Moves model flags to ModelAbstract.
[0ad.git] / source / graphics / Unit.cpp
blob5d71535066320471201b98ca7e46dc2643d46ce6
1 /* Copyright (C) 2023 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #include "precompiled.h"
20 #include "Unit.h"
22 #include "graphics/Model.h"
23 #include "graphics/ObjectBase.h"
24 #include "graphics/ObjectEntry.h"
25 #include "graphics/ObjectManager.h"
26 #include "graphics/SkeletonAnim.h"
27 #include "graphics/SkeletonAnimDef.h"
28 #include "graphics/UnitAnimation.h"
29 #include "ps/CLogger.h"
31 CUnit::CUnit(CObjectManager& objectManager, const CActorDef& actor, const entity_id_t id, const uint32_t seed)
32 : m_ObjectManager(objectManager), m_Actor(actor), m_ID(id), m_Seed(seed), m_Animation(nullptr)
34 /**
35 * When entity selections change, we might end up with a different layout in terms of variants/groups,
36 * which means the random key calculation might end up with different results for the same seed.
37 * This is bad, as it means entities randomly change appearence when changing e.g. animation.
38 * To fix this, we'll initially pick a random and complete specification based on our seed,
39 * and then pass that as the lowest priority selections. Thus, if the actor files are properly specified,
40 * we can ensure that the entities will look the same no matter what happens.
42 SetActorSelections(m_Actor.PickSelectionsAtRandom(m_Seed)); // Calls ReloadObject().
45 CUnit::~CUnit()
47 delete m_Animation;
50 CUnit* CUnit::Create(const CStrW& actorName, const entity_id_t id, const uint32_t seed, CObjectManager& objectManager)
52 auto [success, actor] = objectManager.FindActorDef(actorName);
54 UNUSED2(success);
56 CUnit* unit = new CUnit(objectManager, actor, id, seed);
57 if (!unit->m_Model)
59 delete unit;
60 return nullptr;
62 return unit;
65 void CUnit::UpdateModel(float frameTime)
67 if (m_Animation)
68 m_Animation->Update(frameTime*1000.0f);
71 void CUnit::SetEntitySelection(const CStr& key, const CStr& selection)
73 CStr selection_lc = selection.LowerCase();
75 if (m_EntitySelections[key] == selection_lc)
76 return;
77 m_EntitySelections[key] = selection_lc;
79 ReloadObject();
82 void CUnit::SetEntitySelection(const std::map<CStr, CStr>& selections)
84 for (const std::pair<const CStr, CStr>& s : selections)
85 m_EntitySelections[s.first] = s.second.LowerCase();
87 ReloadObject();
90 void CUnit::SetActorSelections(const std::set<CStr>& selections)
92 m_ActorSelections = selections;
93 ReloadObject();
96 void CUnit::ReloadObject()
98 std::set<CStr> entitySelections;
99 for (const std::pair<const CStr, CStr>& selection : m_EntitySelections)
100 entitySelections.insert(selection.second);
101 std::vector<std::set<CStr>> selections;
102 selections.push_back(entitySelections);
103 selections.push_back(m_ActorSelections);
105 // randomly select any remain selections necessary to completely identify a variation (e.g., the new selection
106 // made might define some additional props that require a random variant choice). Also, FindObjectVariation
107 // expects the selectors passed to it to be complete.
108 // see http://trac.wildfiregames.com/ticket/979
110 // If these selections give a different object, change this unit to use it
111 // Use the entity ID as randomization seed (same as when the unit was first created)
112 CObjectEntry* newObject = m_ObjectManager.FindObjectVariation(&m_Actor, selections, m_Seed);
113 if (!newObject)
115 LOGERROR("Error loading object variation (actor: %s)", m_Actor.GetPathname().string8());
116 // Don't delete the unit, don't override our current (valid) state.
117 return;
120 if (!m_Object)
122 m_Object = newObject;
123 m_Model = newObject->m_Model->Clone();
124 if (m_Model->ToCModel())
125 m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
127 else if (m_Object && newObject != m_Object)
129 // Clone the new object's base (non-instance) model
130 std::unique_ptr<CModelAbstract> newModel = newObject->m_Model->Clone();
132 // Copy the old instance-specific settings from the old model to the new instance
133 newModel->SetTransform(m_Model->GetTransform());
134 newModel->SetPlayerID(m_Model->GetPlayerID());
135 if (newModel->ToCModel() && m_Model->ToCModel())
137 newModel->ToCModel()->CopyAnimationFrom(m_Model->ToCModel());
139 // Copy flags that belong to this model instance (not those defined by the actor XML)
140 int instanceFlags = (ModelFlag::SILHOUETTE_DISPLAY | ModelFlag::SILHOUETTE_OCCLUDER | ModelFlag::IGNORE_LOS) & m_Model->ToCModel()->GetFlags();
141 newModel->ToCModel()->AddFlagsRec(instanceFlags);
144 m_Model = std::move(newModel);
145 m_Object = newObject;
147 if (m_Model->ToCModel())
149 if (m_Animation)
150 m_Animation->ReloadUnit(m_Model->ToCModel(), m_Object); // TODO: maybe this should try to preserve animation state?
151 else
152 m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
154 else
156 SAFE_DELETE(m_Animation);