/** * ========================================================================= * File : SkeletonAnimManager.cpp * Project : 0 A.D. * Description : Owner of all skeleton animations * ========================================================================= */ #include "precompiled.h" #include "SkeletonAnimManager.h" #include "graphics/ColladaManager.h" #include "graphics/Model.h" #include "graphics/SkeletonAnimDef.h" #include "lib/res/res.h" #include "ps/CLogger.h" #include "ps/FileUnpacker.h" #define LOG_CATEGORY "graphics" /////////////////////////////////////////////////////////////////////////////// // CSkeletonAnimManager constructor CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager) : m_ColladaManager(colladaManager) { } /////////////////////////////////////////////////////////////////////////////// // CSkeletonAnimManager destructor CSkeletonAnimManager::~CSkeletonAnimManager() { typedef std::map::iterator Iter; for (Iter i = m_Animations.begin(); i != m_Animations.end(); ++i) delete i->second; } /////////////////////////////////////////////////////////////////////////////// // GetAnimation: return a given animation by filename; return null if filename // doesn't refer to valid animation file CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(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 if it's already been loaded std::map::iterator iter = m_Animations.find(name); if (iter != m_Animations.end()) return iter->second; CSkeletonAnimDef* def = NULL; // Find the file to load CStr psaFilename = m_ColladaManager.GetLoadableFilename(name, CColladaManager::PSA); if (psaFilename.empty()) { LOG(ERROR, LOG_CATEGORY, "Could not load animation '%s'", filename.c_str()); def = NULL; } else { try { def = CSkeletonAnimDef::Load(psaFilename); } catch (PSERROR_File&) { // ignore errors (they'll be logged elsewhere) } } if (def) LOG(NORMAL, LOG_CATEGORY, "CSkeletonAnimManager::GetAnimation(%s): Loaded successfully", filename.c_str()); else LOG(ERROR, LOG_CATEGORY, "CSkeletonAnimManager::GetAnimation(%s): Failed loading, marked file as bad", filename.c_str()); // Add to map m_Animations[name] = def; // NULL if failed to load - we won't try loading it again return def; }