Pārlūkot izejas kodu

Refactoring and renaming for some of the resources

Panagiotis Christopoulos Charitos 7 gadi atpakaļ
vecāks
revīzija
3ae88e2b1e
34 mainītis faili ar 121 papildinājumiem un 328 dzēšanām
  1. 8 8
      src/anki/Resource.h
  2. 1 1
      src/anki/event/AnimationEvent.cpp
  3. 1 1
      src/anki/event/AnimationEvent.h
  4. 1 1
      src/anki/renderer/Drawer.cpp
  5. 5 5
      src/anki/resource/AnimationResource.cpp
  6. 4 4
      src/anki/resource/AnimationResource.h
  7. 3 3
      src/anki/resource/DummyResource.h
  8. 0 10
      src/anki/resource/DummyRsrc.cpp
  9. 8 8
      src/anki/resource/InstantiationMacros.h
  10. 8 8
      src/anki/resource/MaterialResource.cpp
  11. 6 6
      src/anki/resource/MaterialResource.h
  12. 10 10
      src/anki/resource/MeshResource.cpp
  13. 4 4
      src/anki/resource/MeshResource.h
  14. 8 8
      src/anki/resource/ModelResource.cpp
  15. 11 11
      src/anki/resource/ModelResource.h
  16. 1 1
      src/anki/resource/ParticleEmitterResource.cpp
  17. 7 7
      src/anki/resource/ResourceManager.cpp
  18. 3 3
      src/anki/resource/ScriptResource.cpp
  19. 3 3
      src/anki/resource/ScriptResource.h
  20. 0 73
      src/anki/resource/SkelAnim.cpp
  21. 0 124
      src/anki/resource/SkelAnim.h
  22. 3 3
      src/anki/resource/SkeletonResource.cpp
  23. 4 4
      src/anki/resource/SkeletonResource.h
  24. 5 5
      src/anki/resource/TextureAtlasResource.cpp
  25. 3 3
      src/anki/resource/TextureAtlasResource.h
  26. 2 2
      src/anki/scene/ModelNode.cpp
  27. 2 2
      src/anki/scene/ModelNode.h
  28. 1 1
      src/anki/scene/ParticleEmitterNode.cpp
  29. 1 1
      src/anki/scene/StaticGeometryNode.cpp
  30. 1 1
      src/anki/scene/components/DecalComponent.h
  31. 3 3
      src/anki/scene/components/RenderComponent.h
  32. 1 1
      src/anki/scene/components/ScriptComponent.cpp
  33. 2 2
      src/anki/scene/components/SkinComponent.cpp
  34. 1 1
      tests/resource/ResourceManager.cpp

+ 8 - 8
src/anki/Resource.h

@@ -7,16 +7,16 @@
 
 #include <anki/resource/ResourceManager.h>
 #include <anki/resource/ParticleEmitterResource.h>
-#include <anki/resource/Script.h>
-#include <anki/resource/Skeleton.h>
-#include <anki/resource/TextureAtlas.h>
-#include <anki/resource/Material.h>
+#include <anki/resource/AnimationResource.h>
+#include <anki/resource/ScriptResource.h>
+#include <anki/resource/MeshResource.h>
+#include <anki/resource/MaterialResource.h>
+#include <anki/resource/TextureAtlasResource.h>
 #include <anki/resource/TextureResource.h>
 #include <anki/resource/GenericResource.h>
-#include <anki/resource/Mesh.h>
-#include <anki/resource/DummyRsrc.h>
-#include <anki/resource/Animation.h>
-#include <anki/resource/Model.h>
+#include <anki/resource/SkeletonResource.h>
+#include <anki/resource/DummyResource.h>
+#include <anki/resource/ModelResource.h>
 #include <anki/resource/ShaderProgramResource.h>
 #include <anki/resource/CollisionResource.h>
 

+ 1 - 1
src/anki/event/AnimationEvent.cpp

@@ -4,7 +4,7 @@
 // http://www.anki3d.org/LICENSE
 
 #include <anki/event/AnimationEvent.h>
-#include <anki/resource/Animation.h>
+#include <anki/resource/AnimationResource.h>
 #include <anki/scene/SceneNode.h>
 #include <anki/scene/components/MoveComponent.h>
 #include <anki/resource/ResourceManager.h>

+ 1 - 1
src/anki/event/AnimationEvent.h

@@ -4,7 +4,7 @@
 // http://www.anki3d.org/LICENSE
 
 #include <anki/event/Event.h>
-#include <anki/resource/Animation.h>
+#include <anki/resource/AnimationResource.h>
 
 namespace anki
 {

+ 1 - 1
src/anki/renderer/Drawer.cpp

@@ -5,7 +5,7 @@
 
 #include <anki/renderer/Drawer.h>
 #include <anki/renderer/RenderQueue.h>
-#include <anki/resource/Material.h>
+#include <anki/resource/MaterialResource.h>
 #include <anki/resource/TextureResource.h>
 #include <anki/renderer/Renderer.h>
 #include <anki/core/Trace.h>

