khanat-opennel-code/code/ryzom/client/src/streamable_entity.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

142 lines
5 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 wether 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 wether 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