/usr/src/castle-game-engine-5.2.0/game/castleresources.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2006-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Manage large 3D resources (scenes, precalculated animations and such)
that need to be loaded and reference counted. }
unit CastleResources;
interface
uses CastleVectors, Classes, CastleXMLConfig, CastlePrecalculatedAnimation,
CastleScene, X3DNodes, Castle3D, DOM, FGL, CastleBoxes, CastleFindFiles;
type
T3DResource = class;
{ Animation defined by T3DResource. }
T3DResourceAnimation = class
private
FName: string;
FRequired: boolean;
FOwner: T3DResource;
{ At most one of Animation or TimeSensorScene is defined }
Animation: TCastlePrecalculatedAnimation;
TimeSensorScene: TCastleScene;
TimeSensorNode: TTimeSensorNode;
FDuration: Single;
FURL: string;
FTimeSensor: string;
procedure Prepare(const BaseLights: TAbstractLightInstancesList;
const DoProgress: boolean);
procedure Release;
procedure GLContextClose;
procedure LoadFromFile(ResourceConfig: TCastleConfig);
property Owner: T3DResource read FOwner;
public
constructor Create(const AOwner: T3DResource;
const AName: string; const ARequired: boolean = true);
{ Duration of the animation. See engine tutorial about how resources animations
duration is calculated. Always 0 if not @link(Defined). }
property Duration: Single read FDuration;
function BoundingBox: TBox3D;
{ Was the animation state defined in resource.xml file.
May be @false only if @link(Required) was @false, or before we actually
read animation info from resource.xml file. }
function Defined: boolean;
{ Current Scene to render for given time.
Looping is automatically done here, if parameter Loop is @true.
When it is @false, there is no looping, which means that
when Time is < 0, we show the first frame,
and when Time is > @link(Duration), we show the last frame forever.
This looping (or not looping) is done regardless of whether the 3D model
wants (or not) looping. For example, in case of kanim files,
we ignore their loop boolean attribute.
In case of X3D TimeSensor node, we ignore TimeSensor.loop field.
In other words, any looping settings inside 3D model are ignored.
You control looping fully by the Loop parameter to this method.
If we use TCastlePrecalculatedAnimation underneath, then this returns
appropriate frame of this animation.
If we use TCastleScene with TimeSensor underneath, then this returns
the scene with state reflecting given time --- in other words, we'll
send proper events to TimeSensor to make this Time current. }
function Scene(const Time: Single; const Loop: boolean): TCastleScene;
{ Animation URL, only when each animation is inside a separate 3D file.
See [http://castle-engine.sourceforge.net/creating_data_resources.php]
for documentation how you can define creature animations. }
property URL: string read FURL write FURL;
{ Time sensor name, when animations are started by X3D TimeSensor node.
This refers to an X3D TimeSensor node inside
animation model (from @link(URL)) or, when not defined,
inside whole resource model (from @link(T3DResource.ModelURL)).
See [http://castle-engine.sourceforge.net/creating_data_resources.php]
for documentation how you can define creature animations. }
property TimeSensor: string read FTimeSensor write FTimeSensor;
property Name: string read FName;
property Required: boolean read FRequired;
end;
T3DResourceAnimationList = class(specialize TFPGObjectList<T3DResourceAnimation>)
{ Find an animation by name.
@raises Exception if not found. }
function FindName(const AName: string): T3DResourceAnimation;
end;
{ Resource used for rendering and processing of 3D objects.
By itself this doesn't render or do anything.
But some 3D objects may need to have such resource prepared to work.
It can also load it's configuration from XML config file.
For this purpose, it has a unique identifier in @link(Name) property. }
T3DResource = class
private
{ Internal design notes: Having resource expressed as
T3DResource instance, as opposed to overusing dummy T3D instances
for it, is sometimes good. That's because such resource may be shared by many
3D objects, may be used for different purposes by various 3D objects
(e.g. various creatures may be in different state / animation time),
it's users (3D objects) may not always initially exist on the level
(e.g. TInventoryItem, that is not even T3D, may refer to it), etc.
