0ad/source/graphics/ObjectEntry.cpp

278 lines
9.3 KiB
C++

/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ObjectEntry.h"
#include "graphics/Decal.h"
#include "graphics/Material.h"
#include "graphics/MaterialManager.h"
#include "graphics/MeshManager.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectManager.h"
#include "graphics/ParticleManager.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/TextureManager.h"
#include "lib/rand.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "simulation2/Simulation2.h"
#include <sstream>
CObjectEntry::CObjectEntry(CObjectBase* base, CSimulation2& simulation) :
m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Model(NULL), m_Outdated(false), m_Simulation(simulation)
{
}
template<typename T, typename S> static void delete_pair_2nd(std::pair<T,S> v) { delete v.second; }
CObjectEntry::~CObjectEntry()
{
std::for_each(m_Animations.begin(), m_Animations.end(), delete_pair_2nd<CStr, CSkeletonAnim*>);
delete m_Model;
}
bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections,
const std::vector<u8>& variationKey,
CObjectManager& objectManager)
{
CObjectBase::Variation variation = m_Base->BuildVariation(variationKey);
// Copy the chosen data onto this model:
for (std::multimap<CStr, CObjectBase::Samp>::iterator it = variation.samplers.begin(); it != variation.samplers.end(); ++it)
m_Samplers.push_back(it->second);
m_ModelName = variation.model;
if (! variation.color.empty())
{
std::stringstream str;
str << variation.color;
int r, g, b;
if (! (str >> r >> g >> b)) // Any trailing data is ignored
LOGERROR(L"Actor '%ls' has invalid RGB colour '%hs'", m_Base->m_ShortName.c_str(), variation.color.c_str());
else
m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
}
if (variation.decal.m_SizeX && variation.decal.m_SizeZ)
{
CMaterial material = g_Renderer.GetMaterialManager().LoadMaterial(m_Base->m_Material);
std::vector<CObjectBase::Samp>::iterator samp;
for (samp = m_Samplers.begin(); samp != m_Samplers.end(); ++samp)
{
CTextureProperties textureProps(samp->m_SamplerFile);
textureProps.SetWrap(GL_CLAMP_TO_BORDER);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// TODO: Should check which renderpath is selected and only preload the necessary textures.
texture->Prefetch();
material.AddSampler(CMaterial::TextureSampler(samp->m_SamplerName, texture));
}
SDecal decal(material,
variation.decal.m_SizeX, variation.decal.m_SizeZ,
variation.decal.m_Angle, variation.decal.m_OffsetX, variation.decal.m_OffsetZ,
m_Base->m_Properties.m_FloatOnWater);
m_Model = new CModelDecal(objectManager.GetTerrain(), decal);
return true;
}
if (!variation.particles.empty())
{
m_Model = new CModelParticleEmitter(g_Renderer.GetParticleManager().LoadEmitterType(variation.particles));
return true;
}
std::vector<CObjectBase::Prop> props;
for (std::multimap<CStr, CObjectBase::Prop>::iterator it = variation.props.begin(); it != variation.props.end(); ++it)
props.push_back(it->second);
// Build the model:
// try and create a model
CModelDefPtr modeldef (objectManager.GetMeshManager().GetMesh(m_ModelName));
if (!modeldef)
{
LOGERROR(L"CObjectEntry::BuildVariation(): Model %ls failed to load", m_ModelName.string().c_str());
return false;
}
// delete old model, create new
CModel* model = new CModel(objectManager.GetSkeletonAnimManager(), m_Simulation);
delete m_Model;
m_Model = model;
model->SetMaterial(g_Renderer.GetMaterialManager().LoadMaterial(m_Base->m_Material));
model->GetMaterial().AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a));
model->InitModel(modeldef);
if (m_Samplers.size() == 0)
{
LOGERROR(L"Actor '%ls' has no textures.", m_Base->m_ShortName.c_str());
}
std::vector<CObjectBase::Samp>::iterator samp;
for (samp = m_Samplers.begin(); samp != m_Samplers.end(); ++samp)
{
CTextureProperties textureProps(samp->m_SamplerFile);
textureProps.SetWrap(GL_CLAMP_TO_EDGE);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
// TODO: Should check which renderpath is selected and only preload the necessary textures.
texture->Prefetch();
model->GetMaterial().AddSampler(CMaterial::TextureSampler(samp->m_SamplerName, texture));
}
// calculate initial object space bounds, based on vertex positions
model->CalcStaticObjectBounds();
// load the animations
for (std::multimap<CStr, CObjectBase::Anim>::iterator it = variation.anims.begin(); it != variation.anims.end(); ++it)
{
CStr name = it->first.LowerCase();
// TODO: Use consistent names everywhere, then remove this translation section.
