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Copy pathLevel.cpp
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344 lines (338 loc) · 8.85 KB
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#include "Engine.h"
#include "Level.h"
#include "CoreLib/LibIO.h"
#include "CoreLib/Tokenizer.h"
#include "MeshBuilder.h"
#include "CameraActor.h"
namespace GameEngine
{
using namespace CoreLib;
using namespace CoreLib::IO;
using namespace VectorMath;
String IndentText(String src)
{
StringBuilder sb;
int indent = 0;
bool beginTrim = true;
for (int c = 0; c < src.Length(); c++)
{
auto ch = src[c];
if (ch == '\n')
{
sb << "\n";
beginTrim = true;
}
else
{
if (beginTrim)
{
while (c < src.Length() - 1 && (src[c] == '\t' || src[c] == '\n' || src[c] == '\r' || src[c] == ' '))
{
c++;
ch = src[c];
}
for (int i = 0; i < indent - 1; i++)
sb << '\t';
if (ch != '}' && indent > 0)
sb << '\t';
beginTrim = false;
}
if (ch == L'{')
indent++;
else if (ch == L'}')
indent--;
if (indent < 0)
indent = 0;
sb << ch;
}
}
return sb.ProduceString();
}
Level::Level(const CoreLib::String & fileName)
{
LoadFromText(File::ReadAllText(fileName));
FileName = fileName;
}
void Level::LoadFromText(CoreLib::String text)
{
Text::TokenReader parser(text);
auto errorRecover = [&]()
{
while (!parser.IsEnd())
{
if (Engine::Instance()->IsRegisteredActorClass(parser.NextToken().Content))
break;
parser.ReadToken();
}
};
while (!parser.IsEnd())
{
auto pos = parser.NextToken().Position;
if (parser.LookAhead("hidden"))
{
parser.ReadToken();
Text::CodePosition beginPos = parser.NextToken().Position;
beginPos.Pos -= parser.NextToken().Content.Length();
parser.ReadToken();
parser.Read("{");
Text::CodePosition endPos;
int braceLevel = 1;
while (braceLevel > 0)
{
if (parser.LookAhead("}"))
{
braceLevel--;
endPos = parser.ReadToken().Position;
}
else if (parser.LookAhead("{"))
{
braceLevel++;
parser.ReadToken();
}
else
parser.ReadToken();
}
HiddenSections.Add(text.SubString(beginPos.Pos, endPos.Pos + 1 - beginPos.Pos));
continue;
}
auto actorClass = parser.NextToken().Content;
auto actor = Engine::Instance()->ParseActor(this, parser);
if (!actor)
{
if (!Engine::Instance()->IsRegisteredActorClass(actorClass))
{
Print("Unknown actor class '%S' at line %d.\n", actorClass.ToWString(), pos.Line);
if (actorClass == "Actor")
Print("Did you forget to override Actor::GetTypeName() method in your derived actor class?\n");
else
Print("Did you forget to register the actor class?\n");
}
else
Print("Error parsing object at line %d, ignoring the object.\n", pos.Line);
errorRecover();
}
else
{
try
{
if (Actors.ContainsKey(actor->Name.GetValue()))
{
Print("error: an actor named '%S' already exists, ignoring second definition at line %d.\n",
actor->Name.GetValue().ToWString(), pos.Line);
errorRecover();
}
else
{
RegisterActor(actor.Ptr());
if (actor->GetEngineType() == EngineActorType::Camera)
CurrentCamera = actor.As<CameraActor>();
}
}
catch (Exception e)
{
Print("OnLoad() error: an actor named '%S' failed to load, message: '%S'.\n", actor->Name.GetValue().ToWString(), e.Message.ToWString());
errorRecover();
}
}
}
Print("Num materials: %d\n", Materials.Count());
}
void Level::SaveToFile(CoreLib::String fileName)
{
StringBuilder sb;
for (auto & actor : Actors)
actor.Value->SerializeToText(sb);
for (auto & sect : HiddenSections)
sb << "hidden " << sect << "\n";
File::WriteAllText(fileName, IndentText(sb.ProduceString()));
FileName = fileName;
}
Level::~Level()
{
int count = Actors.Count();
for (int i = 0; i < count; i++)
UnregisterActor(Actors.First().Value.Ptr());
Materials = decltype(Materials)();
Models = decltype(Models)();
Meshes = decltype(Meshes)();
Skeletons = decltype(Skeletons)();
Animations = decltype(Animations)();
RetargetFiles = decltype(RetargetFiles)();
Actors = decltype(Actors)();
}
void Level::RegisterActor(Actor * actor)
{
Actors.Add(actor->Name.GetValue(), actor);
actor->OnLoad();
actor->RegisterUI(Engine::Instance()->GetUiEntry());
}
void Level::UnregisterActor(Actor*actor)
{
actor->OnUnload();
auto actorName = actor->Name.GetValue();