There were ideas to unify T3DResource to be like a T3D descendant
(or ancestor), but they turned out to cause more confusion (special cases,
special treatment) than the gain from unification (which would
be no need of Resources list in TCastleSceneManager, simple
TCastleSceneManager.Items would suffice.) }
FName: string;
FPrepared: boolean;
FUsageCount: Cardinal;
FConfigAlwaysPrepared: boolean;
FFallSpeed, FGrowSpeed: Single;
FAnimations: T3DResourceAnimationList;
FReceiveShadowVolumes: boolean;
FCastShadowVolumes: boolean;
FModelURL: string;
{ Model loaded from ModelURL }
Model: TCastleScene;
protected
{ Prepare or release everything needed to use this resource.
PrepareCore and ReleaseCore should never be called directly,
they are only to be overridden in descendants.
These are used by actual @link(Prepare) and @link(Release)
when the actual allocation / deallocation should take place
(when UsageCount raises from zero or drops back to zero).
ReleaseCore is also called in destructor, regardless of UsageCount.
This is done to free resources even if user forgot to call Release
before destroying this resource instance.
PrepareCore must call Progress.Step exactly PrepareCoreSteps times,
only if DoProgress.
This allows to make nice progress bar in @link(Prepare).
In this class, PrepareCoreSteps returns 0.
@groupBegin }
procedure PrepareCore(const BaseLights: TAbstractLightInstancesList;
const GravityUp: TVector3Single;
const DoProgress: boolean); virtual;
function PrepareCoreSteps: Cardinal; virtual;
procedure ReleaseCore; virtual;
{ @groupEnd }
public
const
DefaultFallSpeed = 10.0;
DefaultGrowSpeed = 5.0;
DefaultReceiveShadowVolumes = true;
DefaultCastShadowVolumes = true;
constructor Create(const AName: string); virtual;
destructor Destroy; override;
{ Are we in a (fully) prepared state. That is after a (fully successfull)
@link(Prepare) call and before @link(Release).
Note that this is slightly different than checking @code(UsageCount <> 0):
in some situations, UsageCount may be non-zero while the preparation
is not finished yet. This property is guaranteed to be @true only if
preparation was fully successfully (no exceptions) finished. }
property Prepared: boolean read FPrepared;
{ Free any association with current OpenGL context. }
procedure GLContextClose; virtual;
{ Unique identifier of this resource.
Used to refer to this resource from level placeholders
(see TGameSceneManager.LoadLevel about placeholders),
from other XML files (for example one creature may shoot another
creature as a missile using @link(TWalkAttackCreatureResource.FireMissileName)),
and in other places.
This can use only letters, use CamelCase.
Reason: This must be a valid identifier in both VRML/X3D and ObjectPascal.
Also digits and underscores are reserved, as we may use them to get other
information from placeholder names. }
property Name: string read FName;
procedure LoadFromFile(ResourceConfig: TCastleConfig); virtual;
{ Release and then immediately prepare again this resource.
Call only when UsageCount <> 0, that is when resource is prepared.
Shows nice progress bar, using @link(Progress). }
procedure RedoPrepare(const BaseLights: TAbstractLightInstancesList;
const GravityUp: TVector3Single);
{ How many times this resource is used. Used by Prepare and Release:
actual allocation / deallocation happens when this raises from zero
or drops back to zero. }
property UsageCount: Cardinal
read FUsageCount write FUsageCount default 0;
{ Prepare or release everything needed to use this resource.
There is an internal counter tracking how many times given
resource was prepared and released. Which means that preparing
and releasing resource multiple times is correct --- but make
sure that every single call to prepare is paired with exactly one
call to release. Actual allocation / deallocation
(when protected methods PrepareCore, ReleaseCore are called)
happens only when UsageCount raises from zero or drops back to zero.
Show nice progress bar, using @link(Progress).
@groupBegin }
procedure Prepare(const BaseLights: TAbstractLightInstancesList;
const GravityUp: TVector3Single);
procedure Release;
{ @groupEnd }
{ Place an instance of this resource on World, using information
from the placeholder on the level. }
procedure InstantiatePlaceholder(World: T3DWorld;
const APosition, ADirection: TVector3Single;
const NumberPresent: boolean; const Number: Int64); virtual; abstract;
{ Animations of this resource.
