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0ad/source/graphics/ObjectBase.cpp

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#include "precompiled.h"
#include <algorithm>
#include <queue>
#include "ObjectBase.h"
#include "ObjectManager.h"
#include "ps/XML/Xeromyces.h"
#include "ps/CLogger.h"
#include "lib/timer.h"
#define LOG_CATEGORY "graphics"
CObjectBase::CObjectBase()
{
m_Properties.m_CastShadows = true;
m_Properties.m_AutoFlatten = false;
m_Properties.m_FloatOnWater = false;
}
bool CObjectBase::Load(const char* filename)
{
m_VariantGroups.clear();
CStr filePath ("art/actors/");
filePath += filename;
CXeromyces XeroFile;
if (XeroFile.Load(filePath) != PSRETURN_OK)
return false;
m_Name = filename;
// Use the filename for the model's name
m_ShortName = CStr(filename).AfterLast("/").BeforeLast(".xml");
// Define all the elements used in the XML file
#define EL(x) int el_##x = XeroFile.getElementID(#x)
#define AT(x) int at_##x = XeroFile.getAttributeID(#x)
EL(actor);
EL(castshadow);
EL(float);
EL(material);
EL(group);
EL(variant);
EL(animations);
EL(animation);
EL(props);
EL(prop);
EL(mesh);
EL(texture);
EL(colour);
AT(file);
AT(name);
AT(speed);
AT(event);
AT(load);
AT(attachpoint);
AT(actor);
AT(frequency);
#undef AT
#undef EL
XMBElement root = XeroFile.getRoot();
if (root.getNodeName() != el_actor)
{
LOG(ERROR, LOG_CATEGORY, "Invalid actor format (unrecognised root element '%s')", XeroFile.getElementString(root.getNodeName()).c_str());
return false;
}
// Set up the vector<vector<T>> m_Variants to contain the right number
// of elements, to avoid wasteful copying/reallocation later.
{
// Count the variants in each group
std::vector<int> variantGroupSizes;
XERO_ITER_EL(root, child)
{
if (child.getNodeName() == el_group)
{
variantGroupSizes.push_back(child.getChildNodes().Count);
}
}
m_VariantGroups.resize(variantGroupSizes.size());
// Set each vector to match the number of variants
for (size_t i = 0; i < variantGroupSizes.size(); ++i)
m_VariantGroups[i].resize(variantGroupSizes[i]);
}
// (This XML-reading code is rather worryingly verbose...)
std::vector<std::vector<Variant> >::iterator currentGroup = m_VariantGroups.begin();
XERO_ITER_EL(root, child)
{
int child_name = child.getNodeName();
if (child_name == el_group)
{
std::vector<Variant>::iterator currentVariant = currentGroup->begin();
XERO_ITER_EL(child, variant)
{
debug_assert(variant.getNodeName() == el_variant);
XERO_ITER_ATTR(variant, attr)
{
if (attr.Name == at_name)
currentVariant->m_VariantName = CStr(attr.Value).LowerCase();
else if (attr.Name == at_frequency)
currentVariant->m_Frequency = CStr(attr.Value).ToInt();
}
XERO_ITER_EL(variant, option)
{
int option_name = option.getNodeName();
if (option_name == el_mesh)
currentVariant->m_ModelFilename = "art/meshes/" + CStr(option.getText());
else if (option_name == el_texture)
currentVariant->m_TextureFilename = "art/textures/skins/" + CStr(option.getText());
else if (option_name == el_colour)
currentVariant->m_Color = option.getText();
else if (option_name == el_animations)
{
XERO_ITER_EL(option, anim_element)
{
debug_assert(anim_element.getNodeName() == el_animation);
Anim anim;
XERO_ITER_ATTR(anim_element, ae)
{
if (ae.Name == at_name)
{
anim.m_AnimName = ae.Value;
}
else if (ae.Name == at_file)
{
anim.m_FileName = "art/animation/" + CStr(ae.Value);
}
