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143 lines
5 KiB
C
143 lines
5 KiB
C
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 CL_STREAMABLE_ENTITY_H
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#define CL_STREAMABLE_ENTITY_H
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#include "nel/misc/vector.h"
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#include "nel/misc/smart_ptr.h"
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/** Base interface for streamable entities
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*/
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struct IStreamableEntity : public NLMISC::CRefCount
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{
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/** Given a pos, test wether the entity needs to be loaded now.
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* It it returns false, it means that the entity is too far or that asynchronous loading suffice.
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* It it returns true, the next call to update will return only when the loading is completed.
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*/
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virtual bool needCompleteLoading(const NLMISC::CVector &pos) const = 0;
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/** Test that entity against the player position, and load / unload it (using synchronous or asynchronous loading)
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*/
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virtual void update(const NLMISC::CVector &pos) = 0;
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// The same as 'update', but force synchronous loading all the time
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virtual void forceUpdate(const NLMISC::CVector &pos, class NLMISC::IProgressCallback &progress) = 0;
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/// Force unloading of all entitie
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virtual void forceUnload() = 0;
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// dtor
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virtual ~IStreamableEntity() {}
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};
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/** Streamable entity, which uses distance to a point.
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* Such an entity is streamed when it is near the user, or its loading is forced when it is too near.
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* The derivers may choose what kind of object must be loaded
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*/
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class CStreamableEntity : public IStreamableEntity
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{
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public:
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//\name Object
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//@{
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// ctor
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CStreamableEntity();
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// dtor
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virtual ~CStreamableEntity() {}
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//@}
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//\name Attributes
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//@{
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// Get the position of the entity.
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const NLMISC::CVector &getPos() const { return _Pos; }
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// Get the radius (in meter) at which async loading must begin.
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float getLoadRadius() const { return _LoadRadius; }
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// Get the radius (in meter) at which loading is forced (user must wait)
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float getForceLoadRadius() const { return _ForceLoadRadius; }
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// Get the radius (in meter) at which the entity must be unloaded
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float getUnloadRadius() const { return _UnloadRadius; }
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//@}
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//\name From IStreamableEntity
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//@{
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/** Given a pos, test wether the entity needs to be loaded now.
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* It it returns false, it means that the entity is too far or that asynchronous loading suffice.
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* It it returns true, the next call to update will return only when the loading is completed.
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*/
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virtual bool needCompleteLoading(const NLMISC::CVector &pos) const
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{
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nlassert(_UnloadRadius >= _LoadRadius && _LoadRadius >= _ForceLoadRadius);
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return (pos - _Pos).norm() < _ForceLoadRadius;
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}
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/** Test that entity against the player position, and load / unload it (using synchronous or asynchronous loading)
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*/
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virtual void update(const NLMISC::CVector &pos);
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/** The same as 'update', but force synchronous update all the time
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*/
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virtual void forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress);
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//@}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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protected:
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// for derivers : set attributes.
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void setPos(const NLMISC::CVector &pos)
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{
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_Pos = pos;
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}
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void setLoadRadius(float loadRadius)
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{
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nlassert(loadRadius >= 0);
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_LoadRadius = loadRadius;
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}
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void setForceLoadRadius(float forceLoadRadius)
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{
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nlassert(forceLoadRadius >= 0);
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_ForceLoadRadius = forceLoadRadius;
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}
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void setUnloadRadius(float unloadRadius)
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{
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nlassert(unloadRadius >= 0);
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_UnloadRadius = unloadRadius;
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}
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//\name Derivers methods.
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//@{
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/** Force async loading of this object.
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* Maybe called even if currently loading async
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*/
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virtual void loadAsync() = 0;
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/** Force complete loading of that object. If an async loading was started, it must be finished.
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*/
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virtual void load(NLMISC::IProgressCallback &progress) = 0;
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/** Unload that object.
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* Maybe be called even if currently loading
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*/
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virtual void unload() = 0;
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//@}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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private:
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NLMISC::CVector _Pos;
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float _LoadRadius;
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float _ForceLoadRadius;
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float _UnloadRadius;
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};
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#endif // CL_STREAMABLE_ENTITY_H
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