0ad/source/tools/atlas/GameInterface/ActorViewer.cpp
Ykkrosh fa45d214b3 # Added support for COLLADA skeletal animations.
Moved COLLADA-loading code into separate class, since it now handles
both PMD and PSA.
Desingletonised CSkeletonAnimManager, moved into CGameView.
Made Atlas load its icons with buffered IO, for possible efficiency.

This was SVN commit r4934.
2007-03-01 18:52:53 +00:00

289 lines
6.7 KiB
C++

#include "precompiled.h"
#include "ActorViewer.h"
#include "View.h"
#include "graphics/ColladaManager.h"
#include "graphics/Model.h"
#include "graphics/ObjectManager.h"
#include "graphics/Patch.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "graphics/SkeletonAnimManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "maths/MathUtil.h"
#include "ps/Font.h"
#include "ps/GameSetup/Config.h"
#include "ps/ProfileViewer.h"
#include "renderer/Renderer.h"
#include "renderer/Scene.h"
#include "renderer/SkyManager.h"
struct ActorViewerImpl : public Scene, boost::noncopyable
{
ActorViewerImpl()
: Unit(NULL), ColladaManager(), MeshManager(ColladaManager), SkeletonAnimManager(ColladaManager),
ObjectManager(MeshManager, SkeletonAnimManager)
{
}
CUnit* Unit;
CStrW CurrentUnitID;
CStrW CurrentUnitAnim;
float CurrentSpeed;
bool WalkEnabled;
bool GroundEnabled;
bool ShadowsEnabled;
SColor4ub Background;
CTerrain Terrain;
CColladaManager ColladaManager;
CMeshManager MeshManager;
CSkeletonAnimManager SkeletonAnimManager;
CObjectManager ObjectManager;
// Simplistic implementation of the Scene interface
void EnumerateObjects(const CFrustum& UNUSED(frustum), SceneCollector* c)
{
if (GroundEnabled)
c->Submit(Terrain.GetPatch(0, 0));
if (Unit)
c->SubmitRecursive(Unit->GetModel());
}
};
ActorViewer::ActorViewer()
: m(*new ActorViewerImpl())
{
m.Unit = NULL;
m.WalkEnabled = false;
m.Background = SColor4ub(255, 255, 255, 255);
// Set up the renderer
g_TexMan.LoadTerrainTextures();
g_Renderer.LoadAlphaMaps();
g_Renderer.GetSkyManager()->m_RenderSky = false;
// (TODO: should these be unloaded properly some time? and what should
// happen if we want the actor viewer and scenario editor loaded at
// the same time?)
// Create a tiny empty piece of terrain, just so we can put shadows
// on it without having to think too hard
m.Terrain.Initialize(1, NULL);
CTextureEntry* tex = g_TexMan.FindTexture("whiteness");
if (tex)
{
CPatch* patch = m.Terrain.GetPatch(0, 0);
for (int i = 0; i < PATCH_SIZE; ++i)
{
for (int j = 0; j < PATCH_SIZE; ++j)
{
CMiniPatch& mp = patch->m_MiniPatches[i][j];
mp.Tex1 = tex->GetHandle();
mp.Tex1Priority = 0;
}
}
}
}
ActorViewer::~ActorViewer()
{
delete m.Unit;
delete &m;
}
CUnit* ActorViewer::GetUnit()
{
return m.Unit;
}
void ActorViewer::UnloadObjects()
{
m.ObjectManager.UnloadObjects();
}
void ActorViewer::SetActor(const CStrW& id, const CStrW& animation)
{
bool needsAnimReload = false;
if (! m.Unit || id != m.CurrentUnitID)
{
delete m.Unit;
m.Unit = NULL;
// If there's no actor to display, return with nothing loaded
if (id.empty())
return;
m.Unit = CUnit::Create((CStr)id, NULL, std::set<CStr>(), m.ObjectManager);
if (! m.Unit)
return;
float angle = PI;
CMatrix3D mat;
mat.SetYRotation(angle + PI);