else if (ae.Name == at_speed)
{
anim.m_Speed = CStr(ae.Value).ToInt() / 100.f;
if (anim.m_Speed <= 0.0) anim.m_Speed = 1.0f;
}
else if (ae.Name == at_event)
{
anim.m_ActionPos = CStr(ae.Value).ToDouble();
if (anim.m_ActionPos < 0.0) anim.m_ActionPos = 0.0;
else if (anim.m_ActionPos > 100.0) anim.m_ActionPos = 1.0;
else if (anim.m_ActionPos > 1.0) anim.m_ActionPos /= 100.0;
}
else if (ae.Name == at_load)
{
anim.m_ActionPos2 = CStr(ae.Value).ToDouble();
if (anim.m_ActionPos2 < 0.0) anim.m_ActionPos2 = 0.0;
else if (anim.m_ActionPos2 > 100.0) anim.m_ActionPos2 = 1.0;
else if (anim.m_ActionPos2 > 1.0) anim.m_ActionPos2 /= 100.0;
}
else
; // unrecognised element
}
currentVariant->m_Anims.push_back(anim);
}
}
else if (option_name == el_props)
{
XERO_ITER_EL(option, prop_element)
{
debug_assert(prop_element.getNodeName() == el_prop);
Prop prop;
XERO_ITER_ATTR(prop_element, pe)
{
if (pe.Name == at_attachpoint)
prop.m_PropPointName = pe.Value;
else if (pe.Name == at_actor)
prop.m_ModelName = pe.Value;
else
; // unrecognised element
}
currentVariant->m_Props.push_back(prop);
}
}
else
; // unrecognised element
}
++currentVariant;
}
if (currentGroup->size() == 0)
{
LOG(ERROR, LOG_CATEGORY, "Actor group has zero variants ('%s')", filename);
}
++currentGroup;
}
else if (child_name == el_castshadow)
{
m_Properties.m_CastShadows = true; // TODO: this is the default, so it's a bit useless
}
else if (child_name == el_float)
{
m_Properties.m_FloatOnWater = true;
}
else if (child_name == el_material)
{
m_Material = "art/materials/" + CStr(child.getText());
}
else
; // unrecognised element
// TODO: castshadow, etc
}
return true;
}
std::vector<u8> CObjectBase::CalculateVariationKey(const std::vector<std::set<CStr> >& selections)
{
// (TODO: see CObjectManager::FindObjectVariation for an opportunity to
// call this function a bit less frequently)
// Calculate a complete list of choices, one per group, based on the
// supposedly-complete selections (i.e. not making random choices at this
// stage).
// In each group, if one of the variants has a name matching a string in the
// first 'selections', set use that one.
// Otherwise, try with the next (lower priority) selections set, and repeat.
// Otherwise, choose the first variant (arbitrarily).
std::vector<u8> choices;
std::map<CStr, CStr> chosenProps;
for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
grp != m_VariantGroups.end();
++grp)
{
// Ignore groups with nothing inside. (A warning will have been
// emitted by the loading code.)
if (grp->size() == 0)
continue;
int match = -1; // -1 => none found yet
// If there's only a single variant, choose that one
if (grp->size() == 1)
{
match = 0;
}
else
{
// Determine the first variant that matches the provided strings,
// starting with the highest priority selections set:
for (std::vector<std::set<CStr> >::const_iterator selset = selections.begin(); selset < selections.end(); ++selset)
{
debug_assert(grp->size() < 256); // else they won't fit in 'choices'
for (size_t i = 0; i < grp->size(); ++i)
{
if (selset->count((*grp)[i].m_VariantName))
{
match = (u8)i;
break;
}
}
// Stop after finding the first match
if (match != -1)
break;
}
// If no match, just choose the first
if (match == -1)
match = 0;
}
choices.push_back(match);
// Remember which props were chosen. (Later-defined props override
// earlier props at the same prop point.)
