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0ad/source/graphics/ObjectManager.cpp

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#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/EntityTemplate.h"
#include "ps/Game.h"
#include "Model.h"
#include "Unit.h"
#include "maths/Matrix3D.h"
#include "ps/Profile.h"
#define LOG_CATEGORY "graphics"
template<typename T, typename S>
static void delete_pair_2nd(std::pair<T,S> v)
{
delete v.second;
}
template<typename T>
struct second_equals
{
T x;
second_equals(const T& x) : x(x) {}
template<typename S> bool operator()(const S& v) { return v.second == x; }
};
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;
}
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
CObjectManager::CObjectManager()
{
}
CObjectManager::~CObjectManager()
{
UnloadObjects();
}
CObjectBase* CObjectManager::FindObjectBase(const char* objectname)
{
debug_assert(strcmp(objectname, "") != 0);
// See if the base type has been loaded yet:
std::map<CStr, CObjectBase*>::iterator it = m_ObjectBases.find(objectname);
if (it != m_ObjectBases.end())
return it->second;
// Not already loaded, so try to load it:
CObjectBase* obj = new CObjectBase();
if (obj->Load(objectname))
{
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<CStr> > selections; // TODO - should this really be empty?
return FindObjectVariation(objname, selections);
}
CObjectEntry* CObjectManager::FindObjectVariation(const char* objname, const std::vector<std::set<CStr8> >& selections)
{
CObjectBase* base = FindObjectBase(objname);
if (! base)
return NULL;
return FindObjectVariation(base, selections);
}
CObjectEntry* CObjectManager::FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStr8> >& 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_Objects.find(key);
if (it != m_Objects.end())
return it->second;
// If it hasn't been loaded, load it now
CObjectEntry* obj = new CObjectEntry(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_Objects[key] = obj;
return obj;
}
void CObjectManager::DeleteObject(CObjectEntry* entry)
{
std::map<ObjectKey, CObjectEntry*>::iterator it;
while (m_Objects.end() != (it = find_if(m_Objects.begin(), m_Objects.end(), second_equals<CObjectEntry*>(entry))))
m_Objects.erase(it);
delete entry;
}
void CObjectManager::UnloadObjects()
{
std::for_each(
m_Objects.begin(),
m_Objects.end(),
delete_pair_2nd<ObjectKey, CObjectEntry*>
);
m_Objects.clear();
std::for_each(
m_ObjectBases.begin(),
m_ObjectBases.end(),
delete_pair_2nd<CStr, CObjectBase*>
);
m_ObjectBases.clear();
}
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);
}