janwas
292975834b
merge FilePacker and FileUnpacker into FileIo. add CppDoc documentation make clear what kind of 'size' is meant (file/buffer vs payload) This was SVN commit r5599.
62 lines
1.6 KiB
C++
62 lines
1.6 KiB
C++
#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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#define LOG_CATEGORY "mesh"
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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 CStr& filename)
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{
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// Strip a three-letter file extension (if there is one) from the filename
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CStr name;
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if (filename.length() > 4 && filename[filename.length()-4] == '.')
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name = filename.substr(0, filename.length()-4);
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else
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name = filename;
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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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LOG(CLogger::Error, LOG_CATEGORY, "Could not load mesh '%s'", filename.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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LOG(CLogger::Error, LOG_CATEGORY, "Could not load mesh '%s'", filename.c_str());
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return CModelDefPtr();
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}
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}
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