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210 lines
6.5 KiB
C++
210 lines
6.5 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_IG_CALLBACK
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#define CL_IG_CALLBACK
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#include "nel/3d/u_instance_group.h"
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#include "nel/misc/debug.h"
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#include "ig_enum.h"
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#include "timed_fx_manager.h"
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#include <list>
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#include <string>
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namespace NL3D
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{
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class UInstanceGroup;
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}
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namespace NLPACS
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{
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class UMoveContainer;
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class UMovePrimitive;
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class UPrimitiveBlock;
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}
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class CEntitySheet;
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/** A class to manage callback (collisions, constructions ..) with igs of the landscape.
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* Its purpose is to create pacs primitive for objects of the landscape that need them.
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* The matching primitive for an instance is deduced from its shape name.
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* Pacs primitives must be loaded at startup.
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2002
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*/
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class CIGCallback : public CIGNotifier
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{
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public:
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///\name Object
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//@{
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/// default ctor
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CIGCallback();
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/// dtor
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~CIGCallback();
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//@}
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///\name IG mgt
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//@{
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/** Add an ig. Its callbacks primitive will be created when it has been added
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* to the scene
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*/
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void addIG(NL3D::UInstanceGroup *ig);
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/** Add an ig with his num ZC. Its callbacks primitive will be created when it has been added
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* to the scene
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*/
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void addIGWithNumZC(NL3D::UInstanceGroup *ig, sint numZC);
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/** Add a vector of instance groups
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*/
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void addIGs(const std::vector<NL3D::UInstanceGroup *> &igs);
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/** Add a vector of instance groups with the num ZC associated.
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*/
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void addIGsWithNumZC(std::vector<std::pair<NL3D::UInstanceGroup *, sint> > &igs);
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/// Remove all IGs
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void deleteIGs();
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/// Force creation of all zones (not to be used in client side..)
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void forceAddAll();
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//@}
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///\name Collisions
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//@{
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/** Set the move container that should be used for collision. This MUST
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* be called once and only once, unless it is reseted
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*/
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void setMoveContainer(NLPACS::UMoveContainer *mc);
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// Get the move container associated with that object, or NULL if none.
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NLPACS::UMoveContainer *getMoveContainer() const { return _MoveContainer; }
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/** Add a pacs primitive from its file name.
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* This may raise an exception if loading failed.
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*/
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void addPacsPrim(const std::string &fileName);
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/** Add all pacs primitives from the given directory.
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*/
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void resetContainer();
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//@}
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///\name Enumeration
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//@{
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/** enumerate all currently loaded zone igs
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* \return false if the enumeration has been stopped
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*/
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bool enumIGs(IIGEnum *callback);
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//@}
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///\name Season change
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//@{
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// apply change of season on iug (for now, only change the fxs to match the season)
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void changeSeason();
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//@}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private:
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class CIGInstance;
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friend class CIGInstance;
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// instanciated igs
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typedef std::vector<CIGInstance *> TIGInstanceList;
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/**
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* An instanciated ig and its matching collisions primitives
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*/
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class CIGInstance : public NL3D::IAddRemoveInstance,
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public NL3D::ITransformName,
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public NL3D::IIGAddBegin
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{
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public:
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/// ctor
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CIGInstance(NL3D::UInstanceGroup *ig, CIGCallback *owner);
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/** Dtor
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* NB:
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* -This release move primitives from the move container
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*/
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~CIGInstance();
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/// force this instance to be added
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void forceAdd() { instanceGroupAdded(); }
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void numZC(sint num) {_NumZC = num;}
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NL3D::UInstanceGroup *getIG() const { return _IG; }
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void updateManagedFXs();
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void shutDownFXs();
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bool hasManagedFXs() const { return _HasManagedFXs; }
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// force to rebuild the sheet vector
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void buildSheetVector();
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// earse the sheet vector
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void eraseSheetVector();
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private:
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typedef std::vector<NLPACS::UMovePrimitive *> TMovePrimitiveVect;
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typedef std::vector<CEntitySheet *> TEntitySheetVect;
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private:
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void releaseMovePrimitives();
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///\name from NL3D::IAddRemoveInstance
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//@{
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virtual void instanceGroupAdded();
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virtual void instanceGroupRemoved();
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//@}
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///\name from NL3D::ITransformName
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//@{
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virtual std::string transformName (uint index, const std::string &instanceName, const std::string &shapeName);
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//@}
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///\name from NL3D::IIGAddBegin
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//@{
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virtual void startAddingIG(uint numInstances);
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//@}
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/** Called after all instance have been added, and when their sheets have been retrieved.
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* This is the place to setup parameters from sheets
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*/
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void updateFromSheets();
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//
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private:
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TMovePrimitiveVect _MovePrimitives;
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TEntitySheetVect _EntitySheets; // matching sheets for each instance (or NULL), they are used only after the instance have been added to the scene
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CIGCallback *_Owner;
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NL3D::UInstanceGroup *_IG; // the IG we're looking at
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sint _NumZC; // >= 0 if valid.
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bool _HasManagedFXs; // true if there are managed fx in the group, otherwise, _ManagedFXHandle is not used
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CTimedFXManager::TFXGroupHandle _ManagedFXHandle;
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};
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private:
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NLPACS::UMoveContainer *_MoveContainer;
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TIGInstanceList _IGInstances;
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};
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/** Debug purpose only: create instances in a scene from the content of a move container.
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* The created instances are static. Their pointer can be retrieved in a pointer
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* The following shapes must be available :
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* unit_box.shape : a box of 1 x 1 x 1 centered at the origin
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* unit_cylinder.shape : a cylinder of height 1, radius 1
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*/
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void createInstancesFromMoveContainer(NL3D::UScene *scene, NLPACS::UMoveContainer *mc, std::vector<NL3D::UInstance> *instances = NULL);
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#endif
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