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151 lines
4.3 KiB
C++
151 lines
4.3 KiB
C++
// 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_IG
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#define CL_STREAMABLE_IG
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#include "streamable_entity.h"
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#include "ig_enum.h"
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#include "nel/3d/u_scene.h"
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#include <string>
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#include <map>
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namespace NL3D
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{
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class UScene;
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class UInstanceGroup;
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}
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namespace NLMISC
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{
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class CVector;
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}
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class CStreamableIG;
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/** A streamable IG hierarchy (hierarchy is used to build clusters hierarchy). It may be loaded synchronously or asynchronously depending on the distance.
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*/
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class CStreamableIG : public CStreamableEntity, public CIGNotifier
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{
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public:
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typedef std::map<std::string, NL3D::UInstanceGroup *> TString2IG;
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// for debug
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std::string Name;
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public:
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// default ctor
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CStreamableIG();
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// dtor
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~CStreamableIG();
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/** Init this streamable ig
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* \param owningScene the scene in which that ig should be inserted
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* \param pos center of the testing volume
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* \param forceLoadRadius the radius at which loading should be forced
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* \param loadRadius the radius at which asynchronous loading should start
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* \param unloadRadius the radius at which the ig should be unloaded
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*/
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void init(
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NL3D::UScene *owningScene,
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const NLMISC::CVector &pos,
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float forceLoadRadius,
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float loadRadius,
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float unloadRadius
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);
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NL3D::UScene *getScene() const { return _Scene; }
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/// Optimisation purpose. If you know how many calls to addIG will be done, you can call this
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void reserve(uint size);
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/** Add an ig and the name of its parent ig (for clusters linking), or an empty name it no linking is done
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*/
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void addIG(const std::string &name, const std::string &parentName, const NLMISC::CVector &pos, const NLMISC::CQuat &rot);
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/** Set an additionnal map (ig name -> ig pointer) that will be filled with loaded igs.
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* Setting that pointer to NULL will remove currently loaded igs from the map and will disable it.
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* By default, no map is used
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*/
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void setLoadedIGMap(TString2IG *igMap);
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//
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virtual void forceUnload();
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/** enum all currently instanciated IGs
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* \return false if the enumeration has been stopped
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*/
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bool enumIGs(IIGEnum *callback);
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// Change one ig
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bool setIG(uint ig, const std::string &name, const std::string &parentName);
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// Get num of IG in the streamable IG..
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uint getIGNum() const
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{
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return (uint)_IGs.size();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////
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private:
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class CCallback : public NL3D::IAsyncLoadCallback
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{
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public:
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CStreamableIG *Owner;
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virtual void InstanceGroupCreated(NL3D::UInstanceGroup *newVal)
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{
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Owner->notifyIGLoaded(newVal);
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}
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};
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struct CIGNode
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{
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std::string Name;
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std::string ParentName;
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NL3D::UInstanceGroup *IG;
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bool Loading;
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NLMISC::CVector Pos;
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NLMISC::CQuat Rot;
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};
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typedef std::vector<CIGNode> TIGArray;
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private:
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NL3D::UScene *_Scene;
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TIGArray _IGs;
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bool _Linked; // instance are linked in a tree of cluster
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TString2IG *_IGMap;
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EGSPD::CSeason::TSeason _Season;
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CCallback _Callback;
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private:
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//\name From CStreamableEntity
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//@{
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virtual void loadAsync();
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virtual void load(NLMISC::IProgressCallback &progress);
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virtual void unload();
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//@}
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void linkInstances();
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void addLoadedIGToMap();
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void removeLoadedIGFromMap();
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};
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#endif
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