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68 lines
2.3 KiB
C++
68 lines
2.3 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_ENTITY_COMPOSITE
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#define CL_STREAMABLE_ENTITY_COMPOSITE
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#include "streamable_entity.h"
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#include <vector>
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/** A group of streamable entity
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*/
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class CStreamableEntityComposite : public IStreamableEntity
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{
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public:
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// dtor
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~CStreamableEntityComposite();
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/// Add an entity. it is then owned by this obj.
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void add(IStreamableEntity *entity);
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/// optimisation : make room for further adds
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void reserve(uint size);
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/// Remove an entity (& delete it)
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void remove(IStreamableEntity *entity);
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/// Remove all entities (& elte them)
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void removeAll();
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/// Get the number of entity
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uint getNumEntities() const { return (uint)_Entities.size(); }
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/// Get an entity by its index
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IStreamableEntity *getEntity(uint index) const { return _Entities[index]; }
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//\name from IStreamableEntity
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//@{
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/** Given a pos, test whether one entity needs to be loaded now.
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* It it returns true, the next call to update will return only when the loading of an entity is completed.
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*/
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virtual bool needCompleteLoading(const NLMISC::CVector &pos) const;
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/// Load / Unload entity depeneding on the player position
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virtual void update(const NLMISC::CVector &pos);
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virtual void forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress);
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/// Force unloading of all entitie
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virtual void forceUnload();
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//@}
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private:
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typedef std::vector<IStreamableEntity *> TStreambleEntities;
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TStreambleEntities _Entities;
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};
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#endif
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