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