janwas
dcd192cb60
- use wrapper class instead of std::wstring (reduces mixing of strings/paths; allows safe+easy join via operator/ and convenient case-insensitive comparison via operator==, avoids NativePathFromString, similar to boost::filesystem) - NativePath -> OsPath - add hash and To/FromJSVal for Path - add TS_ASSERT_PATH_EQUALS - replace _wfopen_s with sys_OpenFile - remove obsolete SortFiles/Directories This was SVN commit r9107.
72 lines
2.0 KiB
C++
72 lines
2.0 KiB
C++
/* Copyright (C) 2010 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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#include "precompiled.h"
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#include "MeshManager.h"
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#include "graphics/ColladaManager.h"
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#include "graphics/ModelDef.h"
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#include "ps/CLogger.h"
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#include "ps/FileIo.h" // to get access to its CError
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#include "ps/Profile.h"
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// TODO: should this cache models while they're not actively in the game?
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// (Currently they'll probably be deleted when the reference count drops to 0,
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// even if it's quite possible that they'll get reloaded very soon.)
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CMeshManager::CMeshManager(CColladaManager& colladaManager)
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: m_ColladaManager(colladaManager)
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{
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}
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CMeshManager::~CMeshManager()
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{
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}
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CModelDefPtr CMeshManager::GetMesh(const VfsPath& pathname)
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{
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const VfsPath name = pathname.ChangeExtension(L"");
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// Find the mesh if it's already been loaded and cached
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mesh_map::iterator iter = m_MeshMap.find(name);
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if (iter != m_MeshMap.end() && !iter->second.expired())
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return CModelDefPtr(iter->second);
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PROFILE("load mesh");
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VfsPath pmdFilename = m_ColladaManager.GetLoadableFilename(name, CColladaManager::PMD);
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if (pmdFilename.empty())
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{
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LOGERROR(L"Could not load mesh '%ls'", pathname.string().c_str());
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return CModelDefPtr();
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}
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try
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{
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CModelDefPtr model (CModelDef::Load(pmdFilename, name));
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m_MeshMap[name] = model;
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return model;
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}
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catch (PSERROR_File&)
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{
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LOGERROR(L"Could not load mesh '%ls'", pathname.string().c_str());
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return CModelDefPtr();
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}
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}
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