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ryzom-core/code/ryzom/client/src/streamable_ig.h

152 lines
4.3 KiB
C

15 years ago
// 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();
15 years ago
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////
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