The first animation, if exists, right now determines the default radius
calculation. So the first animation should have the bounding box
representative for all animations.
Other than that, the order on this list doesn't matter.
The properties of these animations are automatically loaded from
resource.xml file in LoadFromFile. The animations are automatically
prepared / released by our @link(Prepare) / @link(Release) methods. }
property Animations: T3DResourceAnimationList read FAnimations;
{ Mechanics of given game may suggest that some 3D resources should
always be prepared. For example, in typical 3D game when player
has inventory and can drop items from inventory on the ground,
then all items should be prepared for all levels, since you can in theory
drop everything anywhere.
Return @true if this is such resource.
Default implementation in T3DResource returns here the ConfigAlwaysPrepared
value, which may be set in resource.xml and by default is false.
This allows to configure this using resource.xml files.
Descendants may choose to override this, to override value from resource.xml
file. }
function AlwaysPrepared: boolean; virtual;
property ConfigAlwaysPrepared: boolean
read FConfigAlwaysPrepared write FConfigAlwaysPrepared;
{ The speed (in units per second) of falling down because of gravity.
Note that the gravity direction is controlled by your level 3D model,
see "Which way is up" section in the engine tutorial
[http://castle-engine.sourceforge.net/tutorial_up.php].
Currently, falling down of creatures and items just uses this constant speed.
In the future, we plan to add properties to control mass and air friction
and perform more physically-correct simulation of falling down.
This has no effect for creatures with TCreatureResource.Flying = @true.
This also has no effect for missile creatures (their
TCreatureResource.Flying is ignored, they have special approach
to gravity).
See T3D.FallSpeed for precise definition, this works the same,
except our default value is non-zero, and by default T3D.Gravity
and T3D.PreferredHeight are already sensible for creatures/items. }
property FallSpeed: Single
read FFallSpeed write FFallSpeed default DefaultFallSpeed;
{ The speed (in units per second) of growing.
"Growing" is used to allow non-flying creatures to climb stairs.
The creature can move whenever a sphere (see TCreatureResource.MiddleHeight
and TCreatureResource.Radius) can move. This means that part of the bounding
box (part of the T3DCustomTransform.PreferredHeight) may temporarily
"sink" into the ground. Then growing, controlled by this property,
pushes the creature up.
See T3D.GrowSpeed, this works the same,
except the default value is non-zero, and by default T3D.Gravity
and T3D.PreferredHeight are already sensible for creatures/items. }
property GrowSpeed: Single
read FGrowSpeed write FGrowSpeed default DefaultGrowSpeed;
property ReceiveShadowVolumes: boolean
read FReceiveShadowVolumes write FReceiveShadowVolumes
default DefaultReceiveShadowVolumes;
property CastShadowVolumes: boolean
read FCastShadowVolumes write FCastShadowVolumes
default DefaultCastShadowVolumes;
{ Model URL, only when you define multiple animations inside
a single 3D file. See
[http://castle-engine.sourceforge.net/creating_data_resources.php]
for notes about <model> element in resource.xml files. }
property ModelURL: string read FModelURL write FModelURL;
end;
T3DResourceClass = class of T3DResource;
T3DResourceList = class(specialize TFPGObjectList<T3DResource>)
private
ResourceXmlReload: boolean;
procedure AddFromInfo(const FileInfo: TFileInfo);
procedure AddFromFileDefaultReload(const URL: string);
public
{ Find resource with given T3DResource.Name.
@raises Exception if not found and NilWhenNotFound = false. }
function FindName(const AName: string; const NilWhenNotFound: boolean = false): T3DResource;
{ Load all resources (creatures and items) information from
resource.xml files found in given Path.
Overloaded version without Path just scans the whole ApplicationData
directory.
Note that on Android, searching the Android asset filesystem
recursively is not possible (this is a fault of Android NDK API...).
So instead of this method, you should use AddFromFile repeatedly
to explicitly list all resource.xml locations.
