wraitii
f73fa05542
To render models, we need to know the maximum bounds it takes over the course of an animation. This depends only on the ModelDef and the AnimationDef (and thus the SkeletonDef). Currently, we recompute this data for each model, which is inefficient. Caching it in ModelDef is faster, particularly avoiding lag spikes at game start on some maps. The animations are referred by a unique ID to avoid pointer-related issues. I would have preferred weak_ptr, but that cannot be stably hashed for now. While at it, switch to unique_ptr/vectors. Differential Revision: https://code.wildfiregames.com/D2967 This was SVN commit r25306.
82 lines
2.6 KiB
C++
82 lines
2.6 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Owner of all skeleton animations
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*/
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#include "precompiled.h"
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#include "SkeletonAnimManager.h"
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#include "graphics/ColladaManager.h"
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#include "graphics/Model.h"
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#include "graphics/SkeletonAnimDef.h"
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#include "ps/CLogger.h"
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#include "ps/FileIo.h"
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///////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimManager constructor
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CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)
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: m_ColladaManager(colladaManager)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimManager destructor
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CSkeletonAnimManager::~CSkeletonAnimManager()
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetAnimation: return a given animation by filename; return null if filename
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// doesn't refer to valid animation file
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CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(const VfsPath& pathname)
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{
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VfsPath name = pathname.ChangeExtension(L"");
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// Find if it's already been loaded
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std::unordered_map<VfsPath, std::unique_ptr<CSkeletonAnimDef>>::iterator iter = m_Animations.find(name);
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if (iter != m_Animations.end())
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return iter->second.get();
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std::unique_ptr<CSkeletonAnimDef> def;
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// Find the file to load
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VfsPath psaFilename = m_ColladaManager.GetLoadablePath(name, CColladaManager::PSA);
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if (psaFilename.empty())
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LOGERROR("Could not load animation '%s'", pathname.string8());
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else
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try
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{
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def = CSkeletonAnimDef::Load(psaFilename);
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}
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catch (PSERROR_File&)
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{
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LOGERROR("Could not load animation '%s'", psaFilename.string8());
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}
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if (def)
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LOGMESSAGE("CSkeletonAnimManager::GetAnimation(%s): Loaded successfully", pathname.string8());
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else
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LOGERROR("CSkeletonAnimManager::GetAnimation(%s): Failed loading, marked file as bad", pathname.string8());
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// Add to map, NULL if failed to load - we won't try loading it again
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return m_Animations.insert_or_assign(name, std::move(def)).first->second.get();
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}
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