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https://gitea.wildfiregames.com/0ad/0ad
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Comments By: phosit Differential Revision: https://code.wildfiregames.com/D5108 This was SVN commit r27841.
90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_OBJECTENTRY
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#define INCLUDED_OBJECTENTRY
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#include "graphics/Color.h"
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#include "graphics/ObjectBase.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStr.h"
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#include <map>
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#include <memory>
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#include <set>
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#include <vector>
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class CModelAbstract;
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class CSkeletonAnim;
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class CObjectBase;
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class CObjectManager;
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class CSimulation2;
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class CObjectEntry
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{
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NONCOPYABLE(CObjectEntry);
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public:
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CObjectEntry(const std::shared_ptr<CObjectBase>& base, const CSimulation2& simulation);
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~CObjectEntry();
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// Construct this actor, using the specified variation selections
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bool BuildVariation(const std::vector<const std::set<CStr>*>& completeSelections,
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const std::vector<u8>& variationKey, CObjectManager& objectManager);
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// Base actor. Contains all the things that don't change between
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// different variations of the actor.
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std::shared_ptr<CObjectBase> m_Base;
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// samplers list
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std::vector<CObjectBase::Samp> m_Samplers;
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// model name
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VfsPath m_ModelName;
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// color (used when doing alpha-channel coloring, but not doing player-color)
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CColor m_Color;
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// (probable TODO: make color a per-model thing, rather than per-objectEntry,
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// so we can have lots of color variations without wasting memory on
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// lots of objectEntries)
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std::wstring m_ProjectileModelName;
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/**
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* Returns a randomly-chosen animation matching the given ID, or animationName if ID is empty.
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* The chosen animation is picked randomly from the GetAnimations list
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* with the frequencies as weights (if there are any defined).
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* This method should always return an animation
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*/
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CSkeletonAnim* GetRandomAnimation(const CStr& animationName, const CStr& ID = "") const;
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/**
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* Returns all the animations matching the given ID or animationName if ID is empty.
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* If none found returns Idle animations (which are always added)
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*/
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std::vector<CSkeletonAnim*> GetAnimations(const CStr& animationName, const CStr& ID = "") const;
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// corresponding model
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std::unique_ptr<CModelAbstract> m_Model;
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private:
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const CSimulation2& m_Simulation;
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using SkeletonAnimMap = std::multimap<CStr, std::unique_ptr<CSkeletonAnim>>;
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SkeletonAnimMap m_Animations;
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// TODO: something more memory-efficient than storing loads of similar strings for each unit?
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};
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#endif // INCLUDED_OBJECTENTRY
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