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