0ad/source/graphics/MeshManager.cpp
janwas 292975834b # remove potential confusion that was the source of map load/store bug
merge FilePacker and FileUnpacker into FileIo.
add CppDoc documentation
make clear what kind of 'size' is meant (file/buffer vs payload)

This was SVN commit r5599.
2008-02-04 11:40:42 +00:00

62 lines
1.6 KiB
C++

#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 "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 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 the mesh if it's already been loaded and cached
mesh_map::iterator iter = m_MeshMap.find(name);
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, "Could not load mesh '%s'", filename.c_str());
return CModelDefPtr();
}
try
{
CModelDefPtr model (CModelDef::Load(pmdFilename, name));
m_MeshMap[name] = model;
return model;
}
catch (PSERROR_File&)
{
LOG(CLogger::Error, LOG_CATEGORY, "Could not load mesh '%s'", filename.c_str());
return CModelDefPtr();
}
}