+ 5 - 5
src/anki/resource/Animation.cpp → src/anki/resource/AnimationResource.cpp

@@ -3,18 +3,18 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <anki/resource/Animation.h>
+#include <anki/resource/AnimationResource.h>
 #include <anki/misc/Xml.h>
 
 namespace anki
 {
 
-Animation::Animation(ResourceManager* manager)
+AnimationResource::AnimationResource(ResourceManager* manager)
 	: ResourceObject(manager)
 {
 }
 
-Animation::~Animation()
+AnimationResource::~AnimationResource()
 {
 	for(AnimationChannel& ch : m_channels)
 	{
@@ -24,7 +24,7 @@ Animation::~Animation()
 	m_channels.destroy(getAllocator());
 }
 
-Error Animation::load(const ResourceFilename& filename, Bool async)
+Error AnimationResource::load(const ResourceFilename& filename, Bool async)
 {
 	XmlElement el;
 	I64 tmp;
@@ -226,7 +226,7 @@ Error Animation::load(const ResourceFilename& filename, Bool async)
 	return Error::NONE;
 }
 
-void Animation::interpolate(U channelIndex, F64 time, Vec3& pos, Quat& rot, F32& scale) const
+void AnimationResource::interpolate(U channelIndex, F64 time, Vec3& pos, Quat& rot, F32& scale) const
 {
 	// Audjust time
 	if(m_repeat && time > m_startTime + m_duration)

+ 4 - 4
src/anki/resource/Animation.h → src/anki/resource/AnimationResource.h

@@ -22,7 +22,7 @@ class XmlElement;
 template<typename T>
 class AnimationKeyframe
 {
-	friend class Animation;
+	friend class AnimationResource;
 
 public:
 	F64 getTime() const
@@ -64,12 +64,12 @@ public:
 };
 
 /// Animation consists of keyframe data.
-class Animation : public ResourceObject
+class AnimationResource : public ResourceObject
 {
 public:
-	Animation(ResourceManager* manager);
+	AnimationResource(ResourceManager* manager);
 
-	~Animation();
+	~AnimationResource();
 
 	ANKI_USE_RESULT Error load(const ResourceFilename& filename, Bool async);
 

+ 3 - 3
src/anki/resource/DummyRsrc.h → src/anki/resource/DummyResource.h

@@ -14,15 +14,15 @@ namespace anki
 /// @{
 
 /// A dummy resource for the unit tests of the ResourceManager
-class DummyRsrc : public ResourceObject
+class DummyResource : public ResourceObject
 {
 public:
-	DummyRsrc(ResourceManager* manager)
+	DummyResource(ResourceManager* manager)
 		: ResourceObject(manager)
 	{
 	}
 
-	~DummyRsrc()
+	~DummyResource()
 	{
 		if(m_memory)
 		{

+ 0 - 10
src/anki/resource/DummyRsrc.cpp

@@ -1,10 +0,0 @@
-// Copyright (C) 2009-2018, Panagiotis Christopoulos Charitos and contributors.
-// All rights reserved.
-// Code licensed under the BSD License.
-// http://www.anki3d.org/LICENSE
-
-#include <anki/resource/DummyRsrc.h>
-
-namespace anki
-{
-} // end namespace

+ 8 - 8
src/anki/resource/InstantiationMacros.h

@@ -5,28 +5,28 @@
 
 // An awful trick to instantiate stuff with the resource type
 
-ANKI_INSTANTIATE_RESOURCE(Animation, AnimationResourcePtr)
+ANKI_INSTANTIATE_RESOURCE(AnimationResource, AnimationResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
 ANKI_INSTANTIATE_RESOURCE(TextureResource, TextureResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
-ANKI_INSTANTIATE_RESOURCE(Material, MaterialResourcePtr)
+ANKI_INSTANTIATE_RESOURCE(MaterialResource, MaterialResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
-ANKI_INSTANTIATE_RESOURCE(Mesh, MeshResourcePtr)
+ANKI_INSTANTIATE_RESOURCE(MeshResource, MeshResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
-ANKI_INSTANTIATE_RESOURCE(Skeleton, SkeletonResourcePtr)
+ANKI_INSTANTIATE_RESOURCE(SkeletonResource, SkeletonResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
 ANKI_INSTANTIATE_RESOURCE(ParticleEmitterResource, ParticleEmitterResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
-ANKI_INSTANTIATE_RESOURCE(Model, ModelResourcePtr)
+ANKI_INSTANTIATE_RESOURCE(ModelResource, ModelResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
-ANKI_INSTANTIATE_RESOURCE(Script, ScriptResourcePtr)
+ANKI_INSTANTIATE_RESOURCE(ScriptResource, ScriptResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
-ANKI_INSTANTIATE_RESOURCE(DummyRsrc, DummyResourcePtr)
+ANKI_INSTANTIATE_RESOURCE(DummyResource, DummyResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
 ANKI_INSTANTIATE_RESOURCE(CollisionResource, CollisionResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
 ANKI_INSTANTIATE_RESOURCE(GenericResource, GenericResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
-ANKI_INSTANTIATE_RESOURCE(TextureAtlas, TextureAtlasResourcePtr)
+ANKI_INSTANTIATE_RESOURCE(TextureAtlasResource, TextureAtlasResourcePtr)
 ANKI_INSTANSIATE_RESOURCE_DELIMITER()
 ANKI_INSTANTIATE_RESOURCE(ShaderProgramResource, ShaderProgramResourcePtr)

