2012-05-29 13:31:11 +00:00
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// 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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#include "stdpch.h"
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#include "streamable_entity.h"
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H_AUTO_DECL(RZ_StreamableEntity)
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CStreamableEntity::CStreamableEntity() : _LoadRadius(0), _ForceLoadRadius(0), _UnloadRadius(0)
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{
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}
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void CStreamableEntity::forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress)
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{
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H_AUTO_USE(RZ_StreamableEntity)
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float dist = (pos - _Pos).norm();
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//
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if (dist >= _UnloadRadius)
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{
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unload();
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return;
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}
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//
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if (dist <= _LoadRadius)
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{
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load(progress);
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return;
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}
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}
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void CStreamableEntity::update(const NLMISC::CVector &pos)
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{
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H_AUTO_USE(RZ_StreamableEntity)
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float dist = (pos - _Pos).norm();
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//
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if (dist >= _UnloadRadius)
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{
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unload();
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return;
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}
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// TEMP TEMP
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/*
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if (dist <= _ForceLoadRadius)
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{
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load(season);
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return;
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}
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*/
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//
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if (dist <= _LoadRadius)
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{
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loadAsync();
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return;
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}
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}
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