@param(Reload
If Reload, then we will not clear the initial list contents.
Instead, resource.xml files found that refer to the existing T3DResource.Name
will cause T3DResource.LoadFromFile call on an existing resource.
Using Reload is a nice debug feature, if you want to reload configuration
from resource.xml files (and eventually add new resources in new resource.xml files),
but you don't want to recreate existing resource instances.)
@groupBegin }
procedure LoadFromFiles(const Path: string; const Reload: boolean = false);
procedure LoadFromFiles(const Reload: boolean = false);
{ @groupEnd }
{ Load a single resource from resource.xml file.
@param(Reload If @true, and the loaded resource will have a name
matching existing T3DResource.Name, we will replace the current resource.
Otherwise, we'll make an exception.) }
procedure AddFromFile(const URL: string; const Reload: boolean = false);
{ Reads <prepare_resources> XML element.
<prepare_resources> element is an optional child of given ParentElement.
Sets current list value with all mentioned required
resources (subset of @link(Resources)). }
procedure LoadResources(ParentElement: TDOMElement);
{ Prepare / release all resources on list.
@groupBegin }
procedure Prepare(const BaseLights: TAbstractLightInstancesList;
const GravityUp: TVector3Single;
const ResourcesName: string = 'resources');
procedure Release;
{ @groupEnd }
end;
{ All known resources.
Usually you call @link(T3DResourceList.LoadFromFiles Resources.LoadFromFiles)
to fill this list, based on resource.xml files present in your data. }
function Resources: T3DResourceList;
{ Register a resource class, to allow creating resources (like a creature or item)
of this class by using appropriate type="xxx" inside resource.xml file. }
procedure RegisterResourceClass(const AClass: T3DResourceClass; const TypeName: string);
implementation
uses SysUtils, CastleProgress, CastleXMLUtils, CastleTimeUtils, CastleUtils,
CastleStringUtils, CastleLog, CastleConfig, CastleUIControls, CastleFilesUtils;
type
TResourceClasses = specialize TFPGMap<string, T3DResourceClass>;
var
ResourceClasses: TResourceClasses;
{ T3DResourceAnimation ------------------------------------------------------- }
constructor T3DResourceAnimation.Create(const AOwner: T3DResource;
const AName: string; const ARequired: boolean);
begin
inherited Create;
FName := AName;
FRequired := ARequired;
FOwner := AOwner;
AOwner.Animations.Add(Self);
end;
function T3DResourceAnimation.Scene(const Time: Single;
const Loop: boolean): TCastleScene;
begin
if Animation <> nil then
begin
Result := Animation.Scene(Time, Loop);
{ It's a little dirty to assign some TCastleScene property below.
It would be better if we could assign ReceiveShadowVolumes on the T3D level,
and then just assign it like CastShadowVolumes at TCreature / TItemOnWorld.
But we can't (easily): ReceiveShadowVolumes is not possible at something like
T3DList, as it's not a choice ("if you don't receive, you're not rendered"),
but a state ("if you receive, you're rendered here; if you don't, you're
rendered there"). To overcome this, we'd need some
T3DList.ReceiveShadowVolumes = (rsYes, rsNo, rsUndefined)
at T3DList (default rsUndefined),
and TRenderParams.ShadowVolumesReceiversCheck boolean.
So not something nice and consistent like CastShadowVolumes.
For now, this one-line hack seems simpler. }
Result.ReceiveShadowVolumes := Owner.ReceiveShadowVolumes;
end else
if TimeSensorScene <> nil then
begin
Result := TimeSensorScene;
TimeSensorNode.FakeTime(Time, Loop);
end else
if Owner.Model <> nil then
begin
Result := Owner.Model;
TimeSensorNode.FakeTime(Time, Loop);
end else
Result := nil;
end;
function T3DResourceAnimation.BoundingBox: TBox3D;
begin
if Animation <> nil then
Result := Animation.BoundingBox else
{ TODO: this may not be the full bounding box of every animation frame }
if TimeSensorScene <> nil then
Result := TimeSensorScene.BoundingBox else
if Owner.Model <> nil then
Result := Owner.Model.BoundingBox else
{ animation 3D model not loaded }
Result := EmptyBox3D;
end;
function T3DResourceAnimation.Defined: boolean;
begin
Result := (URL <> '') or (TimeSensor <> '');
end;
procedure T3DResourceAnimation.Prepare(const BaseLights: TAbstractLightInstancesList;
const DoProgress: boolean);
{ Prepare 3D resource loading it from given URL.
