forked from 0ad/0ad
janwas
a859562ea7
- properly differentiate between buffer/offset alignment and length alignment (relevant since block size has been increased to 256k) - use VfsPath for most game paths instead of CStr - clean up timer interface and implementation - self-tests no longer crash - file_cache.cpp: fix for the case where allocation fails (prevent deleter from seeing a null pointer) - allocators: move all shared_ptr-related stuff to its own component; add DummySharedPtr - codec: disable checksums (important for performance at work) - File: made into an interface class to avoid export problems. not entirely sure about this.. - vfs_path.h, path.h, os_path.h: proper fix for using fs::change_extension and similar utility functions with derivatives of basic_path - lib_api: automatically link against import lib if building lib/ as a DLL - path_util: remove unused functions (this component is deprecated) - compiler.h: add INLINE - Xeromyces.cpp: pass PIVFS so that GetXMBPath works in self-test (should do this mostly everywhere rather than have one singleton g_VFS) This was SVN commit r5537.
85 lines
2.5 KiB
C++
85 lines
2.5 KiB
C++
/**
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* =========================================================================
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* File : SkeletonAnimManager.cpp
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* Project : 0 A.D.
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* Description : Owner of all skeleton animations
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* =========================================================================
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*/
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#include "precompiled.h"
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#include "SkeletonAnimManager.h"
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#include "graphics/ColladaManager.h"
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#include "graphics/Model.h"
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#include "graphics/SkeletonAnimDef.h"
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#include "ps/CLogger.h"
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#include "ps/FileUnpacker.h"
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#define LOG_CATEGORY "graphics"
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///////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimManager constructor
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CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)
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: m_ColladaManager(colladaManager)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimManager destructor
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CSkeletonAnimManager::~CSkeletonAnimManager()
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{
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typedef std::map<CStr,CSkeletonAnimDef*>::iterator Iter;
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for (Iter i = m_Animations.begin(); i != m_Animations.end(); ++i)
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delete i->second;
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetAnimation: return a given animation by filename; return null if filename
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// doesn't refer to valid animation file
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CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(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 if it's already been loaded
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std::map<CStr, CSkeletonAnimDef*>::iterator iter = m_Animations.find(name);
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if (iter != m_Animations.end())
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return iter->second;
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CSkeletonAnimDef* def = NULL;
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// Find the file to load
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VfsPath psaFilename = m_ColladaManager.GetLoadableFilename(name, CColladaManager::PSA);
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if (psaFilename.empty())
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{
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LOG(CLogger::Error, LOG_CATEGORY, "Could not load animation '%s'", filename.c_str());
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def = NULL;
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}
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else
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{
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try
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{
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def = CSkeletonAnimDef::Load(psaFilename);
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}
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catch (PSERROR_File&)
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{
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// ignore errors (they'll be logged elsewhere)
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}
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}
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if (def)
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LOG(CLogger::Normal, LOG_CATEGORY, "CSkeletonAnimManager::GetAnimation(%s): Loaded successfully", filename.c_str());
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else
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LOG(CLogger::Error, LOG_CATEGORY, "CSkeletonAnimManager::GetAnimation(%s): Failed loading, marked file as bad", filename.c_str());
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// Add to map
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m_Animations[name] = def; // NULL if failed to load - we won't try loading it again
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return def;
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}
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