mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-27 09:16:18 +00:00
142 lines
4.8 KiB
C++
142 lines
4.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
|
|
#ifndef CL_STREAMABLE_ENTITY_H
|
|
#define CL_STREAMABLE_ENTITY_H
|
|
|
|
#include "nel/misc/vector.h"
|
|
#include "nel/misc/smart_ptr.h"
|
|
|
|
|
|
/** Base interface for streamable entities
|
|
*/
|
|
struct IStreamableEntity : public NLMISC::CRefCount
|
|
{
|
|
/** Given a pos, test whether the entity needs to be loaded now.
|
|
* It it returns false, it means that the entity is too far or that asynchronous loading suffice.
|
|
* It it returns true, the next call to update will return only when the loading is completed.
|
|
*/
|
|
virtual bool needCompleteLoading(const NLMISC::CVector &pos) const = 0;
|
|
/** Test that entity against the player position, and load / unload it (using synchronous or asynchronous loading)
|
|
*/
|
|
virtual void update(const NLMISC::CVector &pos) = 0;
|
|
// The same as 'update', but force synchronous loading all the time
|
|
virtual void forceUpdate(const NLMISC::CVector &pos, class NLMISC::IProgressCallback &progress) = 0;
|
|
/// Force unloading of all entitie
|
|
virtual void forceUnload() = 0;
|
|
// dtor
|
|
virtual ~IStreamableEntity() {}
|
|
};
|
|
|
|
|
|
/** Streamable entity, which uses distance to a point.
|
|
* Such an entity is streamed when it is near the user, or its loading is forced when it is too near.
|
|
* The derivers may choose what kind of object must be loaded
|
|
*/
|
|
class CStreamableEntity : public IStreamableEntity
|
|
{
|
|
public:
|
|
//\name Object
|
|
//@{
|
|
// ctor
|
|
CStreamableEntity();
|
|
// dtor
|
|
virtual ~CStreamableEntity() {}
|
|
//@}
|
|
|
|
//\name Attributes
|
|
//@{
|
|
// Get the position of the entity.
|
|
const NLMISC::CVector &getPos() const { return _Pos; }
|
|
// Get the radius (in meter) at which async loading must begin.
|
|
float getLoadRadius() const { return _LoadRadius; }
|
|
// Get the radius (in meter) at which loading is forced (user must wait)
|
|
float getForceLoadRadius() const { return _ForceLoadRadius; }
|
|
// Get the radius (in meter) at which the entity must be unloaded
|
|
float getUnloadRadius() const { return _UnloadRadius; }
|
|
//@}
|
|
|
|
//\name From IStreamableEntity
|
|
//@{
|
|
/** Given a pos, test whether the entity needs to be loaded now.
|
|
* It it returns false, it means that the entity is too far or that asynchronous loading suffice.
|
|
* It it returns true, the next call to update will return only when the loading is completed.
|
|
*/
|
|
virtual bool needCompleteLoading(const NLMISC::CVector &pos) const
|
|
{
|
|
nlassert(_UnloadRadius >= _LoadRadius && _LoadRadius >= _ForceLoadRadius);
|
|
return (pos - _Pos).norm() < _ForceLoadRadius;
|
|
}
|
|
/** Test that entity against the player position, and load / unload it (using synchronous or asynchronous loading)
|
|
*/
|
|
virtual void update(const NLMISC::CVector &pos);
|
|
/** The same as 'update', but force synchronous update all the time
|
|
*/
|
|
virtual void forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress);
|
|
//@}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
protected:
|
|
// for derivers : set attributes.
|
|
void setPos(const NLMISC::CVector &pos)
|
|
{
|
|
_Pos = pos;
|
|
}
|
|
void setLoadRadius(float loadRadius)
|
|
{
|
|
nlassert(loadRadius >= 0);
|
|
_LoadRadius = loadRadius;
|
|
}
|
|
void setForceLoadRadius(float forceLoadRadius)
|
|
{
|
|
nlassert(forceLoadRadius >= 0);
|
|
_ForceLoadRadius = forceLoadRadius;
|
|
}
|
|
void setUnloadRadius(float unloadRadius)
|
|
{
|
|
nlassert(unloadRadius >= 0);
|
|
_UnloadRadius = unloadRadius;
|
|
}
|
|
|
|
//\name Derivers methods.
|
|
//@{
|
|
/** Force async loading of this object.
|
|
* Maybe called even if currently loading async
|
|
*/
|
|
virtual void loadAsync() = 0;
|
|
|
|
/** Force complete loading of that object. If an async loading was started, it must be finished.
|
|
*/
|
|
virtual void load(NLMISC::IProgressCallback &progress) = 0;
|
|
|
|
/** Unload that object.
|
|
* Maybe be called even if currently loading
|
|
*/
|
|
virtual void unload() = 0;
|
|
//@}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
private:
|
|
NLMISC::CVector _Pos;
|
|
float _LoadRadius;
|
|
float _ForceLoadRadius;
|
|
float _UnloadRadius;
|
|
};
|
|
|
|
#endif // CL_STREAMABLE_ENTITY_H
|