mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-10 09:19:01 +00:00
399 lines
12 KiB
C++
399 lines
12 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/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/3d/vegetable.h"
|
|
#include "nel/misc/common.h"
|
|
#include "nel/3d/vegetable_manager.h"
|
|
#include "nel/misc/fast_floor.h"
|
|
|
|
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
// ***************************************************************************
|
|
// Generate random value, but seed is spacial. Take a high frequency, so it gets more the aspect of random.
|
|
static NLMISC::CNoiseValue RandomGenerator(0,1, 7.68f);
|
|
|
|
|
|
// ***************************************************************************
|
|
CVegetable::CVegetable()
|
|
{
|
|
// Ground style density.
|
|
setAngleGround(0);
|
|
|
|
// Density not maximised.
|
|
MaxDensity= -1;
|
|
|
|
// No scale.
|
|
Sxy.Abs= Sz.Abs= 1;
|
|
Sxy.Rand= Sz.Rand= 0;
|
|
// No rotation.
|
|
Rx.Abs= Ry.Abs= Rz.Abs= 0;
|
|
Rx.Rand= Ry.Rand= Rz.Rand= 0;
|
|
// No BendFactor.
|
|
BendFactor.Abs= 1;
|
|
BendFactor.Rand= 0;
|
|
BendFrequencyFactor= 1;
|
|
|
|
// Appear at 0.
|
|
DistType= 0;
|
|
|
|
_Manager= NULL;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::setAngleGround(float cosAngleMin)
|
|
{
|
|
_AngleType= AngleGround;
|
|
|
|
_CosAngleMin= cosAngleMin;
|
|
// We must be at densityFactor==1, when cosAngle==1, keeping the same formula.
|
|
_CosAngleMax= 1 + (1-cosAngleMin);
|
|
|
|
// precalc
|
|
_CosAngleMiddle= (_CosAngleMin + _CosAngleMax)/2;
|
|
_OOCosAngleDist= _CosAngleMax - _CosAngleMiddle;
|
|
if(_OOCosAngleDist)
|
|
_OOCosAngleDist= 1.0f / _OOCosAngleDist;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::setAngleCeiling(float cosAngleMax)
|
|
{
|
|
_AngleType= AngleCeiling;
|
|
|
|
_CosAngleMax= cosAngleMax;
|
|
// We must be at densityFactor==1, when cosAngle==-1, keeping the same formula.
|
|
_CosAngleMin= -1 - (cosAngleMax-(-1));
|
|
|
|
// precalc
|
|
_CosAngleMiddle= (_CosAngleMin + _CosAngleMax)/2;
|
|
_OOCosAngleDist= _CosAngleMax - _CosAngleMiddle;
|
|
if(_OOCosAngleDist)
|
|
_OOCosAngleDist= 1.0f / _OOCosAngleDist;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::setAngleWall(float cosAngleMin, float cosAngleMax)
|
|
{
|
|
_AngleType= AngleWall;
|
|
|
|
_CosAngleMin= cosAngleMin;
|
|
_CosAngleMax= cosAngleMax;
|
|
|
|
// precalc
|
|
_CosAngleMiddle= (_CosAngleMin + _CosAngleMax)/2;
|
|
_OOCosAngleDist= _CosAngleMax - _CosAngleMiddle;
|
|
if(_OOCosAngleDist)
|
|
_OOCosAngleDist= 1.0f / _OOCosAngleDist;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::registerToManager(CVegetableManager *manager)
|
|
{
|
|
nlassert(manager);
|
|
_Manager= manager;
|
|
_VegetableShape= _Manager->getVegetableShape(ShapeName);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::generateGroupEx(float nbInst, const CVector &posInWorld, const CVector &surfaceNormal, uint vegetSeed, std::vector<CVector2f> &instances) const
|
|
{
|
|
nlassert(_Manager);
|
|
|
|
// Density modulation.
|
|
//===================
|
|
|
|
// compute cos of angle between surfaceNormal and K(0,0,1).
|
|
float cosAngle= surfaceNormal.z;
|
|
// compute angleFactor density. Use a quadratic, because f'(_CosAngleMiddle)==0.
|
|
float angleFact= 1 - sqr((cosAngle - _CosAngleMiddle) * _OOCosAngleDist);
|
|
angleFact= max(0.f, angleFact);
|
|
// modulate density with angleFactor.
|
|
nbInst*= angleFact;
|
|
|
|
// modulate result by Global Manager density
|
|
nbInst*= _Manager->getGlobalDensity();
|
|
|
|
// Now, 0<=nbInst<+oo. If we have 0.1, it means that we have 10% chance to spawn an instance.
