khanat-opennel-code/code/nel/src/3d/landscapeig_manager.cpp
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

405 lines
11 KiB
C++

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