|
{
|
|
if (!xml_reader)
|
|
xml_reader = new CXMLReader(filename_xml, *this);
|
|
|
|
int ret = xml_reader->ProgressiveRead();
|
|
// finished or failed
|
|
if (ret <= 0)
|
|
{
|
|
delete xml_reader;
|
|
xml_reader = 0;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
int CMapReader::DelayLoadFinished()
|
|
{
|
|
// we were dynamically allocated by CWorld::Initialize
|
|
delete this;
|
|
|
|
return 0;
|
|
}
|