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406 lines
11 KiB
C++
406 lines
11 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/landscapeig_manager.h"
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#include "nel/3d/scene_user.h"
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#include "nel/3d/instance_group_user.h"
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#include "nel/3d/shape.h"
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#include "nel/misc/common.h"
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#include "nel/misc/debug.h"
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#include "nel/misc/path.h"
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#include "nel/misc/file.h"
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#include "nel/misc/hierarchical_timer.h"
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// std.
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#include <fstream>
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using namespace NLMISC;
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using namespace std;
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H_AUTO_DECL ( NL3D_Load_Zone_IG )
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H_AUTO_DECL ( NL3D_Unload_Zone_IG )
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#define NL3D_HAUTO_LAND_MNGR_LOAD_ZONEIG H_AUTO_USE( NL3D_Load_Zone_IG )
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#define NL3D_HAUTO_LAND_MNGR_UNLOAD_ZONEIG H_AUTO_USE( NL3D_Unload_Zone_IG )
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namespace NL3D
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{
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// ***************************************************************************
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CLandscapeIGManager::CInstanceGroupElement::CInstanceGroupElement(UInstanceGroup *ig, const char *fileName)
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{
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Ig = ig;
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AddedToScene = false;
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if (fileName != NULL)
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FileName = fileName;
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}
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// ***************************************************************************
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void CLandscapeIGManager::CInstanceGroupElement::release()
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{
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delete Ig;
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Ig= NULL;
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}
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// ***************************************************************************
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CLandscapeIGManager::CLandscapeIGManager()
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{
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_Scene=NULL;
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}
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// ***************************************************************************
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CLandscapeIGManager::~CLandscapeIGManager()
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{
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// reset should have been called.
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if(_Scene != NULL)
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nlwarning ("CLandscapeIGManager not reseted");
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}
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// ***************************************************************************
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void CLandscapeIGManager::initIG(UScene *scene, const std::string &igDesc, UDriver *driver, uint selectedTexture,
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NLMISC::IProgressCallback * /* callBack */)
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{
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nlassert(scene);
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_Scene= scene;
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// Load the file.
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if(igDesc.empty())
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return;
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string igFile = CPath::lookup(igDesc);
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//ifstream file(igFile.c_str(), ios::in);
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CIFile file;
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// Shape to add should be empty !
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nlassert(_ShapeAdded.empty ());
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// if loading ok.
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//if(file.is_open())
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if (file.open (igFile))
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{
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char tmpBuff[260];
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char delimiterBox[] = "\t";
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// While the end of the file is not reached.
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while(!file.eof())
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{
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// Get a line
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file.getline(tmpBuff, 260);
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char *token = strtok(tmpBuff, delimiterBox);
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// create the instance group.
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if(token != NULL)
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{
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if( _ZoneInstanceGroupMap.find(token)!=_ZoneInstanceGroupMap.end() )
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throw Exception("CLandscapeIGManager::initIG() found 2 igs with same name in %s", igFile.c_str());
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else
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{
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// create the instanceGroup.
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UInstanceGroup *ig = UInstanceGroup::createInstanceGroup(token);
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if (ig)
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{
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// add it to the map.
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string tokId= toUpper(string(token));
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_ZoneInstanceGroupMap[tokId]= CInstanceGroupElement(ig, token);
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// Add a reference on the shapes
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CInstanceGroup &_ig = static_cast<CInstanceGroupUser*>(ig)->getInternalIG();
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CScene &_scene = static_cast<CSceneUser*>(scene)->getScene();
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uint i;
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for (i=0; i<_ig.getNumInstance(); i++)
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{
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// Get the instance name
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string shapeName;
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_ig.getShapeName(i, shapeName);
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if (!shapeName.empty ())
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{
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if (toLower(CFile::getExtension(shapeName)) != "pacs_prim")
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{
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// Insert a new shape ?
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if (_ShapeAdded.find(shapeName) == _ShapeAdded.end())
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{
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// Shape present ?
