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83 lines
3.4 KiB
C++
83 lines
3.4 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 CL_WATER_MAP_H
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#define CL_WATER_MAP_H
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#include "nel/3d/u_scene.h"
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//
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#include "nel/misc/polygon.h"
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#include "nel/misc/vector_2f.h"
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/** Provides an easy way to know is there's water at a given point, and what is it height
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* NB : for now, only water surfaces that have been instanciated once yet are taken in account
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* so this is useful only for testing if a visible point is in water
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*
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*
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2/2004
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*/
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class CWaterMap : public NL3D::IWaterSurfaceAddedCallback
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{
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public:
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// ctor
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CWaterMap();
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/** Init the map with its corners coordinates.
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* NB : This register callback to the main scene to know when a water surface is added
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*/
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void init(const NLMISC::CVector2f &minCorner, const NLMISC::CVector2f &maxCorner, float cellSize = 20.f);
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void release();
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/** Test if there's water at the given position
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* if so, 'height' is filled with the water height
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*/
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bool getWaterHeight(const NLMISC::CVector2f &pos, float &height, bool &splashEnabled);
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// Dump water map as a tga file. For debug.
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void dump(const std::string &filename);
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// render water map on screen with boxes (for debug)
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void render(const NLMISC::CVector2f &camPos, float maxDist = 100.f);
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private:
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struct CWaterInfo
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{
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float Height; // height of surface
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NLMISC::CPolygon2D Shape;
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bool SplashEnabled;
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};
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NLMISC::CVector2f _MinCorner;
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NLMISC::CVector2f _MaxCorner;
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typedef std::vector<CWaterInfo> TWaterInfoVect; // a vector of water surfaces overlapping at the same point.
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TWaterInfoVect _WaterInfoVect; // list of surfaces that have been added yet.
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typedef std::vector<uint16> TWaterInfoIndexVect; // a vector of water surface that overlap at the same point
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std::vector<TWaterInfoIndexVect> _WaterInfoIndexVectVect; // a vector of vector of surface infos (if the list of referenced water surface for a given cell are the same, then the list is shared between the two cells
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// so this contains the possible lists of surfaces contained by a cell)
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std::vector<uint16> _Grid; // for each point in space, gives an ID into _WaterInfoVectVect. This gives access to a water surfaces list.
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float _CellSize;
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uint16 _Width;
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uint16 _Height;
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public:
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// for CWaterMap
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virtual void waterSurfaceAdded(const NLMISC::CPolygon2D &shape, const NLMISC::CMatrix &worldMatrix, bool splashEnabled, bool usesSceneWaterenvmap);
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virtual void waterSurfaceRemoved(bool usesSceneWaterenvmap);
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};
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// for debug
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extern bool DisplayWaterMap;
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#endif
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