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forked from 0ad/0ad
0ad/source/graphics/ObjectEntry.cpp
Ykkrosh 22dd4dd67b Entities: Removed Tag attribute; it is taken from the filename instead. Made entity XML files be loaded on demand. Probably stopped crash when maps contain non-existent entities. Fixed a few bugs in entity definitions.
Maps: Stored non-entity objects in XML instead of PMP, for easier manual
editing. Updated existing maps to newest format, so that they can still
work. Added undocumented _rewriteMaps() JS function. Also renamed _mem
to vmem, and reclassified its undocumentedness as unintentional, since
it's reasonably useful.
Loader: added NonprogressiveLoad function, for ScEd/_rewriteMaps/etc
which don't care about progressiveness.
main.cpp: re-enabled vfs_display, since it doesn't crash now
Vector3D: stopped warning

This was SVN commit r2078.
2005-03-29 20:50:04 +00:00

228 lines
6.5 KiB
C++
Executable File

#include "precompiled.h"
#include "ObjectEntry.h"
#include "ObjectManager.h"
#include "ObjectBase.h"
#include "Model.h"
#include "ModelDef.h"
#include "CLogger.h"
#include "MaterialManager.h"
#include "MeshManager.h"
#include "UnitManager.h"
#include "Unit.h"
#include "ps/Xeromyces.h"
#include "ps/XMLWriter.h"
#include "lib/res/vfs.h"
#define LOG_CATEGORY "graphics"
CObjectEntry::CObjectEntry(int type, CObjectBase* base)
: m_Model(0), m_Type(type), m_Base(base)
{
m_IdleAnim=0;
m_WalkAnim=0;
m_DeathAnim=0;
m_CorpseAnim=0;
m_MeleeAnim=0;
m_RangedAnim=0;
}
CObjectEntry::~CObjectEntry()
{
for (size_t i=0;i<m_Animations.size();i++) {
delete m_Animations[i].m_AnimData;
}
delete m_Model;
}
bool CObjectEntry::BuildModel()
{
// check we've enough data to consider building the object
if (m_ModelName.Length()==0 || m_TextureName.Length()==0) {
return false;
}
// get the root directory of this object
CStr dirname=g_ObjMan.m_ObjectTypes[m_Type].m_Name;
// remember the old model so we can replace any models using it later on
CModelDefPtr oldmodeldef=m_Model ? m_Model->GetModelDef() : CModelDefPtr();
const char* modelfilename = m_ModelName.c_str();
// try and create a model
CModelDefPtr modeldef (g_MeshManager.GetMesh(modelfilename));
if (!modeldef)
{
LOG(ERROR, LOG_CATEGORY, "CObjectEntry::BuildModel(): Model %s failed to load", modelfilename);
return false;
}
// delete old model, create new
delete m_Model;
m_Model=new CModel;
m_Model->SetTexture((const char*) m_TextureName);
m_Model->SetMaterial(g_MaterialManager.LoadMaterial(m_Base->m_Material));
m_Model->InitModel(modeldef);
// calculate initial object space bounds, based on vertex positions
m_Model->CalcObjectBounds();
// load animations
for (uint t = 0; t < m_Animations.size(); t++)
{
if (m_Animations[t].m_FileName.Length() > 0)
{
const char* animfilename = m_Animations[t].m_FileName.c_str();
m_Animations[t].m_AnimData = m_Model->BuildAnimation(animfilename,m_Animations[t].m_Speed);
CStr AnimNameLC = m_Animations[t].m_AnimName.LowerCase();
if (AnimNameLC == "idle")
m_IdleAnim = m_Animations[t].m_AnimData;
else
if (AnimNameLC == "walk")
m_WalkAnim = m_Animations[t].m_AnimData;
else
if (AnimNameLC == "attack")
m_MeleeAnim = m_Animations[t].m_AnimData;
else
if (AnimNameLC == "death")
m_DeathAnim = m_Animations[t].m_AnimData;
else
if (AnimNameLC == "decay")
m_CorpseAnim = m_Animations[t].m_AnimData;
//else
// debug_out("Invalid animation name '%s'\n", (const char*)AnimNameLC);
}
else
{
// FIXME, RC - don't store invalid animations (possible?)
m_Animations[t].m_AnimData=0;
}
}
// start up idling
