/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Owner of all skeleton animations */ #include "precompiled.h" #include "SkeletonAnimManager.h" #include "graphics/ColladaManager.h" #include "graphics/Model.h" #include "graphics/SkeletonAnimDef.h" #include "ps/CLogger.h" #include "ps/FileIo.h" #define LOG_CATEGORY L"graphics" /////////////////////////////////////////////////////////////////////////////// // CSkeletonAnimManager constructor CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager) : m_ColladaManager(colladaManager) { } /////////////////////////////////////////////////////////////////////////////// // CSkeletonAnimManager destructor CSkeletonAnimManager::~CSkeletonAnimManager() { typedef std::map::iterator Iter; for (Iter i = m_Animations.begin(); i != m_Animations.end(); ++i) delete i->second; } /////////////////////////////////////////////////////////////////////////////// // GetAnimation: return a given animation by filename; return null if filename // doesn't refer to valid animation file CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(const VfsPath& pathname) { VfsPath name = fs::change_extension(pathname, L""); // Find if it's already been loaded std::map::iterator iter = m_Animations.find(name); if (iter != m_Animations.end()) return iter->second; CSkeletonAnimDef* def = NULL; // Find the file to load VfsPath psaFilename = m_ColladaManager.GetLoadableFilename(name, CColladaManager::PSA); if (psaFilename.empty()) { LOG(CLogger::Error, LOG_CATEGORY, L"Could not load animation '%ls'", pathname.string().c_str()); def = NULL; } else { try { def = CSkeletonAnimDef::Load(psaFilename); } catch (PSERROR_File&) { // ignore errors (they'll be logged elsewhere) } } if (def) LOG(CLogger::Normal, LOG_CATEGORY, L"CSkeletonAnimManager::GetAnimation(%ls): Loaded successfully", pathname.string().c_str()); else LOG(CLogger::Error, LOG_CATEGORY, L"CSkeletonAnimManager::GetAnimation(%ls): Failed loading, marked file as bad", pathname.string().c_str()); // Add to map m_Animations[name] = def; // NULL if failed to load - we won't try loading it again return def; }