Ykkrosh
a1a7dac59c
ObjectManager: Removed ObjectTypes because it hasn't been used for years. Atlas: Fixed leak when saving with Xerces. Changed range of water shininess slider. Actor Editor: Relabelled "Freq" to "Ratio". Made modal dialogs use the correct parent. This was SVN commit r4376.
179 lines
4.1 KiB
C++
179 lines
4.1 KiB
C++
#include "precompiled.h"
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#include "ObjectManager.h"
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#include <algorithm>
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#include "ps/CLogger.h"
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#include "lib/res/res.h"
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#include "lib/timer.h"
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#include "ps/VFSUtil.h"
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#include "ObjectBase.h"
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#include "ObjectEntry.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityManager.h"
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#include "simulation/EntityTemplate.h"
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#include "ps/Game.h"
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#include "Model.h"
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#include "Unit.h"
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#include "maths/Matrix3D.h"
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#include "ps/Profile.h"
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#define LOG_CATEGORY "graphics"
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template<typename T, typename S>
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static void delete_pair_2nd(std::pair<T,S> v)
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{
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delete v.second;
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}
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template<typename T>
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struct second_equals
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{
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T x;
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second_equals(const T& x) : x(x) {}
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template<typename S> bool operator()(const S& v) { return v.second == x; }
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};
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bool operator< (const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b)
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{
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if (a.ActorName < b.ActorName)
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return true;
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else if (a.ActorName > b.ActorName)
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return false;
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else
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return a.ActorVariation < b.ActorVariation;
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}
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CObjectManager::CObjectManager()
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{
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}
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CObjectManager::~CObjectManager()
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{
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UnloadObjects();
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}
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CObjectBase* CObjectManager::FindObjectBase(const char* objectname)
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{
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debug_assert(strcmp(objectname, "") != 0);
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// See if the base type has been loaded yet:
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std::map<CStr, CObjectBase*>::iterator it = m_ObjectBases.find(objectname);
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if (it != m_ObjectBases.end())
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return it->second;
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// Not already loaded, so try to load it:
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CObjectBase* obj = new CObjectBase();
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if (obj->Load(objectname))
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{
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m_ObjectBases[objectname] = obj;
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return obj;
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}
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else
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delete obj;
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LOG(ERROR, LOG_CATEGORY, "CObjectManager::FindObjectBase(): Cannot find object '%s'", objectname);
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return 0;
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}
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CObjectEntry* CObjectManager::FindObject(const char* objname)
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{
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std::vector<std::set<CStr> > selections; // TODO - should this really be empty?
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return FindObjectVariation(objname, selections);
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}
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CObjectEntry* CObjectManager::FindObjectVariation(const char* objname, const std::vector<std::set<CStr8> >& selections)
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{
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CObjectBase* base = FindObjectBase(objname);
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if (! base)
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return NULL;
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return FindObjectVariation(base, selections);
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}
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CObjectEntry* CObjectManager::FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStr8> >& selections)
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{
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PROFILE( "object variation loading" );
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// Look to see whether this particular variation has already been loaded
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std::vector<u8> choices = base->CalculateVariationKey(selections);
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ObjectKey key (base->m_Name, choices);
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std::map<ObjectKey, CObjectEntry*>::iterator it = m_Objects.find(key);
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if (it != m_Objects.end())
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return it->second;
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// If it hasn't been loaded, load it now
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CObjectEntry* obj = new CObjectEntry(base); // TODO: type ?
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// TODO (for some efficiency): use the pre-calculated choices for this object,
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// which has already worked out what to do for props, instead of passing the
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// selections into BuildVariation and having it recalculate the props' choices.
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if (! obj->BuildVariation(selections, choices))
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{
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DeleteObject(obj);
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return NULL;
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}
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m_Objects[key] = obj;
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return obj;
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}
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void CObjectManager::DeleteObject(CObjectEntry* entry)
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{
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std::map<ObjectKey, CObjectEntry*>::iterator it;
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while (m_Objects.end() != (it = find_if(m_Objects.begin(), m_Objects.end(), second_equals<CObjectEntry*>(entry))))
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m_Objects.erase(it);
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delete entry;
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}
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void CObjectManager::UnloadObjects()
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{
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std::for_each(
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m_Objects.begin(),
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m_Objects.end(),
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delete_pair_2nd<ObjectKey, CObjectEntry*>
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);
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m_Objects.clear();
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std::for_each(
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m_ObjectBases.begin(),
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m_ObjectBases.end(),
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delete_pair_2nd<CStr, CObjectBase*>
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);
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m_ObjectBases.clear();
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}
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static void GetObjectName_ThunkCb(const char* path, const DirEnt* UNUSED(ent), void* context)
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{
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std::vector<CStr>* names = (std::vector<CStr>*)context;
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CStr name (path);
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names->push_back(name.AfterFirst("actors/"));
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}
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void CObjectManager::GetAllObjectNames(std::vector<CStr>& names)
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{
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vfs_dir_enum("art/actors/", VFS_DIR_RECURSIVE, "*.xml",
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GetObjectName_ThunkCb, &names);
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}
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void CObjectManager::GetPropObjectNames(std::vector<CStr>& names)
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{
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vfs_dir_enum("art/actors/props/", VFS_DIR_RECURSIVE, "*.xml",
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GetObjectName_ThunkCb, &names);
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}
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