if (! m_Model->SetAnimation(m_IdleAnim))
LOG(ERROR, LOG_CATEGORY, "Failed to set idle animation in model \"%s\"", modelfilename);
// build props - TODO, RC - need to fix up bounds here
for (uint p=0;p<m_Props.size();p++) {
const CObjectBase::Prop& prop=m_Props[p];
SPropPoint* proppoint=modeldef->FindPropPoint((const char*) prop.m_PropPointName);
if (proppoint) {
CObjectEntry* oe=g_ObjMan.FindObject(prop.m_ModelName);
if (oe) {
// try and build model if we haven't already got it
if (!oe->m_Model) oe->BuildModel();
if (oe->m_Model) {
CModel* propmodel=oe->m_Model->Clone();
m_Model->AddProp(proppoint,propmodel);
if (oe->m_WalkAnim) propmodel->SetAnimation(oe->m_WalkAnim);
} else {
LOG(ERROR, LOG_CATEGORY, "Failed to build prop model \"%s\" on actor \"%s\"", (const char*)prop.m_ModelName, (const char*)m_Base->m_ShortName);
}
}
} else {
LOG(ERROR, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)prop.m_PropPointName, modelfilename, (const char*)prop.m_ModelName);
}
}
// setup flags
if (m_Base->m_Properties.m_CastShadows) {
m_Model->SetFlags(m_Model->GetFlags()|MODELFLAG_CASTSHADOWS);
}
// replace any units using old model to now use new model; also reprop models, if necessary
// FIXME, RC - ugh, doesn't recurse correctly through props
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
for (uint i=0;i<units.size();++i) {
CModel* unitmodel=units[i]->GetModel();
if (unitmodel->GetModelDef()==oldmodeldef) {
unitmodel->InitModel(m_Model->GetModelDef());
unitmodel->SetFlags(m_Model->GetFlags());
const std::vector<CModel::Prop>& newprops=m_Model->GetProps();
for (uint j=0;j<newprops.size();j++) {
unitmodel->AddProp(newprops[j].m_Point,newprops[j].m_Model->Clone());
}
}
std::vector<CModel::Prop>& mdlprops=unitmodel->GetProps();
for (uint j=0;j<mdlprops.size();j++) {
CModel::Prop& prop=mdlprops[j];
if (prop.m_Model) {
if (prop.m_Model->GetModelDef()==oldmodeldef) {
delete prop.m_Model;
prop.m_Model=m_Model->Clone();
}
}
}
}
return true;
}
void CObjectEntry::ApplyRandomVariant(CObjectBase::variation_key& vars)
{
CStr chosenTexture;
CStr chosenModel;
std::map<CStr, CObjectBase::Prop> chosenProps;
std::map<CStr, CObjectBase::Anim> chosenAnims;
CObjectBase::variation_key::const_iterator vars_it = vars.begin();
for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_Base->m_Variants.begin();
grp != m_Base->m_Variants.end();
++grp)
{
CObjectBase::Variant& var (grp->at(*(vars_it++)));
if (var.m_TextureFilename.Length())
chosenTexture = var.m_TextureFilename;
if (var.m_ModelFilename.Length())
chosenModel = var.m_ModelFilename;
for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
chosenProps[it->m_PropPointName] = *it;
for (std::vector<CObjectBase::Anim>::iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
chosenAnims[it->m_AnimName] = *it;
}
m_TextureName = chosenTexture;
m_ModelName = chosenModel;
for (std::map<CStr, CObjectBase::Prop>::iterator it = chosenProps.begin(); it != chosenProps.end(); ++it)
m_Props.push_back(it->second);
for (std::map<CStr, CObjectBase::Anim>::iterator it = chosenAnims.begin(); it != chosenAnims.end(); ++it)
m_Animations.push_back(it->second);
}
CSkeletonAnim* CObjectEntry::GetNamedAnimation( CStr animationName )
{
for( uint t = 0; t < m_Animations.size(); t++ )
{
if( m_Animations[t].m_AnimName == animationName )
return( m_Animations[t].m_AnimData );
}
return( NULL );
}
CObjectBase::Prop* CObjectEntry::FindProp(const char* proppointname)
{
for (size_t i=0;i<m_Props.size();i++) {
if (strcmp(proppointname,m_Props[i].m_PropPointName)==0) return &m_Props[i];
}
return 0;
}