1 // Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
2 // Copyright (C) 2010 Winch Gate Property Limited
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
20 #ifndef CL_STREAMABLE_ENTITY_H
21 #define CL_STREAMABLE_ENTITY_H
23 #include "nel/misc/vector.h"
24 #include "nel/misc/smart_ptr.h"
27 /** Base interface for streamable entities
29 struct IStreamableEntity
: public NLMISC::CRefCount
31 /** Given a pos, test whether the entity needs to be loaded now.
32 * It it returns false, it means that the entity is too far or that asynchronous loading suffice.
33 * It it returns true, the next call to update will return only when the loading is completed.
35 virtual bool needCompleteLoading(const NLMISC::CVector
&pos
) const = 0;
36 /** Test that entity against the player position, and load / unload it (using synchronous or asynchronous loading)
38 virtual void update(const NLMISC::CVector
&pos
) = 0;
39 // The same as 'update', but force synchronous loading all the time
40 virtual void forceUpdate(const NLMISC::CVector
&pos
, class NLMISC::IProgressCallback
&progress
) = 0;
41 /// Force unloading of all entitie
42 virtual void forceUnload() = 0;
44 virtual ~IStreamableEntity() {}
48 /** Streamable entity, which uses distance to a point.
49 * Such an entity is streamed when it is near the user, or its loading is forced when it is too near.
50 * The derivers may choose what kind of object must be loaded
52 class CStreamableEntity
: public IStreamableEntity
60 virtual ~CStreamableEntity() {}
65 // Get the position of the entity.
66 const NLMISC::CVector
&getPos() const { return _Pos
; }
67 // Get the radius (in meter) at which async loading must begin.
68 float getLoadRadius() const { return _LoadRadius
; }
69 // Get the radius (in meter) at which loading is forced (user must wait)
70 float getForceLoadRadius() const { return _ForceLoadRadius
; }
71 // Get the radius (in meter) at which the entity must be unloaded
72 float getUnloadRadius() const { return _UnloadRadius
; }
75 //\name From IStreamableEntity
77 /** Given a pos, test whether the entity needs to be loaded now.
78 * It it returns false, it means that the entity is too far or that asynchronous loading suffice.
79 * It it returns true, the next call to update will return only when the loading is completed.
81 virtual bool needCompleteLoading(const NLMISC::CVector
&pos
) const
83 nlassert(_UnloadRadius
>= _LoadRadius
&& _LoadRadius
>= _ForceLoadRadius
);
84 return (pos
- _Pos
).norm() < _ForceLoadRadius
;
86 /** Test that entity against the player position, and load / unload it (using synchronous or asynchronous loading)
88 virtual void update(const NLMISC::CVector
&pos
);
89 /** The same as 'update', but force synchronous update all the time
91 virtual void forceUpdate(const NLMISC::CVector
&pos
, NLMISC::IProgressCallback
&progress
);
94 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
96 // for derivers : set attributes.
97 void setPos(const NLMISC::CVector
&pos
)
101 void setLoadRadius(float loadRadius
)
103 nlassert(loadRadius
>= 0);
104 _LoadRadius
= loadRadius
;
106 void setForceLoadRadius(float forceLoadRadius
)
108 nlassert(forceLoadRadius
>= 0);
109 _ForceLoadRadius
= forceLoadRadius
;
111 void setUnloadRadius(float unloadRadius
)
113 nlassert(unloadRadius
>= 0);
114 _UnloadRadius
= unloadRadius
;
117 //\name Derivers methods.
119 /** Force async loading of this object.
120 * Maybe called even if currently loading async
122 virtual void loadAsync() = 0;
124 /** Force complete loading of that object. If an async loading was started, it must be finished.
126 virtual void load(NLMISC::IProgressCallback
&progress
) = 0;
128 /** Unload that object.
129 * Maybe be called even if currently loading
131 virtual void unload() = 0;
134 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
136 NLMISC::CVector _Pos
;
138 float _ForceLoadRadius
;
142 #endif // CL_STREAMABLE_ENTITY_H