khanat-code-old/code/ryzom/client/src/micro_life_manager.h

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2010-05-06 00:08:41 +00:00
// 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_MICRO_LIFE_MANAGER_H
#define CL_MICRO_LIFE_MANAGER_H
#include "timed_fx_manager.h"
//
#include "game_share/season.h"
//
#include "nel/3d/u_landscape.h"
#include "nel/misc/polygon.h"
#include "nel/misc/triangle.h"
//
class CFloraSheet;
namespace NLLIGO
{
class CPrimVector;
}
/** Spawn/despawn microlife fx on the landscape. Those fx are created in the world editor using 'patatoid' primitives.
* This manager look in which primitive the player is, and add/remove microlife with the given density as necessary.
* Microlife FXs are a special case of timed fx, and this manager relies in fact on CTimedFXManager
* \TODO The container used is basically a quadgrid tailored for polygons, so it may be good to put the container part in NL3D for reuse (test for water intersection are similar)
* \author Nicolas Vizerie
* \author Nevrax France
* \date 1/2004
*/
class CMicroLifeManager : public NL3D::ULandscapeTileCallback
{
public:
// get the unique instance of that class
static CMicroLifeManager &getInstance();
/** Init the manager
* \param minCorner minimum coordinate of continent
* \param maxCorner maximum coordinate of continent
* \param cellSize size of grid cells used to test if a tile intersect a primitive (also limit precision of tests)
*/
void init(const NLMISC::CVector2f &minCorner, const NLMISC::CVector2f &maxCorner, float cellSize = 30.f);
// build from a list of primitive names
void build(const std::vector<std::string> &fileNames);
// release all managed primitive / created fxs
void release();
// Dump grid as a tga file. For debug
void dumpMLGrid(const std::string &filename);
// render the primitive that contains microlife on screen as boxes (for debug)
void renderMLZones(const NLMISC::CVector2f &camPos, float maxDist = 1000.f);
#ifdef NL_DEBUG
// render active tiles
void renderActiveTiles();
#endif
private:
// infos for a zone polygon overlapping a given grid cell
class CGridOverlapPolyInfo
{
public:
NLMISC::CPolygon2D Poly;
bool IsExcludePoly; // this is an exclusion polygon
bool IsFullyCovered; // the grid cell is fully contained into that polygon so fast test can be performed
const CFloraSheet *Sheet;
uint PrimitiveIndex;
public:
bool operator < (const CGridOverlapPolyInfo &other) const;
bool operator == (const CGridOverlapPolyInfo &other) const;
};
// a vector of CGridOverlapPolyInfo
class CGridOverlapPolyInfoVector
{
public:
std::vector<CGridOverlapPolyInfo> V;
public:
bool operator < (const CGridOverlapPolyInfoVector &other) const;
bool operator == (const CGridOverlapPolyInfoVector &other) const;
};
// temporary grid used for build
typedef std::vector<CGridOverlapPolyInfoVector> TBuildGrid;
// possible list of polygons that can overlap a grid cells
typedef std::vector<CGridOverlapPolyInfoVector> TPossibleOverlapingPolyLists;
TPossibleOverlapingPolyLists _PossibleOverlapPolyLists;
/** A grid that cover the continent and that give the list of primitives polygons that cover each cell
* List of primitives are shared between each cell.
* Each cell contains an index into _PossibleOverlapPolyLists.
*/
std::vector<uint16> _Grid;
float _CellSize; // size of a grid cell in meters
uint _GridWidth; // width of the grid (a number of cells)
uint _GridHeight; // height of the grid (a number of cells)
NLMISC::CVector2f _MinCorner;
NLMISC::CNoiseValue _Noise;
//
typedef CHashMap<uint64, CTimedFXManager::TFXGroupHandle> TTileIDToFX;
TTileIDToFX _ActiveFXs; // active fxs, sorted by tiles ids
#ifdef NL_DEBUG
CHashMap<uint64, NL3D::CTileAddedInfo> _ActiveTiles;
CHashMap<uint64, NL3D::CTileAddedInfo> _ActiveTilesWithFX;
#endif
private:
// prevent construction from outside
CMicroLifeManager();
// from NL3D::ULandscapeTileCallback
virtual void tileAdded(const NL3D::CTileAddedInfo &infos);
virtual void tileRemoved(uint64 id);
// add / remove a poly of a zone to a build grid. Poly coordinates are in world.
void drawPolyInBuildGrid(const std::vector<NLLIGO::CPrimVector> &primPoly,
uint primitiveIndex,
TBuildGrid &buildGrid,
const CFloraSheet *sheet,
bool isExcludeTri);
// pack the build grid so that each cell only contains index into a small set of poly list, instead of a full poly list
// (a lot of cells share the same poly list)
void packBuildGrid(TBuildGrid &buildGrid,
TPossibleOverlapingPolyLists &possibleLists
);
// add a primitive file in the build grid
// the primitive file 'primitiveIndex' is incremented
void addPrimitiveToBuildGrid(const std::string &fileName, uint &primitiveIndex, TBuildGrid &buildGrid);
//
friend class CCleanFullyCoveredGridCellPred;
};
// for debug : boolean which indicates if micro_life zones should
#if !FINAL_VERSION
extern bool DisplayMicroLifeZones;
#endif
#ifdef NL_DEBUG
extern bool DisplayMicroLifeActiveTiles;
#endif
#endif