khanat-code-old/code/nel/include/nel/3d/water_height_map.h

253 lines
8.3 KiB
C++

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