void AssetDownloadTask::downloadAssetFile() { assert( !mAssetURI.empty() ); ResourceDownloadTaskPtr dl = ResourceDownloadTask::construct( mAssetURI, mScene->transferPool(), mPriority, std::tr1::bind(&AssetDownloadTask::weakAssetFileDownloaded, getWeakPtr(), _1, _2) ); mActiveDownloads[mAssetURI] = dl; dl->start(); }
void AssetDownloadTask::handleAssetParsed(Mesh::MeshdataPtr md) { mAsset = md; if (!md) { SILOG(ogre,error,"Failed to parse mesh " << mAssetURI.toString()); mCB(); return; } // This is a sanity check. There's no way Ogre can reasonably handle meshes // that require a ton of draw calls. Estimate them here and if its too high, // destroy the data and invoke the callback to make it look like failure. { // Draw calls = // Number of instances * number of primitives in instance uint32 draw_calls = 0; Meshdata::GeometryInstanceIterator geoinst_it = md->getGeometryInstanceIterator(); uint32 geoinst_idx; Matrix4x4f pos_xform; while( geoinst_it.next(&geoinst_idx, &pos_xform) ) draw_calls += md->geometry[ md->instances[geoinst_idx].geometryIndex ].primitives.size(); // Arbitrary number, but probably more than we should even allow given // that there are probably hundreds or thousands of other objects if (draw_calls > 500) { SILOG(ogre,error,"Excessively complicated mesh: " << mAssetURI.toString() << " has " << draw_calls << " draw calls. Ignoring this mesh."); mAsset = Mesh::MeshdataPtr(); mCB(); return; } } mRemainingDownloads = md->textures.size(); // Special case for no dependent downloads if (mRemainingDownloads == 0) { mCB(); return; } String assetURIString = mAssetURI.toString(); for(TextureList::const_iterator it = md->textures.begin(); it != md->textures.end(); it++) { String texURIString = assetURIString.substr(0, assetURIString.rfind("/")+1) + (*it); Transfer::URI texURI(texURIString); ResourceDownloadTaskPtr dl = ResourceDownloadTask::construct( texURI, mScene->transferPool(), mPriority, std::tr1::bind(&AssetDownloadTask::weakTextureDownloaded, getWeakPtr(), _1, _2) ); mActiveDownloads[texURI] = dl; dl->start(); } }
void AssetDownloadTask::downloadAssetFile() { assert( !mAssetURI.empty() ); boost::mutex::scoped_lock lok(mDependentDownloadMutex); ResourceDownloadTaskPtr dl = ResourceDownloadTask::construct( mAssetURI, mScene->transferPool(), mPriority, std::tr1::bind(&AssetDownloadTask::weakAssetFileDownloaded, getWeakPtr(), _1, _2, _3) ); mActiveDownloads[dl->getIdentifier()] = dl; dl->start(); }