0ad/source/graphics/SkeletonAnimManager.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

120 lines
3.7 KiB
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/* Copyright (C) 2022 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/>.
*/
/*
* Owner of all skeleton animations
*/
#include "precompiled.h"
#include "SkeletonAnimManager.h"
#include "graphics/ColladaManager.h"
#include "graphics/Model.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/FileIo.h"
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager constructor
CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)
: m_ColladaManager(colladaManager)
{
}
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager destructor
CSkeletonAnimManager::~CSkeletonAnimManager()
{
}
///////////////////////////////////////////////////////////////////////////////
// GetAnimation: return a given animation by filename; return null if filename
// doesn't refer to valid animation file
CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(const VfsPath& pathname)
{
VfsPath name = pathname.ChangeExtension(L"");
// Find if it's already been loaded
std::unordered_map<VfsPath, std::unique_ptr<CSkeletonAnimDef>>::iterator iter = m_Animations.find(name);
if (iter != m_Animations.end())
return iter->second.get();
std::unique_ptr<CSkeletonAnimDef> def;
// Find the file to load
VfsPath psaFilename = m_ColladaManager.GetLoadablePath(name, CColladaManager::PSA);
if (psaFilename.empty())
LOGERROR("Could not load animation '%s'", pathname.string8());
else
try
{
def = CSkeletonAnimDef::Load(psaFilename);
}
catch (PSERROR_File&)
{
LOGERROR("Could not load animation '%s'", psaFilename.string8());
}
if (def)
LOGMESSAGE("CSkeletonAnimManager::GetAnimation(%s): Loaded successfully", pathname.string8());
else
LOGERROR("CSkeletonAnimManager::GetAnimation(%s): Failed loading, marked file as bad", pathname.string8());
// Add to map, NULL if failed to load - we won't try loading it again
return m_Animations.insert_or_assign(name, std::move(def)).first->second.get();
}
/**
* BuildAnimation: load raw animation frame animation from given file, and build a
* animation specific to this model
*/
std::unique_ptr<CSkeletonAnim> CSkeletonAnimManager::BuildAnimation(const VfsPath& pathname, const CStr8& name, const CStr8& ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos)
{
CSkeletonAnimDef* def = GetAnimation(pathname);
if (!def)
return nullptr;
std::unique_ptr<CSkeletonAnim> anim = std::make_unique<CSkeletonAnim>();
anim->m_Name = name;
anim->m_ID = ID;
anim->m_Frequency = frequency;
anim->m_AnimDef = def;
anim->m_Speed = speed;
if (actionpos == -1.f)
anim->m_ActionPos = -1.f;
else
anim->m_ActionPos = actionpos * anim->m_AnimDef->GetDuration();
if (actionpos2 == -1.f)
anim->m_ActionPos2 = -1.f;
else
anim->m_ActionPos2 = actionpos2 * anim->m_AnimDef->GetDuration();
if (soundpos == -1.f)
anim->m_SoundPos = -1.f;
else
anim->m_SoundPos = soundpos * anim->m_AnimDef->GetDuration();
anim->m_ObjectBounds.SetEmpty();
return anim;
}