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maps.go
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maps.go
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package editor
import (
"encoding/json"
"fmt"
"io/ioutil"
"log"
"os"
"github.com/Invictus321/invictus321-countdown"
"github.com/walesey/go-engine/assets"
"github.com/walesey/go-engine/editor/models"
"github.com/walesey/go-engine/engine"
"github.com/walesey/go-engine/renderer"
)
type MapLoadUpdate struct {
node *renderer.Node
geomsLoaded int
}
func (e *Editor) saveMap(filepath string) {
data, err := json.MarshalIndent(e.currentMap, "", " ")
if err != nil {
log.Printf("Error Marshaling map file: %v\n", err)
return
}
ioutil.WriteFile(filepath, data, os.ModePerm)
}
func (e *Editor) loadMap(path string) {
e.currentMap = assets.LoadMap(path)
e.refreshMap()
e.overviewMenu.updateTree(e.currentMap)
}
func (e *Editor) refreshMap() {
e.rootMapNode.RemoveAll(true)
cd := countdown.Countdown{}
cd.Start(countGeometries(e.currentMap.Root))
e.openProgressBar()
e.setProgressBar(0)
e.setProgressTime("Loading Map...")
mapLoadChan := loadMapToNode(e.currentMap.Root)
var loader engine.Updatable
loader = engine.UpdatableFunc(func(dt float64) {
select {
case mapLoadUpdate := <-mapLoadChan:
if mapLoadUpdate.node == nil {
cd.Count()
e.setProgressBar(cd.PercentageComplete() / 5)
e.setProgressTime(fmt.Sprintf("Loading Map... %v seconds remaining", cd.SecondsRemaining()))
} else {
e.rootMapNode.Add(mapLoadUpdate.node)
e.gameEngine.RemoveUpdatable(loader)
e.closeProgressBar()
}
default:
}
})
e.gameEngine.AddUpdatable(loader)
}
func loadMapToNode(model *editorModels.NodeModel) chan MapLoadUpdate {
out := make(chan MapLoadUpdate)
geomsLoaded := 0
var updateNode func(srcModel *editorModels.NodeModel, destNode *renderer.Node)
updateNode = func(srcModel *editorModels.NodeModel, destNode *renderer.Node) {
srcModel.SetNode(destNode)
if srcModel.Geometry != nil {
geometry, material, err := assets.ImportObjCached(*srcModel.Geometry)
if err == nil {
destNode.Material = material
destNode.Add(geometry)
}
geomsLoaded++
out <- MapLoadUpdate{nil, geomsLoaded}
}
destNode.SetScale(srcModel.Scale)
destNode.SetTranslation(srcModel.Translation)
destNode.SetOrientation(srcModel.Orientation)
if srcModel.Reference != nil {
if refModel, _ := findNodeById(*srcModel.Reference, model); refModel != nil {
for _, childModel := range refModel.Children {
refNode := childModel.GetNode()
if refNode != nil {
destNode.Add(refNode)
}
}
}
}
for _, childModel := range srcModel.Children {
newNode := renderer.NewNode()
destNode.Add(newNode)
updateNode(childModel, newNode)
}
}
node := renderer.NewNode()
go func() {
updateNode(model, node)
out <- MapLoadUpdate{node, geomsLoaded}
}()
return out
}
func updateMap(model *editorModels.NodeModel) {
node := model.GetNode()
if node != nil {
node.SetScale(model.Scale)
node.SetTranslation(model.Translation)
node.SetOrientation(model.Orientation)
}
for _, childModel := range model.Children {
updateMap(childModel)
}
}
func countGeometries(nodeModel *editorModels.NodeModel) int {
count := 0
if nodeModel.Geometry != nil {
count++
}
for _, child := range nodeModel.Children {
count += countGeometries(child)
}
return count
}