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forked from 0ad/0ad
0ad/source/graphics/MeshManager.cpp
janwas 8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00

74 lines
2.1 KiB
C++

/* Copyright (C) 2009 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 "MeshManager.h"
#include "graphics/ColladaManager.h"
#include "graphics/ModelDef.h"
#include "ps/CLogger.h"
#include "ps/FileIo.h" // to get access to its CError
#include "ps/Profile.h"
#define LOG_CATEGORY L"mesh"
// TODO: should this cache models while they're not actively in the game?
// (Currently they'll probably be deleted when the reference count drops to 0,
// even if it's quite possible that they'll get reloaded very soon.)
CMeshManager::CMeshManager(CColladaManager& colladaManager)
: m_ColladaManager(colladaManager)
{
}
CMeshManager::~CMeshManager()
{
}
CModelDefPtr CMeshManager::GetMesh(const VfsPath& pathname)
{
const VfsPath name = fs::change_extension(pathname, L"");
// Find the mesh if it's already been loaded and cached
mesh_map::iterator iter = m_MeshMap.find(name.string());
if (iter != m_MeshMap.end() && !iter->second.expired())
return CModelDefPtr(iter->second);
PROFILE( "load mesh" );
VfsPath pmdFilename = m_ColladaManager.GetLoadableFilename(name, CColladaManager::PMD);
if (pmdFilename.empty())
{
LOG(CLogger::Error, LOG_CATEGORY, L"Could not load mesh '%ls'", pathname.string().c_str());
return CModelDefPtr();
}
try
{
CModelDefPtr model (CModelDef::Load(pmdFilename, name));
m_MeshMap[name.string()] = model;
return model;
}
catch (PSERROR_File&)
{
LOG(CLogger::Error, LOG_CATEGORY, L"Could not load mesh '%ls'", pathname.string().c_str());
return CModelDefPtr();
}
}