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/* Copyright (C) 2012 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"
// 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 = pathname.ChangeExtension(L"");
// 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.GetLoadablePath(name, CColladaManager::PMD);
if (pmdFilename.empty())
{
LOGERROR("Could not load mesh '%s'", pathname.string8());
return CModelDefPtr();
}
try
{
CModelDefPtr model (CModelDef::Load(pmdFilename, name));
m_MeshMap[name] = model;
return model;
}
catch (PSERROR_File&)
{
LOGERROR("Could not load mesh '%s'", pmdFilename.string8());
return CModelDefPtr();
}
}
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