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forked from 0ad/0ad
0ad/source/graphics/ObjectManager.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

171 lines
4.0 KiB
C++

#include "precompiled.h"
#include "ObjectManager.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectEntry.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "ps/VFSUtil.h"
#define LOG_CATEGORY "graphics"
template<typename T, typename S>
static void delete_pair_2nd(std::pair<T,S> v)
{
delete v.second;
}
template<typename T>
struct second_equals
{
T x;
second_equals(const T& x) : x(x) {}
template<typename S> bool operator()(const S& v) { return v.second == x; }
};
bool operator< (const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b)
{
if (a.ActorName < b.ActorName)
return true;
else if (a.ActorName > b.ActorName)
return false;
else
return a.ActorVariation < b.ActorVariation;
}
CObjectManager::CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager)
: m_MeshManager(meshManager), m_SkeletonAnimManager(skeletonAnimManager)
{
}
CObjectManager::~CObjectManager()
{
UnloadObjects();
}
CObjectBase* CObjectManager::FindObjectBase(const char* objectname)
{
debug_assert(strcmp(objectname, "") != 0);
// See if the base type has been loaded yet:
std::map<CStr, CObjectBase*>::iterator it = m_ObjectBases.find(objectname);
if (it != m_ObjectBases.end())
return it->second;
// Not already loaded, so try to load it:
CObjectBase* obj = new CObjectBase(*this);
if (obj->Load(objectname))
{
m_ObjectBases[objectname] = obj;
return obj;
}
else
delete obj;
LOG(ERROR, LOG_CATEGORY, "CObjectManager::FindObjectBase(): Cannot find object '%s'", objectname);
return 0;
}
CObjectEntry* CObjectManager::FindObject(const char* objname)
{
std::vector<std::set<CStr> > selections; // TODO - should this really be empty?
return FindObjectVariation(objname, selections);
}
CObjectEntry* CObjectManager::FindObjectVariation(const char* objname, const std::vector<std::set<CStr> >& selections)
{
CObjectBase* base = FindObjectBase(objname);
if (! base)
return NULL;
return FindObjectVariation(base, selections);
}
CObjectEntry* CObjectManager::FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStr> >& selections)
{
PROFILE( "object variation loading" );
// Look to see whether this particular variation has already been loaded
std::vector<u8> choices = base->CalculateVariationKey(selections);
ObjectKey key (base->m_Name, choices);
std::map<ObjectKey, CObjectEntry*>::iterator it = m_Objects.find(key);
if (it != m_Objects.end())
return it->second;
// If it hasn't been loaded, load it now
CObjectEntry* obj = new CObjectEntry(base); // TODO: type ?
// TODO (for some efficiency): use the pre-calculated choices for this object,
// which has already worked out what to do for props, instead of passing the
// selections into BuildVariation and having it recalculate the props' choices.
if (! obj->BuildVariation(selections, choices, *this))
{
DeleteObject(obj);
return NULL;
}
m_Objects[key] = obj;
return obj;
}
void CObjectManager::DeleteObject(CObjectEntry* entry)
{
std::map<ObjectKey, CObjectEntry*>::iterator it;
while (m_Objects.end() != (it = find_if(m_Objects.begin(), m_Objects.end(), second_equals<CObjectEntry*>(entry))))
m_Objects.erase(it);
delete entry;
}
void CObjectManager::UnloadObjects()
{
std::for_each(
m_Objects.begin(),
m_Objects.end(),
delete_pair_2nd<ObjectKey, CObjectEntry*>
);
m_Objects.clear();
std::for_each(
m_ObjectBases.begin(),
m_ObjectBases.end(),
delete_pair_2nd<CStr, CObjectBase*>
);
m_ObjectBases.clear();
}
static void GetObjectName_ThunkCb(const char* path, const DirEnt* UNUSED(ent), void* context)
{
std::vector<CStr>* names = (std::vector<CStr>*)context;
CStr name (path);
names->push_back(name.AfterFirst("actors/"));
}
void CObjectManager::GetAllObjectNames(std::vector<CStr>& names)
{
vfs_dir_enum("art/actors/", VFS_DIR_RECURSIVE, "*.xml",
GetObjectName_ThunkCb, &names);
}
void CObjectManager::GetPropObjectNames(std::vector<CStr>& names)
{
vfs_dir_enum("art/actors/props/", VFS_DIR_RECURSIVE, "*.xml",
GetObjectName_ThunkCb, &names);
}