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133 lines
4.2 KiB
C++
133 lines
4.2 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_LANDSCAPEIG_MANAGER_H
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#define NL_LANDSCAPEIG_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include <vector>
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#include <map>
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#include <string>
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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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class UInstanceGroup;
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class UScene;
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class UDriver;
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// ***************************************************************************
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/**
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* This class is used to load and unload IG of landscape. Used in conjunction with ULandscape.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CLandscapeIGManager
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{
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public:
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/// Constructor
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CLandscapeIGManager();
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~CLandscapeIGManager();
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/** Initialize and load Instances Group from a text file. no-op if not found.
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* the file is just a list of filename eg: "150_EM.ig", separated with return.
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* At this time, All UInstanceGroup are loaded, but none are addToScene() ed.
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*/
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void initIG(UScene *scene, const std::string &igDesc, UDriver *driver, uint selectedTexture, NLMISC::IProgressCallback *callBack);
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/** load of an instanceGroup of a zone. name is like "150_EM". no-op if "".
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* If exist (see initIG), The instanceGroup is added to the scene.
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* call after ULandscape::refreshZonesAround()
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*/
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UInstanceGroup *loadZoneIG(const std::string &name);
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/** same as prec loadZoneIG, but with an array of name. no-op if "".
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* call after ULandscape::loadAllZonesAround().
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* \param names the igs to load
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* \param dest if not NUL, pointer to the created igs
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*/
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void loadArrayZoneIG(const std::vector<std::string> &names, std::vector<UInstanceGroup *> *dest = NULL);
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/** unload of an instanceGroup of a zone. name is like "150_EM". no-op if "".
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* If exist (see initIG), The instanceGroup is removed from the scene.
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* call after ULandscape::refreshZonesAround()
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*/
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void unloadZoneIG(const std::string &name);
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/** same as prec unloadZoneIG, but with an array of name. no-op if "".
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* call after ULandscape::refreshAllZonesAround().
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*/
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void unloadArrayZoneIG(const std::vector<std::string> &names);
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/// is the Ig added to scene? name is like "150_EM". false if not found.
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bool isIGAddedToScene(const std::string &name) const;
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/// get the Ig. name is like "150_EM". NULL if not found.
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UInstanceGroup *getIG(const std::string &name) const;
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/// unload and delete all the zoneIgs. Call before deletion of the scene (else exception).
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void reset();
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/// reload all the Igs and re-add to scene.
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void reloadAllIgs();
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/// get a list of the ig
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void getAllIG(std::vector<UInstanceGroup *> &dest) const;
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/// get a list of the ig, with their names
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void getAllIGWithNames(std::vector<std::pair<UInstanceGroup *, std::string> > &dest) const;
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private:
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UScene *_Scene;
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struct CInstanceGroupElement
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{
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UInstanceGroup *Ig;
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bool AddedToScene;
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std::string FileName;
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CInstanceGroupElement(UInstanceGroup *ig= NULL, const char *fileName= NULL);
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// delete the ig.
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void release();
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};
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typedef std::map<std::string, void*> TShapeMap;
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typedef std::map<std::string, CInstanceGroupElement> TZoneInstanceGroupMap;
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typedef TZoneInstanceGroupMap::iterator ItZoneInstanceGroupMap;
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typedef TZoneInstanceGroupMap::const_iterator ConstItZoneInstanceGroupMap;
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TZoneInstanceGroupMap _ZoneInstanceGroupMap;
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TShapeMap _ShapeAdded;
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std::string translateName(const std::string &name) const;
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};
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} // NL3D
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#endif // NL_LANDSCAPEIG_MANAGER_H
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/* End of landscapeig_manager.h */
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