+ 8 - 8
src/anki/resource/Material.cpp → src/anki/resource/MaterialResource.cpp

@@ -3,7 +3,7 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <anki/resource/Material.h>
+#include <anki/resource/MaterialResource.h>
 #include <anki/resource/ResourceManager.h>
 #include <anki/misc/Xml.h>
 
@@ -37,19 +37,19 @@ MaterialVariable::~MaterialVariable()
 {
 }
 
-Material::Material(ResourceManager* manager)
+MaterialResource::MaterialResource(ResourceManager* manager)
 	: ResourceObject(manager)
 {
 }
 
-Material::~Material()
+MaterialResource::~MaterialResource()
 {
 	m_vars.destroy(getAllocator());
 	m_constValues.destroy(getAllocator());
 	m_mutations.destroy(getAllocator());
 }
 
-Error Material::load(const ResourceFilename& filename, Bool async)
+Error MaterialResource::load(const ResourceFilename& filename, Bool async)
 {
 	XmlDocument doc;
 	XmlElement el;
@@ -92,7 +92,7 @@ Error Material::load(const ResourceFilename& filename, Bool async)
 	return Error::NONE;
 }
 
-Error Material::parseMutators(XmlElement mutatorsEl)
+Error MaterialResource::parseMutators(XmlElement mutatorsEl)
 {
 	XmlElement mutatorEl;
 	ANKI_CHECK(mutatorsEl.getChildElement("mutator", mutatorEl));
@@ -255,7 +255,7 @@ Error Material::parseMutators(XmlElement mutatorsEl)
 	return Error::NONE;
 }
 
-Error Material::parseInputs(XmlElement inputsEl, Bool async)
+Error MaterialResource::parseInputs(XmlElement inputsEl, Bool async)
 {
 	// Iterate the program's variables and get counts
 	U constInputCount = 0;
@@ -493,7 +493,7 @@ Error Material::parseInputs(XmlElement inputsEl, Bool async)
 	return Error::NONE;
 }
 
-const MaterialVariant& Material::getOrCreateVariant(const RenderingKey& key_, Bool skinned) const
+const MaterialVariant& MaterialResource::getOrCreateVariant(const RenderingKey& key_, Bool skinned) const
 {
 	RenderingKey key = key_;
 	key.m_lod = min<U>(m_lodCount - 1, key.m_lod);
@@ -562,7 +562,7 @@ const MaterialVariant& Material::getOrCreateVariant(const RenderingKey& key_, Bo
 	return variant;
 }
 
-U Material::getInstanceGroupIdx(U instanceCount)
+U MaterialResource::getInstanceGroupIdx(U instanceCount)
 {
 	ANKI_ASSERT(instanceCount > 0);
 	instanceCount = nextPowerOfTwo(instanceCount);

+ 6 - 6
src/anki/resource/Material.h → src/anki/resource/MaterialResource.h

@@ -18,7 +18,7 @@ namespace anki
 
 // Forward
 class XmlElement;
-class Material;
+class MaterialResource;
 template<typename T>
 class MaterialVariableTemplate;
 class MaterialVariable;
@@ -46,7 +46,7 @@ enum class BuiltinMaterialVariableId : U8
 /// Holds the shader variables. Its a container for shader program variables that share the same name
 class MaterialVariable : public NonCopyable
 {
-	friend class Material;
+	friend class MaterialResource;
 	friend class MaterialVariant;
 
 public:
@@ -136,7 +136,7 @@ inline const TextureResourcePtr& MaterialVariable::getValue() const
 /// Material variant.
 class MaterialVariant : public NonCopyable
 {
-	friend class Material;
+	friend class MaterialResource;
 	friend class MaterialVariable;
 
 public:
@@ -198,15 +198,15 @@ private:
 /// @endcode
 /// (1): For non-builtins.
 /// (2): For builtins.
-class Material : public ResourceObject
+class MaterialResource : public ResourceObject
 {
 	friend class MaterialVariable;
 	friend class MaterialVariant;
 
 public:
-	Material(ResourceManager* manager);
+	MaterialResource(ResourceManager* manager);
 
-	~Material();
+	~MaterialResource();
 
 	/// Load a material file
 	ANKI_USE_RESULT Error load(const ResourceFilename& filename, Bool async);

