khanat-opennel-code/code/nel/src/3d/shape_bank_user.cpp
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

109 lines
3.7 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#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<string> 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<string> 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