// // Copyright (c) 2010-2011 Matthew Jack and Doug Binks // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #include "AssetSystem.h" #include "../../Renderer/AURenMesh.h" #include "../../RuntimeCompiler/FileSystemUtils.h" AssetSystem::AssetSystem(const char* AssetDirName_) { //search for asset directory FileSystemUtils::Path currPath; currPath = FileSystemUtils::GetCurrentPath(); bool bAssetDirFound = false; //test root and downwards for directory while( currPath.HasParentPath() ) { FileSystemUtils::Path testPath = currPath / AssetDirName_; if( testPath.Exists() ) { bAssetDirFound = true; m_AssetDirectory = testPath.m_string; break; } currPath = currPath.ParentPath(); } if( !bAssetDirFound ) { //could be a development build, so test location of this source file and down currPath = __FILE__; if(currPath.Exists() ) { while( currPath.HasParentPath() ) { FileSystemUtils::Path testPath = currPath / AssetDirName_; if( testPath.Exists() ) { bAssetDirFound = true; m_AssetDirectory = testPath.m_string; break; } currPath = currPath.ParentPath(); } } } } AssetSystem::~AssetSystem() { MESHMAP::iterator currMesh = m_Meshes.begin(); while( currMesh != m_Meshes.end() ) { delete currMesh->second; ++currMesh; } } IAURenderableMesh* AssetSystem::CreateRenderableMeshFromFile( const char* pFilename ) { IAURenderableMesh* pRenMesh= 0; std::string filename( pFilename ); MESHMAP::iterator found = m_Meshes.find( filename ); if( found != m_Meshes.end() ) { pRenMesh = new AURenderableMesh( found->second ); } else { std::string fileToLoad( pFilename ); FindFile( fileToLoad ); AURenMesh* pMesh = new AURenMesh; pMesh->LoadFromFile( fileToLoad ); m_Meshes[ filename ] = pMesh; //use passed in filename for map pRenMesh = new AURenderableMesh( pMesh ); } return pRenMesh; } void AssetSystem::DestroyRenderableMesh(IAURenderableMesh* pMesh) { delete pMesh; } bool AssetSystem::FindFile( std::string& filename ) { if( FileSystemUtils::Path( filename ).Exists() ) { return true; } //else try in asset directory FileSystemUtils::Path testpath = m_AssetDirectory; testpath = testpath / filename; if( testpath.Exists() ) { filename = testpath.m_string; return true; } return false; }