+ 10 - 10
src/anki/resource/Mesh.cpp → src/anki/resource/MeshResource.cpp

@@ -3,7 +3,7 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <anki/resource/Mesh.h>
+#include <anki/resource/MeshResource.h>
 #include <anki/resource/ResourceManager.h>
 #include <anki/resource/MeshLoader.h>
 #include <anki/resource/AsyncLoader.h>
@@ -13,7 +13,7 @@
 namespace anki
 {
 
-class Mesh::LoadContext
+class MeshResource::LoadContext
 {
 public:
 	ResourceManager* m_manager ANKI_DBG_NULLIFY;
@@ -29,10 +29,10 @@ public:
 };
 
 /// Mesh upload async task.
-class Mesh::LoadTask : public AsyncLoaderTask
+class MeshResource::LoadTask : public AsyncLoaderTask
 {
 public:
-	Mesh::LoadContext m_ctx;
+	MeshResource::LoadContext m_ctx;
 
 	LoadTask(ResourceManager* manager)
 		: m_ctx(manager, manager->getAsyncLoader().getAllocator())
@@ -41,27 +41,27 @@ public:
 
 	Error operator()(AsyncLoaderTaskContext& ctx) final
 	{
-		return Mesh::load(m_ctx);
+		return MeshResource::load(m_ctx);
 	}
 };
 
-Mesh::Mesh(ResourceManager* manager)
+MeshResource::MeshResource(ResourceManager* manager)
 	: ResourceObject(manager)
 {
 }
 
-Mesh::~Mesh()
+MeshResource::~MeshResource()
 {
 	m_subMeshes.destroy(getAllocator());
 }
 
-Bool Mesh::isCompatible(const Mesh& other) const
+Bool MeshResource::isCompatible(const MeshResource& other) const
 {
 	return hasBoneWeights() == other.hasBoneWeights() && getSubMeshesCount() == other.getSubMeshesCount()
 		   && m_texChannelsCount == other.m_texChannelsCount;
 }
 
-Error Mesh::load(const ResourceFilename& filename, Bool async)
+Error MeshResource::load(const ResourceFilename& filename, Bool async)
 {
 	LoadTask* task;
 	LoadContext* ctx;
@@ -141,7 +141,7 @@ Error Mesh::load(const ResourceFilename& filename, Bool async)
 	return Error::NONE;
 }
 
-Error Mesh::load(LoadContext& ctx)
+Error MeshResource::load(LoadContext& ctx)
 {
 	GrManager& gr = ctx.m_manager->getGrManager();
 	TransferGpuAllocator& transferAlloc = ctx.m_manager->getTransferGpuAllocator();

+ 4 - 4
src/anki/resource/Mesh.h → src/anki/resource/MeshResource.h

@@ -20,13 +20,13 @@ class MeshLoader;
 /// @{
 
 /// Mesh Resource. It contains the geometry packed in GPU buffers.
-class Mesh : public ResourceObject
+class MeshResource : public ResourceObject
 {
 public:
 	/// Default constructor
-	Mesh(ResourceManager* manager);
+	MeshResource(ResourceManager* manager);
 
-	~Mesh();
+	~MeshResource();
 
 	U32 getTextureChannelsCount() const
 	{
@@ -89,7 +89,7 @@ public:
 	}
 
 	/// Helper function for correct loading
-	Bool isCompatible(const Mesh& other) const;
+	Bool isCompatible(const MeshResource& other) const;
 
 	/// Load from a mesh file
 	ANKI_USE_RESULT Error load(const ResourceFilename& filename, Bool async);

+ 8 - 8
src/anki/resource/Model.cpp → src/anki/resource/ModelResource.cpp

@@ -3,10 +3,10 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <anki/resource/Model.h>
+#include <anki/resource/ModelResource.h>
 #include <anki/resource/ResourceManager.h>
-#include <anki/resource/Material.h>
-#include <anki/resource/Mesh.h>
+#include <anki/resource/MaterialResource.h>
+#include <anki/resource/MeshResource.h>
 #include <anki/resource/MeshLoader.h>
 #include <anki/misc/Xml.h>
 #include <anki/util/Logger.h>
@@ -14,7 +14,7 @@
 namespace anki
 {
 
-ModelPatch::ModelPatch(Model* model)
+ModelPatch::ModelPatch(ModelResource* model)
 	: m_model(model)
 {
 }
@@ -29,7 +29,7 @@ void ModelPatch::getRenderingDataSub(
 	// Get the resources
 	RenderingKey meshKey = key;
 	meshKey.m_lod = min<U>(key.m_lod, m_meshCount - 1);
-	const Mesh& mesh = getMesh(meshKey);
+	const MeshResource& mesh = getMesh(meshKey);
 
 	// Get program
 	{
@@ -149,12 +149,12 @@ Error ModelPatch::create(WeakArray<CString> meshFNames, const CString& mtlFName,
 	return Error::NONE;
 }
 
-Model::Model(ResourceManager* manager)
+ModelResource::ModelResource(ResourceManager* manager)
 	: ResourceObject(manager)
 {
 }
 
