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/* Copyright (C) 2016 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 "ObjectEntry.h"
#include "graphics/Decal.h"
#include "graphics/Material.h"
#include "graphics/MaterialManager.h"
#include "graphics/MeshManager.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectManager.h"
#include "graphics/ParticleManager.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/TextureManager.h"
#include "lib/rand.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "simulation2/Simulation2.h"
#include <sstream>
CObjectEntry::CObjectEntry(CObjectBase* base, CSimulation2& simulation) :
m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Model(NULL), m_Outdated(false), m_Simulation(simulation)
{
}
CObjectEntry::~CObjectEntry()
{
for (const std::pair<CStr, CSkeletonAnim*>& anim : m_Animations)
delete anim.second;
delete m_Model;
}
bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections,
const std::vector<u8>& variationKey,
CObjectManager& objectManager)
{
CObjectBase::Variation variation = m_Base->BuildVariation(variationKey);
// Copy the chosen data onto this model:
for (std::multimap<CStr, CObjectBase::Samp>::iterator it = variation.samplers.begin(); it != variation.samplers.end(); ++it)
m_Samplers.push_back(it->second);
m_ModelName = variation.model;
if (! variation.color.empty())
{
std::stringstream str;
str << variation.color;
int r, g, b;
if (! (str >> r >> g >> b)) // Any trailing data is ignored
LOGERROR("Actor '%s' has invalid RGB color '%s'", utf8_from_wstring(m_Base->m_ShortName), variation.color);
else
m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
}
if (variation.decal.m_SizeX && variation.decal.m_SizeZ)
{
CMaterial material = g_Renderer.GetMaterialManager().LoadMaterial(m_Base->m_Material);
for (const CObjectBase::Samp& samp : m_Samplers)
{
CTextureProperties textureProps(samp.m_SamplerFile);
textureProps.SetWrap(GL_CLAMP_TO_BORDER);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// TODO: Should check which renderpath is selected and only preload the necessary textures.
texture->Prefetch();
material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
}
SDecal decal(material,
variation.decal.m_SizeX, variation.decal.m_SizeZ,
variation.decal.m_Angle, variation.decal.m_OffsetX, variation.decal.m_OffsetZ,
m_Base->m_Properties.m_FloatOnWater);
m_Model = new CModelDecal(objectManager.GetTerrain(), decal);
return true;
}
if (!variation.particles.empty())
{
m_Model = new CModelParticleEmitter(g_Renderer.GetParticleManager().LoadEmitterType(variation.particles));
return true;
}
std::vector<CObjectBase::Prop> props;
for (std::multimap<CStr, CObjectBase::Prop>::iterator it = variation.props.begin(); it != variation.props.end(); ++it)
props.push_back(it->second);
// Build the model:
// try and create a model
CModelDefPtr modeldef (objectManager.GetMeshManager().GetMesh(m_ModelName));
if (!modeldef)
{
LOGERROR("CObjectEntry::BuildVariation(): Model %s failed to load", m_ModelName.string8());
return false;
}
// delete old model, create new
CModel* model = new CModel(objectManager.GetSkeletonAnimManager(), m_Simulation);
delete m_Model;
m_Model = model;
model->SetMaterial(g_Renderer.GetMaterialManager().LoadMaterial(m_Base->m_Material));
model->GetMaterial().AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a));
model->InitModel(modeldef);
if (m_Samplers.empty())
LOGERROR("Actor '%s' has no textures.", utf8_from_wstring(m_Base->m_ShortName));
for (const CObjectBase::Samp& samp : m_Samplers)
{
CTextureProperties textureProps(samp.m_SamplerFile);
textureProps.SetWrap(GL_CLAMP_TO_EDGE);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
// TODO: Should check which renderpath is selected and only preload the necessary textures.
