CGameArea: Simplify allocation handling

Eliminates manual new/delete and also makes the lifecycle of allocations
enforced within the interface.
This commit is contained in:
Lioncash
2020-06-12 11:39:00 -04:00
parent 674ae65e56
commit 12ccb2fbd4
8 changed files with 85 additions and 83 deletions

View File

@@ -18,9 +18,6 @@ CGameArea::CGameArea(CResourceEntry *pEntry /*= 0*/)
CGameArea::~CGameArea()
{
ClearTerrain();
for (uint32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
delete mScriptLayers[iSCLY];
}
std::unique_ptr<CDependencyTree> CGameArea::BuildDependencyTree() const
@@ -52,18 +49,19 @@ std::unique_ptr<CDependencyTree> CGameArea::BuildDependencyTree() const
for (uint32 iLayer = 0; iLayer < mScriptLayers.size(); iLayer++)
{
const std::vector<CAssetID>& rkExtras = (mExtraLayerDeps.size() > iLayer ? mExtraLayerDeps[iLayer] : DummyDeps);
pTree->AddScriptLayer(mScriptLayers[iLayer], rkExtras);
pTree->AddScriptLayer(mScriptLayers[iLayer].get(), rkExtras);
}
return pTree;
}
void CGameArea::AddWorldModel(CModel *pModel)
void CGameArea::AddWorldModel(std::unique_ptr<CModel>&& pModel)
{
mWorldModels.push_back(pModel);
mVertexCount += pModel->GetVertexCount();
mTriangleCount += pModel->GetTriangleCount();
mAABox.ExpandBounds(pModel->AABox());
mWorldModels.push_back(std::move(pModel));
}
void CGameArea::MergeTerrain()
@@ -73,7 +71,7 @@ void CGameArea::MergeTerrain()
// Nothing really complicated here - iterate through every terrain submesh, add each to a static model
for (uint32 iMdl = 0; iMdl < mWorldModels.size(); iMdl++)
{
CModel *pMdl = mWorldModels[iMdl];
auto& pMdl = mWorldModels[iMdl];
uint32 SubmeshCount = pMdl->GetSurfaceCount();
for (uint32 iSurf = 0; iSurf < SubmeshCount; iSurf++)
@@ -82,7 +80,7 @@ void CGameArea::MergeTerrain()
CMaterial *pMat = mpMaterialSet->MaterialByIndex(pSurf->MaterialID, false);
bool NewMat = true;
for (std::vector<CStaticModel*>::iterator it = mStaticWorldModels.begin(); it != mStaticWorldModels.end(); it++)
for (auto it = mStaticWorldModels.begin(); it != mStaticWorldModels.end(); it++)
{
if ((*it)->GetMaterial() == pMat)
{
@@ -91,10 +89,10 @@ void CGameArea::MergeTerrain()
// (particularly with multi-layered transparent meshes)
// so we need to at least try to maintain it.
// This is maybe not the most efficient way to do this, but it works.
CStaticModel *pStatic = *it;
auto pStatic = std::move(*it);
pStatic->AddSurface(pSurf);
mStaticWorldModels.erase(it);
mStaticWorldModels.push_back(pStatic);
mStaticWorldModels.push_back(std::move(pStatic));
NewMat = false;
break;
}
@@ -102,9 +100,9 @@ void CGameArea::MergeTerrain()
if (NewMat)
{
CStaticModel *pStatic = new CStaticModel(pMat);
auto pStatic = std::make_unique<CStaticModel>(pMat);
pStatic->AddSurface(pSurf);
mStaticWorldModels.push_back(pStatic);
mStaticWorldModels.push_back(std::move(pStatic));
}
}
}
@@ -112,15 +110,11 @@ void CGameArea::MergeTerrain()
void CGameArea::ClearTerrain()
{
for (uint32 iModel = 0; iModel < mWorldModels.size(); iModel++)
delete mWorldModels[iModel];
mWorldModels.clear();
for (uint32 iStatic = 0; iStatic < mStaticWorldModels.size(); iStatic++)
delete mStaticWorldModels[iStatic];
mStaticWorldModels.clear();
if (mpMaterialSet) delete mpMaterialSet;
if (mpMaterialSet)
delete mpMaterialSet;
mVertexCount = 0;
mTriangleCount = 0;
@@ -130,8 +124,6 @@ void CGameArea::ClearTerrain()
void CGameArea::ClearScriptLayers()
{
for (auto it = mScriptLayers.begin(); it != mScriptLayers.end(); it++)
delete *it;
mScriptLayers.clear();
}

View File

@@ -12,7 +12,9 @@
#include <Common/Math/CQuaternion.h>
#include <Common/Math/CTransform4f.h>
#include <memory>
#include <unordered_map>
#include <vector>
class CScriptLayer;
class CScriptObject;
@@ -45,10 +47,10 @@ class CGameArea : public CResource
// Geometry
CMaterialSet *mpMaterialSet;
std::vector<CModel*> mWorldModels; // TerrainModels is the original version of each model; this is currently mainly used in the POI map editor
std::vector<CStaticModel*> mStaticWorldModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
std::vector<std::unique_ptr<CModel>> mWorldModels; // TerrainModels is the original version of each model; this is currently mainly used in the POI map editor
std::vector<std::unique_ptr<CStaticModel>> mStaticWorldModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
// Script
std::vector<CScriptLayer*> mScriptLayers;
std::vector<std::unique_ptr<CScriptLayer>> mScriptLayers;
std::unordered_map<uint32, CScriptObject*> mObjectMap;
// Collision
std::unique_ptr<CCollisionMeshGroup> mpCollision;
@@ -69,7 +71,7 @@ public:
~CGameArea();
std::unique_ptr<CDependencyTree> BuildDependencyTree() const override;
void AddWorldModel(CModel *pModel);
void AddWorldModel(std::unique_ptr<CModel>&& pModel);
void MergeTerrain();
void ClearTerrain();
void ClearScriptLayers();
@@ -91,11 +93,11 @@ public:
CMaterialSet* Materials() const { return mpMaterialSet; }
uint32 NumWorldModels() const { return mWorldModels.size(); }
uint32 NumStaticModels() const { return mStaticWorldModels.size(); }
CModel* TerrainModel(uint32 iMdl) const { return mWorldModels[iMdl]; }
CStaticModel* StaticModel(uint32 iMdl) const { return mStaticWorldModels[iMdl]; }
CModel* TerrainModel(uint32 iMdl) const { return mWorldModels[iMdl].get(); }
CStaticModel* StaticModel(uint32 iMdl) const { return mStaticWorldModels[iMdl].get(); }
CCollisionMeshGroup* Collision() const { return mpCollision.get(); }
uint32 NumScriptLayers() const { return mScriptLayers.size(); }
CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index]; }
CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index].get(); }
uint32 NumLightLayers() const { return mLightLayers.size(); }
uint32 NumLights(uint32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
CLight* Light(uint32 LayerIndex, uint32 LightIndex) { return &mLightLayers[LayerIndex][LightIndex]; }