-Model::~Model()
+ModelResource::~ModelResource()
 {
 	auto alloc = getAllocator();
 
@@ -166,7 +166,7 @@ Model::~Model()
 	m_modelPatches.destroy(alloc);
 }
 
-Error Model::load(const ResourceFilename& filename, Bool async)
+Error ModelResource::load(const ResourceFilename& filename, Bool async)
 {
 	auto alloc = getAllocator();
 

+ 11 - 11
src/anki/resource/Model.h → src/anki/resource/ModelResource.h

@@ -9,10 +9,10 @@
 #include <anki/Gr.h>
 #include <anki/collision/Obb.h>
 #include <anki/resource/RenderingKey.h>
-#include <anki/resource/Mesh.h>
-#include <anki/resource/Material.h>
-#include <anki/resource/Skeleton.h>
-#include <anki/resource/Animation.h>
+#include <anki/resource/MeshResource.h>
+#include <anki/resource/MaterialResource.h>
+#include <anki/resource/SkeletonResource.h>
+#include <anki/resource/AnimationResource.h>
 
 namespace anki
 {
@@ -80,7 +80,7 @@ public:
 class ModelPatch
 {
 public:
-	ModelPatch(Model* model);
+	ModelPatch(ModelResource* model);
 
 	~ModelPatch();
 
@@ -89,12 +89,12 @@ public:
 		return m_mtl;
 	}
 
-	const Mesh& getMesh(const RenderingKey& key) const
+	const MeshResource& getMesh(const RenderingKey& key) const
 	{
 		return *m_meshes[key.m_lod];
 	}
 
-	const Model& getModel() const
+	const ModelResource& getModel() const
 	{
 		ANKI_ASSERT(m_model);
 		return *m_model;
@@ -123,7 +123,7 @@ public:
 	void getRenderingDataSub(const RenderingKey& key, WeakArray<U8> subMeshIndicesArray, ModelRenderingInfo& inf) const;
 
 private:
-	Model* m_model ANKI_DBG_NULLIFY;
+	ModelResource* m_model ANKI_DBG_NULLIFY;
 
 	Array<MeshResourcePtr, MAX_LOD_COUNT> m_meshes; ///< One for each LOD
 	U8 m_meshCount = 0;
@@ -160,12 +160,12 @@ private:
 /// - If the materials need texture coords then mesh should have them
 /// - The skeleton and skelAnims are optional
 /// - Its an error to have skelAnims without skeleton
-class Model : public ResourceObject
+class ModelResource : public ResourceObject
 {
 public:
-	Model(ResourceManager* manager);
+	ModelResource(ResourceManager* manager);
 
-	~Model();
+	~ModelResource();
 
 	const DynamicArray<ModelPatch*>& getModelPatches() const
 	{

+ 1 - 1
src/anki/resource/ParticleEmitterResource.cpp

@@ -5,7 +5,7 @@
 
 #include <anki/resource/ParticleEmitterResource.h>
 #include <anki/resource/ResourceManager.h>
-#include <anki/resource/Model.h>
+#include <anki/resource/ModelResource.h>
 #include <anki/util/StringList.h>
 #include <anki/misc/Xml.h>
 #include <cstring>

+ 7 - 7
src/anki/resource/ResourceManager.cpp

@@ -5,16 +5,16 @@
 
 #include <anki/resource/ResourceManager.h>
 #include <anki/resource/AsyncLoader.h>
-#include <anki/resource/Animation.h>
-#include <anki/resource/Material.h>
-#include <anki/resource/Mesh.h>
-#include <anki/resource/Model.h>
-#include <anki/resource/Script.h>
-#include <anki/resource/DummyRsrc.h>
+#include <anki/resource/AnimationResource.h>
+#include <anki/resource/MaterialResource.h>
+#include <anki/resource/MeshResource.h>
+#include <anki/resource/ModelResource.h>
+#include <anki/resource/ScriptResource.h>
+#include <anki/resource/DummyResource.h>
 #include <anki/resource/ParticleEmitterResource.h>
 #include <anki/resource/TextureResource.h>
 #include <anki/resource/GenericResource.h>
-#include <anki/resource/TextureAtlas.h>
+#include <anki/resource/TextureAtlasResource.h>
 #include <anki/resource/ShaderProgramResource.h>
 #include <anki/util/Logger.h>
 #include <anki/misc/ConfigSet.h>

+ 3 - 3
src/anki/resource/Script.cpp → src/anki/resource/ScriptResource.cpp

@@ -3,18 +3,18 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <anki/resource/Script.h>
+#include <anki/resource/ScriptResource.h>
 #include <anki/util/File.h>
 
 namespace anki
 {
 
-Script::~Script()
+ScriptResource::~ScriptResource()
 {
 	m_source.destroy(getAllocator());
 }
 
-Error Script::load(const ResourceFilename& filename, Bool async)
+Error ScriptResource::load(const ResourceFilename& filename, Bool async)
 {
 	ResourceFilePtr file;
 	ANKI_CHECK(openFile(filename, file));