Loads the resource only if URL is not empty,
and only if it's not already loaded (that is,
when Animation or Scene = nil).
Prepares for fast rendering and other processing by T3D.PrepareResources.
Calls Progress.Step 2 times, if DoProgress. }
procedure PreparePrecalculatedAnimation(
var Animation: TCastlePrecalculatedAnimation; var Duration: Single;
const URL: string);
begin
if (URL <> '') and (Animation = nil) then
begin
Animation := TCastlePrecalculatedAnimation.Create(nil);
Animation.LoadFromFile(URL, { AllowStdIn } false, { LoadTime } true);
end;
if DoProgress then Progress.Step;
if Animation <> nil then
begin
Animation.PrepareResources([prRender, prBoundingBox] + prShadowVolume,
false, BaseLights);
{ calculate Duration }
Duration := Animation.TimeEnd;
if Animation.TimeBackwards then
Duration += Animation.TimeEnd - Animation.TimeBegin;
end else
Duration := 0;
if DoProgress then Progress.Step;
end;
procedure PrepareScene(var Scene: TCastleScene; const URL: string);
begin
if (URL <> '') and (Scene = nil) then
begin
Scene := TCastleScene.Create(nil);
Scene.Load(URL);
Scene.ReceiveShadowVolumes := Owner.ReceiveShadowVolumes;
end;
if DoProgress then Progress.Step;
if Scene <> nil then
Scene.PrepareResources([prRender, prBoundingBox] + prShadowVolume,
false, BaseLights);
if DoProgress then Progress.Step;
end;
begin
if (TimeSensor <> '') and (URL <> '') then
begin
PrepareScene(TimeSensorScene, URL);
TimeSensorNode := TimeSensorScene.RootNode.FindNodeByName(
TTimeSensorNode, TimeSensor, false) as TTimeSensorNode;
FDuration := TimeSensorNode.FdCycleInterval.Value;
end else
if TimeSensor <> '' then
begin
if Owner.ModelURL = '' then
raise Exception.CreateFmt('Animation "%s" of resource "%s": time_sensor is defined, but 3D model url is not defined (neither specific to this animation nor containing multiple animations)',
[Name, Owner.Name]);
PrepareScene(Owner.Model, Owner.ModelURL);
TimeSensorNode := Owner.Model.RootNode.FindNodeByName(
TTimeSensorNode, TimeSensor, false) as TTimeSensorNode;
FDuration := TimeSensorNode.FdCycleInterval.Value;
end else
if URL <> '' then
begin
PreparePrecalculatedAnimation(Animation, FDuration, URL);
end else
if Required then
raise Exception.CreateFmt('No definition for required animation "%s" of resource "%s". You have to define url or time_sensor for this animation in appropriate resource.xml file',
[Name, Owner.Name]);
end;
procedure T3DResourceAnimation.Release;
begin
FreeAndNil(Animation);
FreeAndNil(TimeSensorScene);
end;
procedure T3DResourceAnimation.GLContextClose;
begin
if Animation <> nil then
Animation.GLContextClose;
if TimeSensorScene <> nil then
TimeSensorScene.GLContextClose;
end;
procedure T3DResourceAnimation.LoadFromFile(ResourceConfig: TCastleConfig);
begin
if ResourceConfig.GetValue('model/' + Name + '/file_name', '') <> '' then
begin
URL := ResourceConfig.GetURL('model/' + Name + '/file_name', true);
WritelnLog('Deprecated', 'Reading from deprecated "file_name" attribute inside resource.xml. Use "url" instead.');
end else
URL := ResourceConfig.GetURL('model/' + Name + '/url', true);
TimeSensor := ResourceConfig.GetValue('model/' + Name + '/time_sensor', '');