CObjectBase::Variant& var ((*grp)[match]);
for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
{
if (it->m_ModelName.Length())
chosenProps[it->m_PropPointName] = it->m_ModelName;
else
chosenProps.erase(it->m_PropPointName);
}
}
// Load each prop, and add their CalculateVariationKey to our key:
for (std::map<CStr, CStr>::iterator it = chosenProps.begin(); it != chosenProps.end(); ++it)
{
CObjectBase* prop = g_ObjMan.FindObjectBase(it->second);
if (prop)
{
std::vector<u8> propChoices = prop->CalculateVariationKey(selections);
choices.insert(choices.end(), propChoices.begin(), propChoices.end());
}
}
return choices;
}
const CObjectBase::Variation CObjectBase::BuildVariation(const std::vector<u8>& variationKey)
{
Variation variation;
// variationKey should correspond with m_Variants, giving the id of the
// chosen variant from each group. (Except variationKey has some bits stuck
// on the end for props, but we don't care about those in here.)
std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
std::vector<u8>::const_iterator match = variationKey.begin();
for ( ;
grp != m_VariantGroups.end() && match != variationKey.end();
++grp, ++match)
{
// Ignore groups with nothing inside. (A warning will have been
// emitted by the loading code.)
if (grp->size() == 0)
continue;
size_t id = *match;
if (id >= grp->size())
{
// This should be impossible
debug_warn("BuildVariation: invalid variant id");
continue;
}
// Get the matched variant
CObjectBase::Variant& var ((*grp)[id]);
// Apply its data:
if (var.m_TextureFilename.Length())
variation.texture = var.m_TextureFilename;
if (var.m_ModelFilename.Length())
variation.model = var.m_ModelFilename;
if (var.m_Color.Length())
variation.color = var.m_Color;
for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
{
if (it->m_ModelName.Length())
variation.props[it->m_PropPointName] = *it;
else
variation.props.erase(it->m_PropPointName);
}
// If one variant defines one animation called e.g. "attack", and this
// variant defines two different animations with the same name, the one
// original should be erased, and replaced by the two new ones.
//
// So, erase all existing animations which are overridden by this variant:
for (std::vector<CObjectBase::Anim>::iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
variation.anims.erase(it->m_AnimName);
// and then insert the new ones:
for (std::vector<CObjectBase::Anim>::iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
variation.anims.insert(make_pair(it->m_AnimName, *it));
}
return variation;
}
std::set<CStr> CObjectBase::CalculateRandomVariation(const std::set<CStr>& initialSelections)
{
std::set<CStr> selections = initialSelections;
std::map<CStr, CStr> chosenProps;
// Calculate a complete list of selections, so there is at least one
// (and in most cases only one) per group.
// In each group, if one of the variants has a name matching a string in
// 'selections', use that one.
// If more than one matches, choose randomly from those matching ones.
// If none match, choose randomly from all variants.
//
// When choosing randomly, make use of each variant's frequency. If all
// variants have frequency 0, treat them as if they were 1.
for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
grp != m_VariantGroups.end();
++grp)
{
// Ignore groups with nothing inside. (A warning will have been
// emitted by the loading code.)
if (grp->size() == 0)
continue;
int match = -1; // -1 => none found yet
// If there's only a single variant, choose that one
if (grp->size() == 1)
{
match = 0;
}
else
{
// See if a variant (or several, but we only care about the first)
// is already matched by the selections we've made
for (size_t i = 0; i < grp->size(); ++i)
{
if (selections.count((*grp)[i].m_VariantName))
{
match = (int)i;
break;
}
}
// If there was one, we don't need to do anything now because there's
// already something to choose. Otherwise, choose randomly from the others.
if (match == -1)
{
// Sum the frequencies
int totalFreq = 0;
for (size_t i = 0; i < grp->size(); ++i)
totalFreq += (*grp)[i].m_Frequency;
// Someone might be silly and set all variants to have freq==0, in
// which case we just pretend they're all 1
bool allZero = (totalFreq == 0);
if (allZero) totalFreq = (int)grp->size();
// Choose a random number in the interval [0..totalFreq).