+ 3 - 3
src/anki/resource/Script.h → src/anki/resource/ScriptResource.h

@@ -14,15 +14,15 @@ namespace anki
 /// @{
 
 /// Script resource.
-class Script : public ResourceObject
+class ScriptResource : public ResourceObject
 {
 public:
-	Script(ResourceManager* manager)
+	ScriptResource(ResourceManager* manager)
 		: ResourceObject(manager)
 	{
 	}
 
-	~Script();
+	~ScriptResource();
 
 	ANKI_USE_RESULT Error load(const ResourceFilename& filename, Bool async);
 

+ 0 - 73
src/anki/resource/SkelAnim.cpp

@@ -1,73 +0,0 @@
-// Copyright (C) 2009-2018, Panagiotis Christopoulos Charitos and contributors.
-// All rights reserved.
-// Code licensed under the BSD License.
-// http://www.anki3d.org/LICENSE
-
-#if 0
-#	include <anki/resource/SkelAnim.h>
-
-namespace anki {
-
-
-void SkelAnim::load(const char* filename)
-{
-	scanner::Scanner scanner(filename);
-	const scanner::Token* token;
-
-	// keyframes
-	token = &scanner.getNextToken();
-	if(token->getCode() != scanner::TC_NUMBER ||
-		token->getDataType() != scanner::DT_INT)
-	{
-		throw PARSER_EXCEPTION_EXPECTED("integer");
-	}
-	keyframes.resize(token->getValue().getInt());
-
-	parser::parseArrOfNumbers(scanner, false, false, keyframes.size(),
-		&keyframes[0]);
-
-	// bones num
-	token = &scanner.getNextToken();
-	if(token->getCode() != scanner::TC_NUMBER ||
-		token->getDataType() != scanner::DT_INT)
-	{
-		throw PARSER_EXCEPTION_EXPECTED("integer");
-	}
-	boneAnims.resize(token->getValue().getInt());
-
-	// poses
-	for(uint i = 0; i < boneAnims.size(); i++)
-	{
-		// has anim?
-		token = &scanner.getNextToken();
-		if(token->getCode() != scanner::TC_NUMBER ||
-			token->getDataType() != scanner::DT_INT)
-		{
-			throw PARSER_EXCEPTION_EXPECTED("integer");
-		}
-
-		// it has
-		if(token->getValue().getInt() == 1)
-		{
-			for(uint j = 0; j < keyframes.size(); ++j)
-			{
-				// parse the quat
-				float tmp[4];
-				parser::parseArrOfNumbers(scanner, false, true, 4, &tmp[0]);
-
-				// parse the vec3
-				Vec3 trs;
-				parser::parseArrOfNumbers(scanner, false, true, 3, &trs[0]);
-
-				boneAnims[i].bonePoses.push_back(BonePose(Quat(tmp[1], tmp[2],
-					tmp[3], tmp[0]), trs));
-			}
-		}
-	} // end for all bones
-
-
-	framesNum = keyframes[keyframes.size() - 1] + 1;
-}
-
-} // end namespace
-#endif

+ 0 - 124
src/anki/resource/SkelAnim.h

@@ -1,124 +0,0 @@
-// Copyright (C) 2009-2018, Panagiotis Christopoulos Charitos and contributors.
-// All rights reserved.
-// Code licensed under the BSD License.
-// http://www.anki3d.org/LICENSE
-
-#pragma once
-
-#include <anki/Math.h>
-#include <anki/util/Vector.h>
-
-namespace anki
-{
-
-/// @addtogroup resource
-/// @{
-
-/// Bone pose
-struct BonePose
-{
-public:
-	BonePose(const Quat& r, const Vec3& trs);
-
-	/// Copy constructor
-	BonePose(const BonePose& b);
-
-	/// @name Accessors
-	/// @{
-	const Quat& getRotation() const
-	{
-		return rotation;
-	}
-
-	const Vec3& getTranslation() const
-	{
-		return translation;
-	}
-	/// @}
-
-private:
-	Quat rotation;
-	Vec3 translation;
-};
-
-inline BonePose::BonePose(const Quat& r, const Vec3& trs)
-	: rotation(r)
-	, translation(trs)
-{
-}
-
-inline BonePose::BonePose(const BonePose& b)
-	: rotation(b.rotation)
-	, translation(b.translation)
-{
-}
-
-/// Bone animation
-class BoneAnim
-{
-	friend class SkelAnim;
-
-public:
-	/// @name Accessors
-	/// @{
-	const Vector<BonePose>& getBonePoses() const
-	{
-		return bonePoses;
-	}
-	/// @}
-
-private:
-	/// The poses for every keyframe. Its empty if the bone doesnt have any animation
-	Vector<BonePose> bonePoses;
-};
-
-/// Skeleton animation resource
-///
-/// The binary file format:
-/// @code
-/// magic: ANKIANIM
-/// uint: Keyframes number m
-/// m * uint: The keyframe numbers
-/// uint: Bone animations num, n, The n is equal to skeleton's bone number
-/// n * BoneAnim: Bone animations
-///
-/// BoneAnim:
-/// uint: Bone poses number. Its zero or m
-/// m * BonePose: Bone poses
-///
-/// BonePose:
-/// 4 * float: Quaternion for rotation
-/// 3 * float: Traslation
-/// @endcode
-class SkelAnim
-{
-public:
-	/// @name Accessors
-	/// @{
-	const Vector<U32>& getKeyframes() const
-	{
-		return keyframes;
-	}
-
-	U32 getFramesNum() const
-	{
-		return framesNum;
-	}
-
-	const Vector<BoneAnim>& getBoneAnimations() const
-	{
-		return boneAnims;
-	}
-	/// @}
-
-	/// Load
-	void load(const char* filename);
-
-private:
-	Vector<U32> keyframes;
-	U32 framesNum;
-	Vector<BoneAnim> boneAnims;
-};
-/// @}
-
-} // end namespace

