/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include "Types.h" #include "Resource.h" #include "Bundle.h" #include "Allocator.h" #include "File.h" #include "PhysicsTypes.h" #include "Matrix4x4.h" namespace crown { // All offsets are absolute struct UnitHeader { ResourceId physics_resource; ResourceId material_resource; uint32_t num_renderables; uint32_t renderables_offset; uint32_t num_cameras; uint32_t cameras_offset; uint32_t num_scene_graph_nodes; uint32_t scene_graph_nodes_offset; }; struct UnitRenderable { enum { MESH, SPRITE } type; ResourceId resource; StringId32 name; int32_t node; bool visible; }; struct UnitCamera { uint32_t name; int32_t node; }; struct UnitNode { StringId32 name; Matrix4x4 pose; int32_t parent; }; struct UnitResource { //----------------------------------------------------------------------------- static void* load(Allocator& allocator, Bundle& bundle, ResourceId id) { File* file = bundle.open(id); const size_t file_size = file->size(); void* res = allocator.allocate(file_size); file->read(res, file_size); bundle.close(file); return res; } //----------------------------------------------------------------------------- static void online(void* /*resource*/) { } //----------------------------------------------------------------------------- static void unload(Allocator& allocator, void* resource) { CE_ASSERT_NOT_NULL(resource); allocator.deallocate(resource); } //----------------------------------------------------------------------------- static void offline(void* /*resource*/) { } //----------------------------------------------------------------------------- ResourceId physics_resource() const { return ((UnitHeader*) this)->physics_resource; } //----------------------------------------------------------------------------- ResourceId material_resource() const { return ((UnitHeader*) this)->material_resource; } //----------------------------------------------------------------------------- uint32_t num_renderables() const { return ((UnitHeader*) this)->num_renderables; } //----------------------------------------------------------------------------- UnitRenderable get_renderable(uint32_t i) const { CE_ASSERT(i < num_renderables(), "Index out of bounds"); UnitHeader* h = (UnitHeader*) this; UnitRenderable* begin = (UnitRenderable*) (((char*) this) + h->renderables_offset); return begin[i]; } //----------------------------------------------------------------------------- uint32_t num_cameras() const { return ((UnitHeader*) this)->num_cameras; } //----------------------------------------------------------------------------- UnitCamera get_camera(uint32_t i) const { CE_ASSERT(i < num_cameras(), "Index out of bounds"); UnitHeader* h = (UnitHeader*) this; UnitCamera* begin = (UnitCamera*) (((char*) this) + h->cameras_offset); return begin[i]; } //----------------------------------------------------------------------------- uint32_t num_scene_graph_nodes() const { return ((UnitHeader*) this)->num_scene_graph_nodes; } //----------------------------------------------------------------------------- UnitNode* scene_graph_nodes() const { UnitHeader* h = (UnitHeader*) this; return (UnitNode*) (((char*) this) + h->scene_graph_nodes_offset); } private: // Disable construction UnitResource(); }; } // namespace crown