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ryzom-core/code/ryzom/client/src/streamable_entity.cpp

78 lines
1.6 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/>.
#include "stdpch.h"
#include "streamable_entity.h"
H_AUTO_DECL(RZ_StreamableEntity)
CStreamableEntity::CStreamableEntity() : _LoadRadius(0), _ForceLoadRadius(0), _UnloadRadius(0)
{
}
void CStreamableEntity::forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress)
{
H_AUTO_USE(RZ_StreamableEntity)
float dist = (pos - _Pos).norm();
//
if (dist >= _UnloadRadius)
{
unload();
return;
}
//
if (dist <= _LoadRadius)
{
load(progress);
return;
}
}
void CStreamableEntity::update(const NLMISC::CVector &pos)
{
H_AUTO_USE(RZ_StreamableEntity)
float dist = (pos - _Pos).norm();
//
if (dist >= _UnloadRadius)
{
unload();
return;
}
// TEMP TEMP
/*
if (dist <= _ForceLoadRadius)
{
load(season);
return;
}
*/
//
if (dist <= _LoadRadius)
{
loadAsync();
return;
}
}