+ 3 - 3
src/anki/resource/Skeleton.cpp → src/anki/resource/SkeletonResource.cpp

@@ -3,14 +3,14 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <anki/resource/Skeleton.h>
+#include <anki/resource/SkeletonResource.h>
 #include <anki/misc/Xml.h>
 #include <anki/util/StringList.h>
 
 namespace anki
 {
 
-Skeleton::~Skeleton()
+SkeletonResource::~SkeletonResource()
 {
 	for(Bone& b : m_bones)
 	{
@@ -20,7 +20,7 @@ Skeleton::~Skeleton()
 	m_bones.destroy(getAllocator());
 }
 
-Error Skeleton::load(const ResourceFilename& filename, Bool async)
+Error SkeletonResource::load(const ResourceFilename& filename, Bool async)
 {
 	XmlDocument doc;
 	ANKI_CHECK(openFileParseXml(filename, doc));

+ 4 - 4
src/anki/resource/Skeleton.h → src/anki/resource/SkeletonResource.h

@@ -20,7 +20,7 @@ const U32 MAX_CHILDREN_PER_BONE = 8;
 /// Skeleton bone
 class Bone
 {
-	friend class Skeleton; ///< For loading
+	friend class SkeletonResource; ///< For loading
 
 public:
 	Bone() = default;
@@ -87,15 +87,15 @@ private:
 /// 	</bones>
 /// </skeleton>
 /// @endcode
-class Skeleton : public ResourceObject
+class SkeletonResource : public ResourceObject
 {
 public:
-	Skeleton(ResourceManager* manager)
+	SkeletonResource(ResourceManager* manager)
 		: ResourceObject(manager)
 	{
 	}
 
-	~Skeleton();
+	~SkeletonResource();
 
 	/// Load file
 	ANKI_USE_RESULT Error load(const ResourceFilename& filename, Bool async);

+ 5 - 5
src/anki/resource/TextureAtlas.cpp → src/anki/resource/TextureAtlasResource.cpp

@@ -3,25 +3,25 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <anki/resource/TextureAtlas.h>
+#include <anki/resource/TextureAtlasResource.h>
 #include <anki/resource/ResourceManager.h>
 #include <anki/misc/Xml.h>
 
 namespace anki
 {
 
-TextureAtlas::TextureAtlas(ResourceManager* manager)
+TextureAtlasResource::TextureAtlasResource(ResourceManager* manager)
 	: ResourceObject(manager)
 {
 }
 
-TextureAtlas::~TextureAtlas()
+TextureAtlasResource::~TextureAtlasResource()
 {
 	m_subTexes.destroy(getAllocator());
 	m_subTexNames.destroy(getAllocator());
 }
 
-Error TextureAtlas::load(const ResourceFilename& filename, Bool async)
+Error TextureAtlasResource::load(const ResourceFilename& filename, Bool async)
 {
 	XmlDocument doc;
 	ANKI_CHECK(openFileParseXml(filename, doc));
@@ -117,7 +117,7 @@ Error TextureAtlas::load(const ResourceFilename& filename, Bool async)
 	return Error::NONE;
 }
 
-Error TextureAtlas::getSubTextureInfo(CString name, F32 uv[4]) const
+Error TextureAtlasResource::getSubTextureInfo(CString name, F32 uv[4]) const
 {
 	for(const SubTex& st : m_subTexes)
 	{

+ 3 - 3
src/anki/resource/TextureAtlas.h → src/anki/resource/TextureAtlasResource.h

@@ -32,12 +32,12 @@ namespace anki
 /// 	</subTextures>
 /// </textureAtlas>
 /// @endcode
-class TextureAtlas : public ResourceObject
+class TextureAtlasResource : public ResourceObject
 {
 public:
-	TextureAtlas(ResourceManager* manager);
+	TextureAtlasResource(ResourceManager* manager);
 
-	~TextureAtlas();
+	~TextureAtlasResource();
 