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CShapeBank *shapeBank = _scene.getShapeBank();
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IShape *shape = NULL;
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if (shapeBank->getPresentState (shapeName) == CShapeBank::NotPresent)
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shapeBank->load (shapeName);
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if (shapeBank->getPresentState (shapeName) == CShapeBank::Present)
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shape = shapeBank->addRef(shapeName);
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// Shape loaded ?
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if (shape)
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{
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// Insert the shape
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CSmartPtr<IShape> *smartPtr = new CSmartPtr<IShape>;
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*smartPtr = shape;
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_ShapeAdded.insert (TShapeMap::value_type (shapeName, smartPtr));
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// Flush the shape
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IDriver *_driver = static_cast<CDriverUser*>(driver)->getDriver();
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shape->flushTextures(*_driver, selectedTexture);
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}
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}
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}
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}
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}
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}
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else
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{
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nlwarning ("CLandscapeIGManager::initIG() Can't load instance group '%s' in '%s'", token, igFile.c_str());
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}
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}
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}
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}
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file.close();
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}
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else
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{
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nlwarning ("Couldn't load '%s'", igFile.c_str());
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}
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}
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// ***************************************************************************
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UInstanceGroup *CLandscapeIGManager::loadZoneIG(const std::string &name)
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{
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NL3D_HAUTO_LAND_MNGR_LOAD_ZONEIG
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if(name=="")
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return NULL;
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// try to find this InstanceGroup.
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ItZoneInstanceGroupMap it;
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it= _ZoneInstanceGroupMap.find( translateName(name) );
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// if found.
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if( it!= _ZoneInstanceGroupMap.end() )
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{
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// if not already added to the scene.
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if( !it->second.AddedToScene )
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{
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// add to the scene.
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if (it->second.Ig != NULL)
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{
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it->second.Ig->addToScene(*_Scene);
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it->second.AddedToScene= true;
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}
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}
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return it->second.Ig;
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}
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else
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{
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return NULL;
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}
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}
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// ***************************************************************************
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void CLandscapeIGManager::loadArrayZoneIG(const std::vector<std::string> &names, std::vector<UInstanceGroup *> *dest /*= NULL*/)
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{
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if (dest)
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{
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dest->clear();
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dest->reserve(names.size());
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}
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for(uint i=0; i<names.size(); i++)
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{
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UInstanceGroup *ig = loadZoneIG(names[i]);
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if (dest && ig)
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{
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dest->push_back(ig);
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}
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}
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}
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// ***************************************************************************
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void CLandscapeIGManager::unloadArrayZoneIG(const std::vector<std::string> &names)
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{
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for(uint i=0; i<names.size(); i++)
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{
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unloadZoneIG(names[i]);
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}
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}
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// ***************************************************************************
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void CLandscapeIGManager::unloadZoneIG(const std::string &name)
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{
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NL3D_HAUTO_LAND_MNGR_UNLOAD_ZONEIG
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if(name=="")
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return;
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// try to find this InstanceGroup.
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ItZoneInstanceGroupMap it;
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it= _ZoneInstanceGroupMap.find( translateName(name) );
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// if found.
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if( it!= _ZoneInstanceGroupMap.end() )
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{
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// if really added to the scene.
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if( it->second.AddedToScene )
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{
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// remove from the scene.
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it->second.Ig->removeFromScene(*_Scene);
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it->second.AddedToScene= false;
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}
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}
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}
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// ***************************************************************************
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bool CLandscapeIGManager::isIGAddedToScene(const std::string &name) const
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{
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if(name=="")
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return false;
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// try to find this InstanceGroup.
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ConstItZoneInstanceGroupMap it;
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it= _ZoneInstanceGroupMap.find( translateName(name) );
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// if found.
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if( it!= _ZoneInstanceGroupMap.end() )
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return it->second.AddedToScene;
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else
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return false;
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}
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// ***************************************************************************
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UInstanceGroup *CLandscapeIGManager::getIG(const std::string &name) const
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{
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if(name=="")
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return NULL;
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// try to find this InstanceGroup.
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ConstItZoneInstanceGroupMap it;
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it= _ZoneInstanceGroupMap.find( translateName(name) );
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// if found.
