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253 lines
8.3 KiB
C++
253 lines
8.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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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#ifndef WATER_HEIGHT_MAP_H
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#define WATER_HEIGHT_MAP_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/3d/u_water.h"
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#include "nel/3d/animation_time.h"
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#include <vector>
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#include <string>
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#ifdef _X
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# undef _X
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#endif
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namespace NL3D
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{
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class CWaterPoolManager;
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/**
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* This class is a portion of water, it encodes its height, and simulates its propagation.
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* It contains datas about the eight around the user position
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*
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*
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* size x 2
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* |--------|
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* s| (x,y) |
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* i| |---||
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* z| | ||
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* e| |---||
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* x| |
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* 2|--------|
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*/
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const uint NumWaterMap = 3; // number of water maps
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class CWaterHeightMap : public UWaterHeightMap
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{
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public:
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/** Animate this water pool.
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* Usually called by CWaterModel before the display, if this height map date is not the same as the current date.
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*/
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void animate(float deltaT);
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/** Set this quad dimension. It is given as a power of 2
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* This also reset the eightField values
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*/
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void setSize(uint32 size);
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/// return the size of the height map
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uint32 getSize(void) const { return _Size; }
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/// return the power of 2 used for this quad size
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/** Set the userPos (relative to the height map coordinates). This is needed because a height map can't be used with large surface (such as a sea).
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* As a consequence, the height map is only valid below the user (e.g from user.x - 0.5 * size to user.x + 0.5 *size).
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* When setPos is called, and if a move has occured, new area of the height field are set to 0
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* The pos set will be taken in account when buffers have been swapped (e.g when the propagation time as ellapsed)
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*/
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void setUserPos(sint x, sint y);
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/** Retrieve the use pos
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* NB: this may be different from the params of a former call to setUserPos (should have been taken in account)
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*/
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void getUserPos(sint &x, sint &y) const;
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/// create a perturbation in the height map.
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void perturbate(sint x, sint y, sint radius, float intensity);
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/** Inherited from UWaterHeightMap. This version takes a location in world space
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*/
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virtual void perturbate(const NLMISC::CVector2f &pos, float strenght, float radius) ;
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/// create a point perturbation in the height map.
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void perturbatePoint(sint x, sint y, float intensity);
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/** Inherited from UWaterHeightMap. This version takes a location in world space
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*/
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virtual void perturbatePoint(const NLMISC::CVector2f &pos, float strenght);
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/** Inherited from UWaterHeightMap. Get the height of water at the given location.
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*/
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virtual float getHeight(const NLMISC::CVector2f &pos);
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/// get a pointer on the current buffer.
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float *getPointer(void) { return &(_Map[_CurrMap][0]); }
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/// get a pointer on the previous buffer.
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float *getPrevPointer(void) { return &(_Map[(_CurrMap + (NumWaterMap - 1)) % NumWaterMap][0]); }
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/// get the ratio between the previous and the current buffer
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float getBufferRatio() const { return _PropagationTime != 0 ? _PropagateEllapsedTime / _PropagationTime : 0.f; }
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/// get a pointer on the gradient buffer
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//NLMISC::CVector2f *getGradPointer(void) { return &_Grad[0]; }
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/// enable automatic waves generation
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void enableWaves(bool enabled = true) { _WavesEnabled = enabled; }
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/// test wheter automatic waves generation is enabled
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bool areWavesEnabled() const { return _WavesEnabled; }
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/** Tells this height map the params to automatically generate waves. They are generated as perturbation on the border
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* of the field
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* \param intensity The intensity of the waves. 0 disable waves
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* \param period the time ellapsed between each waves
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* \param radius the radius od the impulsion of the waves to be created
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* \param border true if waves should only be generated on the border of height map, (actually, where waves can't be seen because of distance, this avoid to see the impulsion)
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*/
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void setWaves(float intensity, float period, uint radius, bool border);
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/// get the intensity of waves
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float getWaveIntensity() const { return _WaveIntensity; }
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/// get the period of waves
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float getWavePeriod() const { return _WavePeriod; }
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/// radius of impulsion for the waves
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uint32 getWaveImpulsionRadius() const { return _WaveImpulsionRadius; }
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/// Test whether waves are enabled on the border
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bool getBorderWaves() const { return _BorderWaves; }
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/// damping
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void setDamping(float damping) { nlassert(damping >= 0 && damping < 1); _Damping = damping; }
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float getDamping() const { return _Damping; }
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/// filter weight
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void setFilterWeight(float filterWeight) { _FilterWeight = filterWeight; }
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float getFilterWeight() const { return _FilterWeight; }
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/// water unit size
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void setUnitSize(float unitSize) { _UnitSize = unitSize; }
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float getUnitSize() const { return _UnitSize; }
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/// the last update date
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sint64 Date;
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/// serial the pools data's
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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/// Set this pool name.
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void setName(const std::string &name) { _Name = name; }
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/// Get this pool name.
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const std::string &getName() const { return _Name; }
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// ctor (use the water pool manager instead)
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CWaterHeightMap();
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// dtor
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virtual ~CWaterHeightMap() {}
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/// Set the propagation time. This is the time needed to go from one unit to one other in the height map
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void setPropagationTime(float time);
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/// Get the propagation time
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TAnimationTime getPropagationTime() const { return _PropagationTime; }
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private:
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void animateWaves(float deltaT);
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void updateUserPos();
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void animatePart(float startTime, float endTime);
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/** Perform water propagation on this quad.
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* You should call swapBuffers after this, or after calling filter.
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* \param damping The attenuation factor used for propagation.
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*/
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void propagate(uint startLine, uint endLine);
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/// apply a filter on the height field
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void filter(uint startLine, uint endLine);
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/// swap the height maps. It must be called once propagation and filtering have been performed
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void swapBuffers(float deltaT);
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friend class CWaterPoolManager;
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std::string _Name;
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bool _WavesEnabled;
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float _Damping;
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float _FilterWeight;
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float _UnitSize;
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float _WaveIntensity;
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float _WavePeriod;
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uint32 _WaveImpulsionRadius;
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bool _BorderWaves;
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float _EmitEllapsedTime;
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float _PropagateEllapsedTime;
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TAnimationTime _PropagationTime; // the time needed to perform a propagation, this allow split the propagation computation over time.
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uint _X, _Y;
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uint _NewX, _NewY;
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typedef std::vector<float> TFloatVect;
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typedef std::vector<NLMISC::CVector2f > TFloat2Vect;
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TFloatVect _Map[NumWaterMap]; // the 2 maps used for propagation
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//TFloat2Vect _Grad; // used to store the gradient
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uint8 _CurrMap;
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uint32 _Size;
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/// clear an area of the water height map (has clipping, but no wrapping)
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void clearArea(uint8 currMap, sint x, sint y, sint width, sint height);
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// same than clearArea, but perform on both maps
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void clearZone(sint x, sint y, sint width, sint height);
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/// displace the height map, when a boundary has been reached
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void makeCpy(uint buffer, uint dX, uint dY, uint sX, uint sY, uint width, uint height);
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/// clear the borders
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void clearBorder(uint currMap);
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};
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} // NL3D
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#endif
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