end;
{ T3DResourceAnimationList --------------------------------------------------- }
function T3DResourceAnimationList.FindName(const AName: string): T3DResourceAnimation;
var
I: Integer;
begin
for I := 0 to Count - 1 do
begin
Result := Items[I];
if Result.Name = AName then
Exit;
end;
raise Exception.CreateFmt('No resource animation named "%s"', [AName]);
end;
{ T3DResource ---------------------------------------------------------------- }
constructor T3DResource.Create(const AName: string);
begin
inherited Create;
FName := AName;
FFallSpeed := DefaultFallSpeed;
FGrowSpeed := DefaultGrowSpeed;
FReceiveShadowVolumes := DefaultReceiveShadowVolumes;
FCastShadowVolumes := DefaultCastShadowVolumes;
FAnimations := T3DResourceAnimationList.Create;
end;
destructor T3DResource.Destroy;
begin
FPrepared := false;
ReleaseCore;
FreeAndNil(FAnimations);
inherited;
end;
procedure T3DResource.PrepareCore(const BaseLights: TAbstractLightInstancesList;
const GravityUp: TVector3Single; const DoProgress: boolean);
var
I: Integer;
begin
for I := 0 to Animations.Count - 1 do
Animations[I].Prepare(BaseLights, DoProgress);
end;
function T3DResource.PrepareCoreSteps: Cardinal;
begin
Result := Animations.Count * 2;
end;
procedure T3DResource.ReleaseCore;
var
I: Integer;
begin
if Model <> nil then
FreeAndNil(Model);
if Animations <> nil then
for I := 0 to Animations.Count - 1 do
Animations[I].Release;
end;
procedure T3DResource.GLContextClose;
var
I: Integer;
begin
if Model <> nil then
Model.GLContextClose;
for I := 0 to Animations.Count - 1 do
Animations[I].GLContextClose;
end;
procedure T3DResource.LoadFromFile(ResourceConfig: TCastleConfig);
var
I: Integer;
begin
ConfigAlwaysPrepared := ResourceConfig.GetValue('always_prepared', false);
FFallSpeed := ResourceConfig.GetFloat('fall_speed', DefaultFallSpeed);
FGrowSpeed := ResourceConfig.GetFloat('grow_speed', DefaultGrowSpeed);
FReceiveShadowVolumes := ResourceConfig.GetValue('receive_shadow_volumes',
DefaultReceiveShadowVolumes);
FCastShadowVolumes := ResourceConfig.GetValue('cast_shadow_volumes',
DefaultCastShadowVolumes);
if ResourceConfig.GetValue('model/file_name', '') <> '' then
begin
FModelURL := ResourceConfig.GetURL('model/file_name', true);
WritelnLog('Deprecated', 'Reading from deprecated "file_name" attribute inside resource.xml. Use "url" instead.');
end else
FModelURL := ResourceConfig.GetURL('model/url', true);
for I := 0 to Animations.Count - 1 do
Animations[I].LoadFromFile(ResourceConfig);
end;
procedure T3DResource.RedoPrepare(const BaseLights: TAbstractLightInstancesList;
const GravityUp: TVector3Single);
var
DoProgress: boolean;
begin
Assert(UsageCount <> 0);
DoProgress := not Progress.Active;
if DoProgress then Progress.Init(PrepareCoreSteps, 'Loading ' + Name);
try
{ It's important to do ReleaseCore after Progress.Init.
That is because Progress.Init may do TCastleWindowCustom.SaveScreenToDisplayList,
and this may call Window.OnRender, and this may want to redraw
the object (e.g. if creature of given resource already exists
on the screen) and this requires Prepare to be already done.
