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0
forked from 0ad/0ad

Allow empty actor files.

This allows empty actor files -> they map to a dummy object that renders
nothing.
The use case is automatically hiding objects at lower quality levels &
LOD settings.

Differential Revision: https://code.wildfiregames.com/D3819
This was SVN commit r25224.
This commit is contained in:
wraitii 2021-04-09 15:45:31 +00:00
parent d73a3f59ad
commit 3759fc8a98
4 changed files with 64 additions and 5 deletions

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2019 Wildfire Games.
/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -23,6 +23,7 @@
#include "maths/BoundingBoxOriented.h"
#include "simulation2/helpers/Player.h"
class CModelDummy;
class CModel;
class CModelDecal;
class CModelParticleEmitter;
@ -73,13 +74,16 @@ public:
virtual CModelAbstract* Clone() const = 0;
/// Dynamic cast
virtual CModel* ToCModel() { return NULL; }
virtual CModelDummy* ToCModelDummy() { return nullptr; }
/// Dynamic cast
virtual CModelDecal* ToCModelDecal() { return NULL; }
virtual CModel* ToCModel() { return nullptr; }
/// Dynamic cast
virtual CModelParticleEmitter* ToCModelParticleEmitter() { return NULL; }
virtual CModelDecal* ToCModelDecal() { return nullptr; }
/// Dynamic cast
virtual CModelParticleEmitter* ToCModelParticleEmitter() { return nullptr; }
// (This dynamic casting is a bit ugly, but we won't have many subclasses
// and this seems the easiest way to integrate with other code that wants

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@ -0,0 +1,45 @@
/* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MODELDUMMY
#define INCLUDED_MODELDUMMY
#include "graphics/ModelAbstract.h"
/**
* Empty placeholder ModelAbstract implementation, to render nothing.
*/
class CModelDummy final : public CModelAbstract
{
NONCOPYABLE(CModelDummy);
public:
CModelDummy() = default;
virtual ~CModelDummy() = default;
virtual CModelAbstract* Clone() const { return new CModelDummy(); }
virtual CModelDummy* ToCModelDummy() { return this; }
virtual void CalcBounds() {};
virtual void SetDirtyRec(int) {};
virtual void SetTerrainDirty(ssize_t, ssize_t, ssize_t, ssize_t) {}
virtual void ValidatePosition() {};
virtual void InvalidatePosition() {};
};
#endif // INCLUDED_MODELDUMMY

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@ -25,6 +25,7 @@
#include "graphics/MeshManager.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ModelDummy.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectManager.h"
#include "graphics/ParticleManager.h"
@ -77,6 +78,12 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
}
if (variation.model.empty())
{
m_Model = new CModelDummy();
return true;
}
if (variation.decal.m_SizeX && variation.decal.m_SizeZ)
{
CMaterial material = g_Renderer.GetMaterialManager().LoadMaterial(m_Base->m_Material);

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2011 Wildfire Games.
/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -55,6 +55,9 @@ void SceneCollector::SubmitRecursive(CModelAbstract* model)
{
Submit(model->ToCModelParticleEmitter()->m_Emitter.get());
}
else if (model->ToCModelDummy())
{
}
else
debug_warn(L"unknown model type");
}