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104 lines
2.8 KiB
C++
104 lines
2.8 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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#ifndef NL_LOD_CHARACTER_SHAPE_BANK_H
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#define NL_LOD_CHARACTER_SHAPE_BANK_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/lod_character_shape.h"
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namespace NL3D {
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// ***************************************************************************
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/**
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* A Bank of CLodCharacterShape. Can contains at max 65536 shapes.
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* You must call compile() after changing the shape bank.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CLodCharacterShapeBank
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{
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public:
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/// Constructor
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CLodCharacterShapeBank();
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/// \name build process
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// @{
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/// reset the shapeBank
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void reset();
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/// Just add a shape to the bank. Use getShapeFullAcces() to fill it. return id of the shape
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uint32 addShape();
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/** Get a shapeId by its name. -1 if not found. Possible Values are in 0-65535
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* Call valid only if compile() has been correctly called
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*/
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sint32 getShapeIdByName(const std::string &name) const;
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/// Get a const ref on a shape. Ptr not valid after addShape(). NULL if not found
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const CLodCharacterShape *getShape(uint32 shapeId) const;
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/** Get a ptr on a shape. Ptr not valid after addShape(). NULL if not found
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* May be used for example to replace the shape
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*/
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CLodCharacterShape *getShapeFullAcces(uint32 shapeId);
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/** re-compile the shape Bank. This must be called after changing a shape, or after adding all your shapes.
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* It return false if same names have been found, but it is still correctly builded.
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*/
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bool compile();
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/// get number of shape. This is also the MaxID+1.
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uint getNumShapes() const;
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// @}
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/// serial
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void serial(NLMISC::IStream &f);
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// ******************************
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private:
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/// Map name To Id.
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typedef std::map<std::string, uint32> TStrIdMap;
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typedef TStrIdMap::iterator ItStrIdMap;
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typedef TStrIdMap::const_iterator CstItStrIdMap;
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private:
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/// Array of shape
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std::vector<CLodCharacterShape> _ShapeArray;
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/// Map of shape id
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TStrIdMap _ShapeMap;
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};
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} // NL3D
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#endif // NL_LOD_CHARACTER_SHAPE_BANK_H
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/* End of lod_character_shape_bank.h */
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