texture->Prefetch();
model->GetMaterial().AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
}
for (const CStrIntern& requSampName : model->GetMaterial().GetRequiredSampler())
{
if (std::find_if(m_Samplers.begin(), m_Samplers.end(),
[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requSampName; }) == m_Samplers.end())
LOGERROR("Actor %s: required texture sampler %s not found (material %s)", utf8_from_wstring(m_Base->m_ShortName), requSampName.string().c_str(), m_Base->m_Material.string8().c_str());
}
// calculate initial object space bounds, based on vertex positions
model->CalcStaticObjectBounds();
// load the animations
for (std::multimap<CStr, CObjectBase::Anim>::iterator it = variation.anims.begin(); it != variation.anims.end(); ++it)
{
CStr name = it->first.LowerCase();
if (it->second.m_FileName.empty())
continue;
CSkeletonAnim* anim = model->BuildAnimation(
it->second.m_FileName,
name,
it->second.m_ID,
it->second.m_Frequency,
it->second.m_Speed,
it->second.m_ActionPos,
it->second.m_ActionPos2,
it->second.m_SoundPos);
if (anim)
m_Animations.insert(std::make_pair(name, anim));
}
// ensure there's always an idle animation
if (m_Animations.find("idle") == m_Animations.end())
{
CSkeletonAnim* anim = new CSkeletonAnim();
anim->m_Name = "idle";
anim->m_ID = "";
anim->m_AnimDef = NULL;
anim->m_Frequency = 0;
anim->m_Speed = 0.f;
anim->m_ActionPos = 0.f;
anim->m_ActionPos2 = 0.f;
anim->m_SoundPos = 0.f;
m_Animations.insert(std::make_pair("idle", anim));
// Ignore errors, since they're probably saying this is a non-animated model
model->SetAnimation(anim);
}
else
{
// start up idling
if (!model->SetAnimation(GetRandomAnimation("idle")))
LOGERROR("Failed to set idle animation in model \"%s\"", m_ModelName.string8());
}
// build props - TODO, RC - need to fix up bounds here
// TODO: Make sure random variations get handled correctly when a prop fails
for (const CObjectBase::Prop& prop : props)
{
// Pluck out the special attachpoint 'projectile'
if (prop.m_PropPointName == "projectile")
{
m_ProjectileModelName = prop.m_ModelName;
continue;
}
CObjectEntry* oe = objectManager.FindObjectVariation(prop.m_ModelName.c_str(), selections);
if (!oe)
{
LOGERROR("Failed to build prop model \"%s\" on actor \"%s\"", utf8_from_wstring(prop.m_ModelName), utf8_from_wstring(m_Base->m_ShortName));
continue;
}
// If we don't have a projectile but this prop does (e.g. it's our rider), then
// use that as our projectile too
if (m_ProjectileModelName.empty() && !oe->m_ProjectileModelName.empty())
m_ProjectileModelName = oe->m_ProjectileModelName;
CStr ppn = prop.m_PropPointName;
bool isAmmo = false;
// Handle the special attachpoint 'loaded-<proppoint>'
if (ppn.Find("loaded-") == 0)
{
ppn = prop.m_PropPointName.substr(7);
isAmmo = true;
}
const SPropPoint* proppoint = modeldef->FindPropPoint(ppn.c_str());
if (proppoint)
{
CModelAbstract* propmodel = oe->m_Model->Clone();
if (isAmmo)
model->AddAmmoProp(proppoint, propmodel, oe);
else
model->AddProp(proppoint, propmodel, oe, prop.m_minHeight, prop.m_maxHeight, prop.m_selectable);
if (propmodel->ToCModel())
propmodel->ToCModel()->SetAnimation(oe->GetRandomAnimation("idle"));
}
else
LOGERROR("Failed to find matching prop point called \"%s\" in model \"%s\" for actor \"%s\"", ppn, m_ModelName.string8(), utf8_from_wstring(m_Base->m_ShortName));
}
// setup flags
if (m_Base->m_Properties.m_CastShadows)
{
model->SetFlags(model->GetFlags()|MODELFLAG_CASTSHADOWS);
}
return true;
}
CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName, const CStr& ID) const
{
std::vector<CSkeletonAnim*> anims = GetAnimations(animationName, ID);
int totalFreq = 0;
for (CSkeletonAnim* anim : anims)
totalFreq += anim->m_Frequency;
if (totalFreq == 0)
return anims[rand(0, anims.size())];
int r = rand(0, totalFreq);
for (CSkeletonAnim* anim : anims)
{
r -= anim->m_Frequency;
if (r < 0)
return anim;
}
return NULL;
}
std::vector<CSkeletonAnim*> CObjectEntry::GetAnimations(const CStr& animationName, const CStr& ID) const
{
std::vector<CSkeletonAnim*> anims;
SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound(animationName);
SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound(animationName);
for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
{
if (ID.empty() || it->second->m_ID == ID)
anims.push_back(it->second);
}
if (anims.empty())
{
lower = m_Animations.lower_bound("idle");
upper = m_Animations.upper_bound("idle");
for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
anims.push_back(it->second);
}
ENSURE(!anims.empty());
return anims;
}
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