mat.Translate(CELL_SIZE * PATCH_SIZE/2, 0.f, CELL_SIZE * PATCH_SIZE/2);
m.Unit->GetModel()->SetTransform(mat);
m.Unit->GetModel()->ValidatePosition();
needsAnimReload = true;
}
if (animation != m.CurrentUnitAnim)
needsAnimReload = true;
if (needsAnimReload)
{
CStr anim = ((CStr)animation).LowerCase();
float speed;
// TODO: this is just copied from template_unit.xml and isn't the
// same for all units. But we don't know anything about entities here,
// so what to do?
if (anim == "walk")
speed = 7.f;
else if (anim == "run")
speed = 12.f;
else
speed = 0.f;
m.CurrentSpeed = speed;
m.Unit->SetEntitySelection(anim);
m.Unit->SetRandomAnimation(anim, false, speed);
}
m.CurrentUnitID = id;
m.CurrentUnitAnim = animation;
}
void ActorViewer::SetBackgroundColour(const SColor4ub& colour)
{
m.Background = colour;
m.Terrain.SetBaseColour(colour);
}
void ActorViewer::SetWalkEnabled(bool enabled) { m.WalkEnabled = enabled; }
void ActorViewer::SetGroundEnabled(bool enabled) { m.GroundEnabled = enabled; }
void ActorViewer::SetShadowsEnabled(bool enabled) { m.ShadowsEnabled = enabled; }
void ActorViewer::SetStatsEnabled(bool enabled)
{
if (enabled)
g_ProfileViewer.ShowTable("renderer");
else
g_ProfileViewer.ShowTable("");
}
void ActorViewer::Render()
{
m.Terrain.MakeDirty(RENDERDATA_UPDATE_COLOR);
g_Renderer.SetClearColor(*(u32*)&m.Background);
// Disable shadows locally (avoid clobbering global state)
bool oldShadows = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS);
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, m.ShadowsEnabled);
g_Renderer.BeginFrame();
// Find the centre of the interesting region, in the middle of the patch
// and half way up the model (assuming there is one)
CVector3D centre;
if (m.Unit)
m.Unit->GetModel()->GetBounds().GetCentre(centre);
else
centre.Y = 0.f;
centre.X = centre.Z = CELL_SIZE * PATCH_SIZE/2;
CCamera camera = View::GetView_Actor()->GetCamera();
camera.m_Orientation.Translate(centre.X, centre.Y, centre.Z);
camera.UpdateFrustum();
g_Renderer.SetSceneCamera(camera, camera);
g_Renderer.RenderScene(&m);
// ....
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
CFont font("console");
font.Bind();
g_ProfileViewer.RenderProfile();
glPopAttrib();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
g_Renderer.EndFrame();
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, oldShadows);
oglCheck();
}
void ActorViewer::Update(float dt)
{
if (m.Unit)
{
m.Unit->GetModel()->Update(dt);
CMatrix3D mat = m.Unit->GetModel()->GetTransform();
if (m.WalkEnabled && m.CurrentSpeed)
{
// Move the model by speed*dt forwards
float z = mat.GetTranslation().Z;
z -= m.CurrentSpeed*dt;
// Wrap at the edges, so it doesn't run off into the horizon
if (z < CELL_SIZE*PATCH_SIZE * 0.4f)
z = CELL_SIZE*PATCH_SIZE * 0.6f;
mat.Translate(0.f, 0.f, z - mat.GetTranslation().Z);
}
m.Unit->GetModel()->SetTransform(mat);
m.Unit->GetModel()->ValidatePosition();
}
}
bool ActorViewer::HasAnimation() const
{
if (m.Unit &&
m.Unit->GetModel()->GetAnimation() &&
m.Unit->GetModel()->GetAnimation()->m_AnimDef &&
m.Unit->GetModel()->GetAnimation()->m_AnimDef->GetNumFrames() > 1)
return true;
if (m.Unit && m.WalkEnabled && m.CurrentSpeed)
return true;
return false;
}