// (It shouldn't be necessary to use a network-synchronised RNG,
// since actors are meant to have purely visual manifestations.)
int randNum = rand(0, totalFreq);
// and use that to choose one of the variants
for (size_t i = 0; i < grp->size(); ++i)
{
randNum -= (allZero ? 1 : (*grp)[i].m_Frequency);
if (randNum < 0)
{
selections.insert((*grp)[i].m_VariantName);
// (If this change to 'selections' interferes with earlier
// choices, then we'll get some non-fatal inconsistencies
// that just break the randomness. But that shouldn't
// happen, much.)
match = (int)i;
break;
}
}
debug_assert(randNum < 0);
// This should always succeed; otherwise it
// wouldn't have chosen any of the variants.
}
}
// Remember which props were chosen. (Later-defined props override
// earlier props at the same prop point.)
CObjectBase::Variant& var ((*grp)[match]);
for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
{
if (it->m_ModelName.Length())
chosenProps[it->m_PropPointName] = it->m_ModelName;
else
chosenProps.erase(it->m_PropPointName);
}
}
// Load each prop, and add their required selections to ours:
for (std::map<CStr, CStr>::iterator it = chosenProps.begin(); it != chosenProps.end(); ++it)
{
CObjectBase* prop = g_ObjMan.FindObjectBase(it->second);
if (prop)
{
std::set<CStr> propSelections = prop->CalculateRandomVariation(selections);
// selections = union(propSelections, selections)
std::set<CStr> newSelections;
std::set_union(propSelections.begin(), propSelections.end(),
selections.begin(), selections.end(),
std::inserter(newSelections, newSelections.begin()));
selections.swap(newSelections);
}
}
return selections;
}
std::vector<std::vector<CStr> > CObjectBase::GetVariantGroups() const
{
std::vector<std::vector<CStr> > groups;
// Queue of objects (main actor plus props (recursively)) to be processed
std::queue<const CObjectBase*> objectsQueue;
objectsQueue.push(this);
// Set of objects already processed, so we don't do them more than once
std::set<const CObjectBase*> objectsProcessed;
while (objectsQueue.size())
{
const CObjectBase* obj = objectsQueue.front();
objectsQueue.pop();
// Ignore repeated objects (likely to be props)
if (objectsProcessed.find(obj) != objectsProcessed.end())
continue;
objectsProcessed.insert(obj);
// Iterate through the list of groups
for (size_t i = 0; i < obj->m_VariantGroups.size(); ++i)
{
// Copy the group's variant names into a new vector
std::vector<CStr> group;
group.reserve(obj->m_VariantGroups[i].size());
for (size_t j = 0; j < obj->m_VariantGroups[i].size(); ++j)
group.push_back(obj->m_VariantGroups[i][j].m_VariantName);
// If this group is identical to one elsewhere, don't bother listing
// it twice.
// Linear search is theoretically not very efficient, but hopefully
// we don't have enough props for that to matter...
bool dupe = false;
for (size_t j = 0; j < groups.size(); ++j)
{
if (groups[j] == group)
{
dupe = true;
break;
}
}
if (dupe)
continue;
// Add non-trivial groups (i.e. not just one entry) to the returned list
if (obj->m_VariantGroups[i].size() > 1)
groups.push_back(group);
// Add all props onto the queue to be considered
for (size_t j = 0; j < obj->m_VariantGroups[i].size(); ++j)
{
const std::vector<Prop>& props = obj->m_VariantGroups[i][j].m_Props;
for (size_t k = 0; k < props.size(); ++k)
{
if (props[k].m_ModelName.Length())
{
CObjectBase* prop = g_ObjMan.FindObjectBase(props[k].m_ModelName);
if (prop)
objectsQueue.push(prop);
}
}
}
}
}
return groups;
}