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if( it!= _ZoneInstanceGroupMap.end() )
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return it->second.Ig;
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else
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return NULL;
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}
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// ***************************************************************************
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std::string CLandscapeIGManager::translateName(const std::string &name) const
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{
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std::string ret;
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ret= toUpper(name + ".ig");
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return ret;
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}
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// ***************************************************************************
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void CLandscapeIGManager::reset()
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{
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while( _ZoneInstanceGroupMap.begin() != _ZoneInstanceGroupMap.end() )
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{
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string name= _ZoneInstanceGroupMap.begin()->first;
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// first remove from scene
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unloadZoneIG( name.substr(0, name.find('.')) );
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// then delete this entry.
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_ZoneInstanceGroupMap.begin()->second.release();
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_ZoneInstanceGroupMap.erase(_ZoneInstanceGroupMap.begin());
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}
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// For all shape reference
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TShapeMap::iterator ite = _ShapeAdded.begin ();
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while (ite != _ShapeAdded.end())
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{
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// Unreference shape
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CScene &_scene = static_cast<CSceneUser*>(_Scene)->getScene();
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CSmartPtr<IShape> *smartPtr = (CSmartPtr<IShape> *)(ite->second);
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IShape *shapeToRelease = *smartPtr;
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*smartPtr = NULL;
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_scene.getShapeBank()->release(shapeToRelease);
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delete smartPtr;
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// Next
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ite++;
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}
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_ShapeAdded.clear ();
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_Scene=NULL;
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}
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// ***************************************************************************
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void CLandscapeIGManager::reloadAllIgs()
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{
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vector<std::string> bkupIgFileNameList;
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vector<bool> bkupIgAddedToScene;
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// First, erase all igs.
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while( _ZoneInstanceGroupMap.begin() != _ZoneInstanceGroupMap.end() )
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{
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string name= _ZoneInstanceGroupMap.begin()->first;
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// bkup the state of this ig.
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bkupIgFileNameList.push_back(_ZoneInstanceGroupMap.begin()->second.FileName);
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bkupIgAddedToScene.push_back(_ZoneInstanceGroupMap.begin()->second.AddedToScene);
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// first remove from scene
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unloadZoneIG( name.substr(0, name.find('.')) );
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// then delete this entry.
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_ZoneInstanceGroupMap.begin()->second.release();
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_ZoneInstanceGroupMap.erase(_ZoneInstanceGroupMap.begin());
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}
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// Then reload all Igs.
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for(uint i=0; i<bkupIgFileNameList.size(); i++)
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{
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const char *token= bkupIgFileNameList[i].c_str();
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UInstanceGroup *ig = UInstanceGroup::createInstanceGroup(token);
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// add it to the map.
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string tokId= toUpper(token);
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_ZoneInstanceGroupMap[tokId]= CInstanceGroupElement(ig, token);
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// If was addedToScene before, re-add to scene now.
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if(bkupIgAddedToScene[i])
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{
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loadZoneIG( tokId.substr(0, tokId.find('.')) );
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}
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}
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}
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// ***************************************************************************
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void CLandscapeIGManager::getAllIG(std::vector<UInstanceGroup *> &dest) const
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{
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dest.clear();
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dest.reserve(_ZoneInstanceGroupMap.size());
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// add the instances
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for(TZoneInstanceGroupMap::const_iterator it = _ZoneInstanceGroupMap.begin(); it != _ZoneInstanceGroupMap.end(); ++it)
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{
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dest.push_back(it->second.Ig);
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}
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}
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// ***************************************************************************
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void CLandscapeIGManager::getAllIGWithNames(std::vector<std::pair<UInstanceGroup *, std::string> > &dest) const
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{
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dest.clear();
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dest.reserve(_ZoneInstanceGroupMap.size());
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// add the instances
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for(TZoneInstanceGroupMap::const_iterator it = _ZoneInstanceGroupMap.begin(); it != _ZoneInstanceGroupMap.end(); ++it)
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{
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dest.push_back(std::make_pair(it->second.Ig, it->second.FileName));
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}
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}
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} // NL3D
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