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forked from 0ad/0ad
0ad/source/graphics/ObjectManager.cpp

205 lines
5.0 KiB
C++

#include "precompiled.h"
#include "ObjectManager.h"
#include <algorithm>
#include "ps/CLogger.h"
#include "lib/res/res.h"
#include "lib/timer.h"
#include "ps/VFSUtil.h"
#include "ObjectBase.h"
#include "ObjectEntry.h"
#include "simulation/Entity.h"
#include "simulation/EntityManager.h"
#include "simulation/BaseEntity.h"
#include "ps/Game.h"
#include "Model.h"
#include "Unit.h"
#include "maths/Matrix3D.h"
#include "ps/Profile.h"
#define LOG_CATEGORY "graphics"
bool operator< (const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b)
{
if (a.ActorName < b.ActorName)
return true;
else if (a.ActorName > b.ActorName)
return false;
else
return a.ActorVariation < b.ActorVariation;
}
CObjectManager::CObjectManager() : m_SelectedThing(NULL)
{
m_ObjectTypes.reserve(32);
}
template<typename T, typename S> static void delete_pair_2nd(std::pair<T,S> v) { delete v.second; }
CObjectManager::~CObjectManager()
{
UnloadObjects();
}
// TODO (PT): Work out what the object 'types' are for, since they're not
// doing anything obvious. (And if they're useless, remove them.)
CObjectBase* CObjectManager::FindObjectBase(const char* objectname)
{
debug_assert(strcmp(objectname, "") != 0);
// See if the base type has been loaded yet:
for (uint k = 0; k < m_ObjectTypes.size(); k++)
{
std::map<CStr, CObjectBase*>::iterator it = m_ObjectTypes[k].m_ObjectBases.find(objectname);
if (it != m_ObjectTypes[k].m_ObjectBases.end())
return it->second;
}
// Not already loaded, so try to load it:
for (uint k = 0; k < m_ObjectTypes.size(); k++)
{
CObjectBase* obj = new CObjectBase();
if (obj->Load(objectname))
{
m_ObjectTypes[k].m_ObjectBases[objectname] = obj;
return obj;
}
else
delete obj;
}
LOG(ERROR, LOG_CATEGORY, "CObjectManager::FindObjectBase(): Cannot find object '%s'", objectname);
return 0;
}
CObjectEntry* CObjectManager::FindObject(const char* objname)
{
std::vector<std::set<CStrW> > selections; // TODO - should this really be empty?
return FindObjectVariation(objname, selections);
}
CObjectEntry* CObjectManager::FindObjectVariation(const char* objname, const std::vector<std::set<CStrW> >& selections)
{
CObjectBase* base = FindObjectBase(objname);
if (! base)
return NULL;
return FindObjectVariation(base, selections);
}
CObjectEntry* CObjectManager::FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStrW> >& selections)
{
PROFILE( "object variation loading" );
// Look to see whether this particular variation has already been loaded
std::vector<u8> choices = base->CalculateVariationKey(selections);
ObjectKey key (base->m_Name, choices);
std::map<ObjectKey, CObjectEntry*>::iterator it = m_ObjectTypes[0].m_Objects.find(key);
if (it != m_ObjectTypes[0].m_Objects.end())
return it->second;
// If it hasn't been loaded, load it now
CObjectEntry* obj = new CObjectEntry(0, base); // TODO: type ?
// TODO (for some efficiency): use the pre-calculated choices for this object,
// which has already worked out what to do for props, instead of passing the
// selections into BuildVariation and having it recalculate the props' choices.
if (! obj->BuildVariation(selections, choices))
{
DeleteObject(obj);
return NULL;
}
m_ObjectTypes[0].m_Objects[key] = obj;
return obj;
}
void CObjectManager::AddObjectType(const char* name)
{
m_ObjectTypes.resize(m_ObjectTypes.size()+1);
SObjectType& type=m_ObjectTypes.back();
type.m_Name=name;
type.m_Index=(int)m_ObjectTypes.size()-1;
}
void CObjectManager::AddObject(ObjectKey& key, CObjectEntry* entry, int type)
{
debug_assert((uint)type<m_ObjectTypes.size());
m_ObjectTypes[type].m_Objects.insert(std::make_pair(key, entry));
}
void CObjectManager::DeleteObject(CObjectEntry* entry)
{
std::map<ObjectKey, CObjectEntry*>& objects = m_ObjectTypes[entry->m_Type].m_Objects;
for (std::map<ObjectKey, CObjectEntry*>::iterator it = objects.begin(); it != objects.end(); )
if (it->second == entry)
objects.erase(it++);
else
++it;
delete entry;
}
int CObjectManager::LoadObjects()
{
AddObjectType("");
return 0;
}
void CObjectManager::UnloadObjects()
{
for (size_t i = 0; i < m_ObjectTypes.size(); i++) {
std::for_each(
m_ObjectTypes[i].m_Objects.begin(),
m_ObjectTypes[i].m_Objects.end(),
delete_pair_2nd<ObjectKey, CObjectEntry*>
);
std::for_each(
m_ObjectTypes[i].m_ObjectBases.begin(),
m_ObjectTypes[i].m_ObjectBases.end(),
delete_pair_2nd<CStr, CObjectBase*>
);
}
m_ObjectTypes.clear();
delete m_SelectedThing;
m_SelectedThing = NULL;
}
static void GetObjectName_ThunkCb(const char* path, const DirEnt* UNUSED(ent), void* context)
{
std::vector<CStr>* names = (std::vector<CStr>*)context;
CStr name (path);
names->push_back(name.AfterFirst("actors/"));
}
void CObjectManager::GetAllObjectNames(std::vector<CStr>& names)
{
vfs_dir_enum("art/actors/", VFS_DIR_RECURSIVE, "*.xml",
GetObjectName_ThunkCb, &names);
}
void CObjectManager::GetPropObjectNames(std::vector<CStr>& names)
{
vfs_dir_enum("art/actors/props/", VFS_DIR_RECURSIVE, "*.xml",
GetObjectName_ThunkCb, &names);
}