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110 lines
4.1 KiB
C
110 lines
4.1 KiB
C
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// 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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#ifndef NL_U_SHAPE_BANK_H
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#define NL_U_SHAPE_BANK_H
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#include "nel/misc/types_nl.h"
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#include "u_shape.h"
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namespace NLMISC
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{
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class IProgressCallback;
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}
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namespace NL3D
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{
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/**
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* Game interface for managing shape bank
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*
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* \author Matthieu Besson
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* \author Nevrax France
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* \date 2001
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*/
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class UShapeBank
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{
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public:
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virtual ~UShapeBank() {}
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/**
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* Add a new ShapeCache. If already exist do nothing.
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*/
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virtual void addShapeCache(const std::string &shapeCacheName) = 0;
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/**
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* Remove a ShapeCache. All shapes in the shape cache are deleted. All links are redirected
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* to the default ShapeCache.
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*/
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virtual void removeShapeCache(const std::string &shapeCacheName) = 0;
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/**
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* Remove all ShapeCache and suppress all links (even the link to the default cache are removed)
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*/
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virtual void reset() = 0;
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/**
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* Set the shapeCache shapeCacheName the new size.(delete shapes if maxsize<shapeCacheSize).
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*/
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virtual void setShapeCacheSize(const std::string &shapeCacheName, sint32 maxSize) = 0;
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/**
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* Link a shape to a ShapeCache. The ShapeCache must exist and must not contains the shape.
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*/
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virtual void linkShapeToShapeCache(const std::string &shapeName, const std::string &shapeCacheName) = 0;
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/** PreLoad all shapes (.shape, .ps, .skel...) files from a directory into a shapeCache.
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* Shapes are Loaded if not present, assigned to the given cache, and fit in the cache Size as max possible.
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* NB: crash if you try to load a non shape file (eg: a .dds etc...)
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* \param shapeCacheName name of a shapeCache created with addShapeCache()/setShapeCacheSize(). no-op if don't exist
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* \param path a valid path (local or not) where to find shapes. NB: CPath is used to load the shapes.
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* \param wildcard a filter string like: "*.shape", "??_HOM*.shape". NB: toLower-ed internally
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* \param recurs true if want to recurs in sub directory
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*/
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virtual void preLoadShapesFromDirectory(const std::string &shapeCacheName,
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const std::string &path, const std::string &wildCard, bool recurs= false, NLMISC::IProgressCallback *progress = NULL, bool flushTextures = false) =0;
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/** PreLoad all shapes (.shape, .ps, .skel...) files from a directory into a shapeCache.
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* same as preLoadShapesFromDirectory() but take a BNP name which must have been added with
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* CBigFile::add() or through CPath::addSearchBigFile()
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* \param bnpName eg: "characters.bnp" (NB: set the bigFileNAme without any path).
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* \param flushTex : true to flush the texture of each shape when it is loaded
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*/
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virtual void preLoadShapesFromBNP(const std::string &shapeCacheName,
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const std::string &bnpName, const std::string &wildCard, NLMISC::IProgressCallback *progress = NULL, bool flushTextures = false) =0;
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/** Return a UShape proxy from this name. NB: if not found the mesh is not loaded, and the proxy
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* returned will be empty
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*/
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virtual UShape getShape(const std::string &shapeName) = 0;
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/** Mark this shape name as needing a buildSystemGeometry() (typically used for selection)
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* NB: this will take effect only for shapes on a subsequent add(), load() or loadAsync()
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*/
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virtual void buildSystemGeometryForshape(const std::string &shapeName) = 0;
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};
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} // NL3D
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#endif // NL_U_SHAPE_BANK_H
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/* End of u_shape_bank.h */
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