Actors[actorName] = nullptr;
Actors.Remove(actorName);
}
Mesh * Level::LoadMesh(CoreLib::String fileName)
{
RefPtr<Mesh> result = nullptr;
if (!Meshes.TryGetValue(fileName, result))
{
auto actualName = Engine::Instance()->FindFile(fileName, ResourceType::Mesh);
if (actualName.Length())
{
result = new Mesh();
result->LoadFromFile(actualName);
Meshes[fileName] = result;
}
else
{
Print("error: cannot load mesh \'%S\'\n", fileName.ToWString());
return nullptr;
}
}
return result.Ptr();
}
Mesh * Level::LoadMesh(CoreLib::String name, Mesh m)
{
RefPtr<Mesh> result = nullptr;
if (!Meshes.TryGetValue(name, result))
{
result = new Mesh(_Move(m));
Meshes.Add(_Move(name), result);
}
return result.Ptr();
}
Mesh * Level::LoadErrorMesh()
{
MeshBuilder mb;
mb.PushRotation(Vec3::Create(0.0f, 0.0f, 1.0f), Math::Pi * 0.25f);
mb.AddBox(Vec3::Create(-100.0f, -30.0f, -30.0f), Vec3::Create(100.0f, 30.0f, 30.0f));
mb.PopTransform();
mb.PushRotation(Vec3::Create(0.0f, 0.0f, 1.0f), -Math::Pi * 0.25f);
mb.AddBox(Vec3::Create(-100.0f, -30.0f, -30.0f), Vec3::Create(100.0f, 30.0f, 30.0f));
return LoadMesh("ErrorMesh", mb.ToMesh());
}
Model * Level::LoadModel(CoreLib::String fileName)
{
RefPtr<Model> result = nullptr;
if (!Models.TryGetValue(fileName, result))
{
auto actualName = Engine::Instance()->FindFile(fileName, ResourceType::Mesh);
if (actualName.Length())
{
result = new Model();
result->LoadFromFile(this, actualName);
Models[fileName] = result;
}
else
{
Print("error: cannot load model \'%S\'\n", fileName.ToWString());
return nullptr;
}
}
return result.Ptr();
}
Model * Level::LoadErrorModel()
{
if (errorModel)
return errorModel.Ptr();
errorModel = new Model(LoadErrorMesh(), LoadErrorMaterial());
return errorModel.Ptr();
}
Skeleton * Level::LoadSkeleton(const CoreLib::String & fileName)
{
RefPtr<Skeleton> result = nullptr;
if (!Skeletons.TryGetValue(fileName, result))
{
auto actualName = Engine::Instance()->FindFile(fileName, ResourceType::Mesh);
if (actualName.Length())
{
result = new Skeleton();
result->LoadFromFile(actualName);
Skeletons[fileName] = result;
}
else
{
Print("error: cannot load skeleton \'%S\'\n", fileName.ToWString());
return nullptr;
}
}
return result.Ptr();
}
RetargetFile * Level::LoadRetargetFile(const CoreLib::String & fileName)
{
auto result = RetargetFiles.TryGetValue(fileName);
if (!result)
{
auto actualName = Engine::Instance()->FindFile(fileName, ResourceType::Mesh);
if (actualName.Length())
{
RetargetFile file;
file.LoadFromFile(actualName);
RetargetFiles[fileName] = _Move(file);
}
else
return nullptr;
}
return RetargetFiles.TryGetValue(fileName);
}
Material * Level::LoadMaterial(const CoreLib::String & fileName)
{
RefPtr<Material> result = nullptr;
if (!Materials.TryGetValue(fileName, result))
{
auto actualName = Engine::Instance()->FindFile(fileName, ResourceType::Material);
if (actualName.Length())
{
result = new Material();
result->LoadFromFile(actualName);
Materials[fileName] = result;
}
else if (fileName != "Error.material")
{
Print("error: cannot load material \'%S\'\n", fileName.ToWString());
return LoadMaterial("Error.material");
}
else
return nullptr;
}
return result.Ptr();
}
Material * Level::LoadErrorMaterial()
{
return LoadMaterial("Error.material");
}
Material * Level::CreateNewMaterial()
{
Material* mat = new Material();
Materials[String("$materialInstance") + String(Materials.Count())] = mat;
return mat;
}
SkeletalAnimation * Level::LoadSkeletalAnimation(const CoreLib::String & fileName)
{
RefPtr<SkeletalAnimation> result = nullptr;
if (!Animations.TryGetValue(fileName, result))
{
auto actualName = Engine::Instance()->FindFile(fileName, ResourceType::Mesh);
if (actualName.Length())
{
result = new SkeletalAnimation();
result->LoadFromFile(actualName);
Animations[fileName] = result;
}
else
{
Print("error: cannot load animation \'%S\'\n", fileName.ToWString());
return nullptr;
}
}
return result.Ptr();
}
Actor * Level::FindActor(const CoreLib::String & name)
{
RefPtr<Actor> result;
Actors.TryGetValue(name, result);
return result.Ptr();
}
}