So we should call Progress.Init before we make outselves unprepared. }
FPrepared := false;
ReleaseCore;
PrepareCore(BaseLights, GravityUp, DoProgress);
FPrepared := true;
finally
if DoProgress then Progress.Fini;
end;
end;
procedure T3DResource.Prepare(const BaseLights: TAbstractLightInstancesList;
const GravityUp: TVector3Single);
var
List: T3DResourceList;
begin
List := T3DResourceList.Create(false);
try
List.Add(Self);
List.Prepare(BaseLights, GravityUp);
finally FreeAndNil(List) end;
end;
procedure T3DResource.Release;
var
List: T3DResourceList;
begin
List := T3DResourceList.Create(false);
try
List.Add(Self);
List.Release;
finally FreeAndNil(List) end;
end;
function T3DResource.AlwaysPrepared: boolean;
begin
Result := ConfigAlwaysPrepared;
end;
{ T3DResourceList ------------------------------------------------------------- }
procedure T3DResourceList.AddFromInfo(const FileInfo: TFileInfo);
begin
AddFromFileDefaultReload(FileInfo.URL);
end;
procedure T3DResourceList.AddFromFileDefaultReload(const URL: string);
var
Xml: TCastleConfig;
ResourceClassName, ResourceName: string;
ResourceClassIndex: Integer;
ResourceClass: T3DResourceClass;
Resource: T3DResource;
begin
Xml := TCastleConfig.Create(nil);
try
try
Xml.RootName := 'resource';
Xml.NotModified; { otherwise changing RootName makes it modified, and saved back at freeing }
Xml.URL := URL;
if Log then
WritelnLog('Resources', Format('Loading T3DResource from "%s"', [URL]));
ResourceClassName := Xml.GetNonEmptyValue('type');
ResourceClassIndex := ResourceClasses.IndexOf(ResourceClassName);
if ResourceClassIndex <> -1 then
ResourceClass := ResourceClasses.Data[ResourceClassIndex] else
raise Exception.CreateFmt('Resource type "%s" not found, mentioned in file "%s"',
[ResourceClassName, URL]);
ResourceName := Xml.GetNonEmptyValue('name');
if CharsPos(AllChars - ['a'..'z', 'A'..'Z'], ResourceName) <> 0 then
raise Exception.CreateFmt('Resource name "%s" is invalid. Resource names may only use English letters (not even digits or underscores are allowed).',
[ResourceName]);
Resource := FindName(ResourceName, true);
if Resource <> nil then
begin
if ResourceXmlReload then
begin
if ResourceClass <> Resource.ClassType then
raise Exception.CreateFmt('Resource name "%s" already exists, but with different type. Old class is %s, new class is %s. Cannot reload resource.xml file in this situation',
[ResourceName, Resource.ClassType.ClassName, ResourceClass.ClassName]);
end else
raise Exception.CreateFmt('Resource name "%s" already exists. All resource names inside resource.xml files must be unique',
[ResourceName]);
end else
begin
Resource := ResourceClass.Create(ResourceName);
Add(Resource);
end;
Resource.LoadFromFile(Xml);
except
{ enhance EMissingAttribute with information about the XML file where
it occured }
on E: EMissingAttribute do
begin
E.Message := E.Message + ' (When reading "' + URL + '")';
raise;
end;
end;
finally FreeAndNil(Xml) end;
end;
procedure T3DResourceList.AddFromFile(const URL: string; const Reload: boolean);
begin
ResourceXmlReload := Reload;
AddFromFileDefaultReload(URL);
end;
procedure T3DResourceList.LoadFromFiles(const Path: string; const Reload: boolean);
begin
if not Reload then
Clear;
ResourceXmlReload := Reload;
FindFiles(Path, 'resource.xml', false, @AddFromInfo, [ffRecursive]);
end;
procedure T3DResourceList.LoadFromFiles(const Reload: boolean);
begin
LoadFromFiles(ApplicationData(''), Reload);
end;
function T3DResourceList.FindName(const AName: string; const NilWhenNotFound: boolean): T3DResource;
var
I: Integer;
begin
for I := 0 to Count - 1 do
begin
Result := Items[I];
if Result.Name = AName then
Exit;
end;
if NilWhenNotFound then
Result := nil else
raise Exception.CreateFmt('Not existing resource name "%s"', [AName]);
end;
procedure T3DResourceList.LoadResources(ParentElement: TDOMElement);
var
ResourcesElement: TDOMElement;
ResourceName: string;
I: TXMLElementIterator;
begin
Clear;
ResourcesElement := DOMGetChildElement(ParentElement, 'prepare_resources', false);
if ResourcesElement <> nil then
begin
I := TXMLElementIterator.Create(ResourcesElement);
try
while I.GetNext do
begin
if I.Current.TagName <> 'resource' then
raise Exception.CreateFmt(
'Element "%s" is not allowed in <prepare_resources>',
[I.Current.TagName]);
if not I.Current.AttributeString('name', ResourceName) then
raise Exception.Create('<resource> must have a "name" attribute');
Add(Resources.FindName(ResourceName));
end;
finally FreeAndNil(I) end;
end;
end;
procedure T3DResourceList.Prepare(const BaseLights: TAbstractLightInstancesList;
const GravityUp: TVector3Single;
const ResourcesName: string);
var
I: Integer;
Resource: T3DResource;
PrepareSteps: Cardinal;
TimeBegin: TProcessTimerResult;
PrepareNeeded, DoProgress: boolean;
begin
{ We iterate two times over Items, first time only to calculate
PrepareSteps, 2nd time does actual work.