// (It's just mapping the names used in actors onto the names used by code.)
if (name == "attack") name = "melee";
else if (name == "chop") name = "gather";
else if (name == "decay") name = "corpse";
if (! it->second.m_FileName.empty())
{
CSkeletonAnim* anim = model->BuildAnimation(it->second.m_FileName, name, it->second.m_Speed, it->second.m_ActionPos, it->second.m_ActionPos2, it->second.m_SoundPos);
if (anim)
m_Animations.insert(std::make_pair(name, anim));
}
}
// ensure there's always an idle animation
if (m_Animations.find("idle") == m_Animations.end())
{
CSkeletonAnim* anim = new CSkeletonAnim();
anim->m_Name = "idle";
anim->m_AnimDef = NULL;
anim->m_Speed = 0.f;
anim->m_ActionPos = 0.f;
anim->m_ActionPos2 = 0.f;
anim->m_SoundPos = 0.f;
m_Animations.insert(std::make_pair("idle", anim));
// Ignore errors, since they're probably saying this is a non-animated model
model->SetAnimation(anim);
}
else
{
// start up idling
if (!model->SetAnimation(GetRandomAnimation("idle")))
LOGERROR(L"Failed to set idle animation in model \"%ls\"", m_ModelName.string().c_str());
}
// build props - TODO, RC - need to fix up bounds here
// TODO: Make sure random variations get handled correctly when a prop fails
for (size_t p = 0; p < props.size(); p++)
{
const CObjectBase::Prop& prop = props[p];
// Pluck out the special attachpoint 'projectile'
if (prop.m_PropPointName == "projectile")
{
m_ProjectileModelName = prop.m_ModelName;
continue;
}
CObjectEntry* oe = objectManager.FindObjectVariation(prop.m_ModelName.c_str(), selections);
if (!oe)
{
LOGERROR(L"Failed to build prop model \"%ls\" on actor \"%ls\"", prop.m_ModelName.c_str(), m_Base->m_ShortName.c_str());
continue;
}
// If we don't have a projectile but this prop does (e.g. it's our rider), then
// use that as our projectile too
if (m_ProjectileModelName.empty() && !oe->m_ProjectileModelName.empty())
m_ProjectileModelName = oe->m_ProjectileModelName;
CStr ppn = prop.m_PropPointName;
bool isAmmo = false;
// Handle the special attachpoint 'loaded-<proppoint>'
if (ppn.Find("loaded-") == 0)
{
ppn = prop.m_PropPointName.substr(7);
isAmmo = true;
}
const SPropPoint* proppoint = modeldef->FindPropPoint(ppn.c_str());
if (proppoint)
{
CModelAbstract* propmodel = oe->m_Model->Clone();
if (isAmmo)
model->AddAmmoProp(proppoint, propmodel, oe);
else
model->AddProp(proppoint, propmodel, oe, prop.m_minHeight, prop.m_maxHeight, prop.m_selectable);
if (propmodel->ToCModel())
propmodel->ToCModel()->SetAnimation(oe->GetRandomAnimation("idle"));
}
else
LOGERROR(L"Failed to find matching prop point called \"%hs\" in model \"%ls\" for actor \"%ls\"", ppn.c_str(), m_ModelName.string().c_str(), m_Base->m_ShortName.c_str());
}
// setup flags
if (m_Base->m_Properties.m_CastShadows)
{
model->SetFlags(model->GetFlags()|MODELFLAG_CASTSHADOWS);
}
return true;
}
CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName) const
{
SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound(animationName);
SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound(animationName);
size_t count = std::distance(lower, upper);
if (count == 0)
return NULL;
size_t id = rand(0, count);
std::advance(lower, id);
return lower->second;
}
std::vector<CSkeletonAnim*> CObjectEntry::GetAnimations(const CStr& animationName) const
{
std::vector<CSkeletonAnim*> anims;
SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound(animationName);
SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound(animationName);
for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
anims.push_back(it->second);
return anims;
}