 	/// Load a texture atlas.
 	ANKI_USE_RESULT Error load(const ResourceFilename& filename, Bool async);

+ 2 - 2
src/anki/scene/ModelNode.cpp

@@ -8,9 +8,9 @@
 #include <anki/scene/components/BodyComponent.h>
 #include <anki/scene/components/SkinComponent.h>
 #include <anki/scene/Misc.h>
-#include <anki/resource/Model.h>
+#include <anki/resource/ModelResource.h>
 #include <anki/resource/ResourceManager.h>
-#include <anki/resource/Skeleton.h>
+#include <anki/resource/SkeletonResource.h>
 #include <anki/physics/PhysicsWorld.h>
 
 namespace anki

+ 2 - 2
src/anki/scene/ModelNode.h

@@ -9,7 +9,7 @@
 #include <anki/scene/components/RenderComponent.h>
 #include <anki/scene/components/MoveComponent.h>
 #include <anki/scene/components/SpatialComponent.h>
-#include <anki/resource/Model.h>
+#include <anki/resource/ModelResource.h>
 #include <anki/collision/Obb.h>
 
 namespace anki
@@ -64,7 +64,7 @@ public:
 
 	ANKI_USE_RESULT Error init(const CString& modelFname);
 
-	const Model& getModel() const
+	const ModelResource& getModel() const
 	{
 		return *m_model;
 	}

+ 1 - 1
src/anki/scene/ParticleEmitterNode.cpp

@@ -6,7 +6,7 @@
 #include <anki/scene/ParticleEmitterNode.h>
 #include <anki/scene/SceneGraph.h>
 #include <anki/scene/Misc.h>
-#include <anki/resource/Model.h>
+#include <anki/resource/ModelResource.h>
 #include <anki/resource/ResourceManager.h>
 #include <anki/util/Functions.h>
 #include <anki/physics/PhysicsWorld.h>

+ 1 - 1
src/anki/scene/StaticGeometryNode.cpp

@@ -6,7 +6,7 @@
 #include <anki/scene/StaticGeometryNode.h>
 #include <anki/scene/SceneGraph.h>
 #include <anki/resource/ResourceManager.h>
-#include <anki/resource/Model.h>
+#include <anki/resource/ModelResource.h>
 
 namespace anki
 {

+ 1 - 1
src/anki/scene/components/DecalComponent.h

@@ -6,7 +6,7 @@
 #pragma once
 
 #include <anki/scene/components/SceneComponent.h>
-#include <anki/resource/TextureAtlas.h>
+#include <anki/resource/TextureAtlasResource.h>
 #include <anki/collision/Obb.h>
 #include <anki/renderer/RenderQueue.h>
 

+ 3 - 3
src/anki/scene/components/RenderComponent.h

@@ -7,7 +7,7 @@
 
 #include <anki/scene/Common.h>
 #include <anki/scene/components/SceneComponent.h>
-#include <anki/resource/Material.h>
+#include <anki/resource/MaterialResource.h>
 #include <anki/core/StagingGpuMemoryManager.h>
 #include <anki/renderer/RenderQueue.h>
 
@@ -74,7 +74,7 @@ public:
 	}
 
 	/// Access the material
-	const Material& getMaterial() const
+	const MaterialResource& getMaterial() const
 	{
 		ANKI_ASSERT(m_mtl);
 		return *m_mtl;
@@ -82,7 +82,7 @@ public:
 
 	Bool getCastsShadow() const
 	{
-		const Material& mtl = getMaterial();
+		const MaterialResource& mtl = getMaterial();
 		return mtl.castsShadow();
 	}
 

+ 1 - 1
src/anki/scene/components/ScriptComponent.cpp

@@ -6,7 +6,7 @@
 #include <anki/scene/components/ScriptComponent.h>
 #include <anki/scene/SceneGraph.h>
 #include <anki/resource/ResourceManager.h>
-#include <anki/resource/Script.h>
+#include <anki/resource/ScriptResource.h>
 #include <anki/script/ScriptManager.h>
 #include <anki/script/ScriptEnvironment.h>
 

+ 2 - 2
src/anki/scene/components/SkinComponent.cpp

@@ -4,8 +4,8 @@
 // http://www.anki3d.org/LICENSE
 
 #include <anki/scene/components/SkinComponent.h>
-#include <anki/resource/Skeleton.h>
-#include <anki/resource/Animation.h>
+#include <anki/resource/SkeletonResource.h>
+#include <anki/resource/AnimationResource.h>
 #include <anki/util/BitSet.h>
 
 namespace anki

+ 1 - 1
tests/resource/ResourceManager.cpp

@@ -4,7 +4,7 @@
 // http://www.anki3d.org/LICENSE
 
 #include "tests/framework/Framework.h"
-#include "anki/resource/DummyRsrc.h"
+#include "anki/resource/DummyResource.h"
 #include "anki/resource/ResourceManager.h"
 #include "anki/core/Config.h"