1st time increments UsageCount (as 2nd pass may be optimized
out, if not needed). }
PrepareSteps := 0;
PrepareNeeded := false;
for I := 0 to Count - 1 do
begin
Resource := Items[I];
Resource.UsageCount := Resource.UsageCount + 1;
if Resource.UsageCount = 1 then
begin
PrepareSteps += Resource.PrepareCoreSteps;
PrepareNeeded := true;
end;
end;
if PrepareNeeded then
begin
if Log then
TimeBegin := ProcessTimerNow;
DoProgress := not Progress.Active;
if DoProgress then Progress.Init(PrepareSteps, 'Loading ' + ResourcesName);
try
for I := 0 to Count - 1 do
begin
Resource := Items[I];
if Resource.UsageCount = 1 then
begin
if Log then
WritelnLog('Resources', Format(
'Resource "%s" becomes used, preparing', [Resource.Name]));
Assert(not Resource.Prepared);
Resource.PrepareCore(BaseLights, GravityUp, DoProgress);
Resource.FPrepared := true;
end;
end;
finally
if DoProgress then Progress.Fini;
end;
if Log then
WritelnLog('Resources', Format('Loading %s time: %f seconds',
[ ResourcesName,
ProcessTimerDiff(ProcessTimerNow, TimeBegin) / ProcessTimersPerSec ]));
end;
end;
procedure T3DResourceList.Release;
var
I: Integer;
Resource: T3DResource;
begin
for I := 0 to Count - 1 do
begin
Resource := Items[I];
Assert(Resource.UsageCount > 0);
Resource.UsageCount := Resource.UsageCount - 1;
if Resource.UsageCount = 0 then
begin
if Log then
WritelnLog('Resources', Format(
'Resource "%s" is no longer used, releasing', [Resource.Name]));
Resource.FPrepared := false;
Resource.ReleaseCore;
end;
end;
end;
{ resource classes ----------------------------------------------------------- }
procedure RegisterResourceClass(const AClass: T3DResourceClass; const TypeName: string);
begin
ResourceClasses[TypeName] := AClass;
end;
{ initialization / finalization ---------------------------------------------- }
procedure ContextClose;
var
I: Integer;
begin
{ Resources may be nil here, because
ContextClose may be called from CastleWindow unit finalization
that will be done after this unit's finalization (DoFinalization).
That's OK --- DoFinalization already freed
every item on Resources, and this implicitly did GLContextClose,
so everything is OK. }
if Resources <> nil then
begin
for I := 0 to Resources.Count - 1 do
Resources[I].GLContextClose;
end;
end;
var
FResources: T3DResourceList;
function Resources: T3DResourceList;
begin
Result := FResources;
end;
initialization
OnGLContextClose.Add(@ContextClose);
FResources := T3DResourceList.Create(true);
ResourceClasses := TResourceClasses.Create;
finalization
FreeAndNil(FResources);
FreeAndNil(ResourceClasses);
end.
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