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forked from 0ad/0ad
0ad/source/graphics/MeshManager.cpp
janwas a859562ea7 improvements and fixes:
- properly differentiate between buffer/offset alignment and length
alignment (relevant since block size has been increased to 256k)
- use VfsPath for most game paths instead of CStr
- clean up timer interface and implementation
- self-tests no longer crash
- file_cache.cpp: fix for the case where allocation fails (prevent
deleter from seeing a null pointer)
- allocators: move all shared_ptr-related stuff to its own component;
add DummySharedPtr
- codec: disable checksums (important for performance at work)
- File: made into an interface class to avoid export problems. not
entirely sure about this..
- vfs_path.h, path.h, os_path.h: proper fix for using
fs::change_extension and similar utility functions with derivatives of
basic_path
- lib_api: automatically link against import lib if building lib/ as a
DLL
- path_util: remove unused functions (this component is deprecated)
- compiler.h: add INLINE
- Xeromyces.cpp: pass PIVFS so that GetXMBPath works in self-test
(should do this mostly everywhere rather than have one singleton g_VFS)

This was SVN commit r5537.
2008-01-07 20:03:19 +00:00

62 lines
1.6 KiB
C++

#include "precompiled.h"
#include "MeshManager.h"
#include "graphics/ColladaManager.h"
#include "graphics/ModelDef.h"
#include "ps/CLogger.h"
#include "ps/FileUnpacker.h" // to get access to its CError
#include "ps/Profile.h"
#define LOG_CATEGORY "mesh"
// TODO: should this cache models while they're not actively in the game?
// (Currently they'll probably be deleted when the reference count drops to 0,
// even if it's quite possible that they'll get reloaded very soon.)
CMeshManager::CMeshManager(CColladaManager& colladaManager)
: m_ColladaManager(colladaManager)
{
}
CMeshManager::~CMeshManager()
{
}
CModelDefPtr CMeshManager::GetMesh(const CStr& filename)
{
// Strip a three-letter file extension (if there is one) from the filename
CStr name;
if (filename.length() > 4 && filename[filename.length()-4] == '.')
name = filename.substr(0, filename.length()-4);
else
name = filename;
// Find the mesh if it's already been loaded and cached
mesh_map::iterator iter = m_MeshMap.find(name);
if (iter != m_MeshMap.end() && !iter->second.expired())
return CModelDefPtr(iter->second);
PROFILE( "load mesh" );
VfsPath pmdFilename = m_ColladaManager.GetLoadableFilename(name, CColladaManager::PMD);
if (pmdFilename.empty())
{
LOG(CLogger::Error, LOG_CATEGORY, "Could not load mesh '%s'", filename.c_str());
return CModelDefPtr();
}
try
{
CModelDefPtr model (CModelDef::Load(pmdFilename, name));
m_MeshMap[name] = model;
return model;
}
catch (PSERROR_File&)
{
LOG(CLogger::Error, LOG_CATEGORY, "Could not load mesh '%s'", filename.c_str());
return CModelDefPtr();
}
}