// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include "nel/3d/shape_bank_user.h" #include "nel/3d/driver_user.h" #include "nel/misc/file.h" #include "nel/misc/path.h" #include "nel/misc/big_file.h" using namespace NLMISC; using namespace std; namespace NL3D { // *************************************************************************** void CShapeBankUser::addShapeCache(const std::string &shapeCacheName) { _ShapeBank.addShapeCache( shapeCacheName ); } // *************************************************************************** void CShapeBankUser::removeShapeCache(const std::string &shapeCacheName) { _ShapeBank.removeShapeCache( shapeCacheName ); } // *************************************************************************** void CShapeBankUser::reset() { _ShapeBank.reset(); } // *************************************************************************** void CShapeBankUser::setShapeCacheSize(const std::string &shapeCacheName, sint32 maxSize) { _ShapeBank.setShapeCacheSize( shapeCacheName, maxSize ); } // *************************************************************************** void CShapeBankUser::linkShapeToShapeCache(const std::string &shapeName, const std::string &shapeCacheName) { _ShapeBank.linkShapeToShapeCache( shapeName, shapeCacheName ); } // *************************************************************************** void CShapeBankUser::preLoadShapesFromDirectory(const std::string &shapeCacheName, const std::string &path, const std::string &wildCardNotLwr, bool recurs, NLMISC::IProgressCallback *progress, bool flushTextures /*= false*/) { // List all files From the path vector listFile; CPath::getPathContent(path, recurs, false, true, listFile); // preLoad if(!listFile.empty()) _ShapeBank.preLoadShapes(shapeCacheName, listFile, wildCardNotLwr, progress, flushTextures, _DriverUser->getDriver()); } // *************************************************************************** void CShapeBankUser::preLoadShapesFromBNP(const std::string &shapeCacheName, const std::string &bnpName, const std::string &wildCardNotLwr, NLMISC::IProgressCallback *progress, bool flushTextures /*= false*/) { // List all files From the bnp vector listFile; CBigFile::getInstance().list(bnpName, listFile); // preLoad if(!listFile.empty()) _ShapeBank.preLoadShapes(shapeCacheName, listFile, wildCardNotLwr, progress, flushTextures, _DriverUser->getDriver()); } // *************************************************************************** UShape CShapeBankUser::getShape(const std::string &shapeName) { // get the IShape from the bank UShape ret; ret.attach(_ShapeBank.getShape(shapeName)); return ret; } // *************************************************************************** void CShapeBankUser::buildSystemGeometryForshape(const std::string &shapeName) { _ShapeBank.buildSystemGeometryForshape(shapeName); } } // NL3D