|
|
// So add a "random" value (with help of a noise with High frequency)
|
|
// if nbInst==0, we should never have any instance (which may arise if evalOneLevelRandom()==1).
|
|
// hence the 0.99f* which ensure that we do nbInst+= [0..1[.
|
|
nbInst+= 0.99f * RandomGenerator.evalOneLevelRandom(posInWorld);
|
|
|
|
// and then get only the integral part.
|
|
sint nbInstances= NLMISC::OptFastFloor(nbInst);
|
|
nbInstances= max(0, nbInstances);
|
|
|
|
// resize the instances
|
|
instances.resize(nbInstances);
|
|
|
|
// Position generation.
|
|
//===================
|
|
// For now, generate them randomly.
|
|
static CVector2f dSeed(0.513f, 0.267f); // random values.
|
|
CVector seed= posInWorld;
|
|
seed.z+= vegetSeed * 0.723f; // 0.723f is a random value.
|
|
for(sint i=0; i<nbInstances; i++)
|
|
{
|
|
instances[i].x= RandomGenerator.evalOneLevelRandom(seed);
|
|
seed.x+= dSeed.x;
|
|
instances[i].y= RandomGenerator.evalOneLevelRandom(seed);
|
|
seed.y+= dSeed.y;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::generateGroup(const CVector &posInWorld, const CVector &surfaceNormal, float area, uint vegetSeed, std::vector<CVector2f> &instances) const
|
|
{
|
|
// number of instances to generate
|
|
float dens= Density.eval(posInWorld);
|
|
if(MaxDensity >= 0)
|
|
dens= min(dens, MaxDensity);
|
|
float nbInst= area * dens;
|
|
|
|
// modulate by normal and generate them.
|
|
generateGroupEx(nbInst, posInWorld, surfaceNormal, vegetSeed, instances);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::generateGroupBiLinear(const CVector &posInWorld, const CVector posInWorldBorder[4], const CVector &surfaceNormal, float area, uint vegetSeed, std::vector<CVector2f> &instances) const
|
|
{
|
|
sint i;
|
|
const float evenDistribFact= 12.25f; // an arbitrary value to have a higher frequency for random.
|
|
|
|
// compute how many instances to generate on borders of the patch
|
|
// ==================
|
|
float edgeDensity[4];
|
|
for(i=0; i<4; i++)
|
|
{
|
|
// Get number of instances generated on edges
|
|
edgeDensity[i]= area * Density.eval(posInWorldBorder[i]);
|
|
if(MaxDensity >= 0)
|
|
edgeDensity[i]= min(edgeDensity[i], area * MaxDensity);
|
|
edgeDensity[i]= max(0.f, edgeDensity[i]);
|
|
}
|
|
// Average on center of the patch for each direction.
|
|
float edgeDensityCenterX;
|
|
float edgeDensityCenterY;
|
|
edgeDensityCenterX= 0.5f * (edgeDensity[0] + edgeDensity[1]);
|
|
edgeDensityCenterY= 0.5f * (edgeDensity[2] + edgeDensity[3]);
|
|
|
|
|
|
// Average for all the patch
|
|
float nbInstAverage= 0.5f * (edgeDensityCenterX + edgeDensityCenterY);
|
|
|
|
|
|
// generate instances on the patch
|
|
// ==================
|
|
generateGroupEx(nbInstAverage, posInWorld, surfaceNormal, vegetSeed, instances);
|
|
|
|
|
|
|
|
// move instances x/y to follow edge repartition
|
|
// ==================
|
|
// If on a direction, both edges are 0 density, then must do a special formula
|
|
bool middleX= edgeDensityCenterX<=1;
|
|
bool middleY= edgeDensityCenterY<=1;
|
|
float OOEdgeDCX=0.0;
|
|
float OOEdgeDCY=0.0;
|
|
if(!middleX) OOEdgeDCX= 1.0f / edgeDensityCenterX;
|
|
if(!middleY) OOEdgeDCY= 1.0f / edgeDensityCenterY;
|
|
// for all instances
|
|
for(i=0; i<(sint)instances.size(); i++)
|
|
{
|
|
float x= instances[i].x;
|
|
float y= instances[i].y;
|
|
// a seed for random.
|
|
CVector randSeed(x*evenDistribFact, y*evenDistribFact, 0);
|
|
|
|
// X change.
|
|
if(middleX)
|
|
{
|
|
// instances are grouped at middle. this is the bijection of easeInEaseOut
|
|
x= x+x - easeInEaseOut(x);
|
|
x= x+x - easeInEaseOut(x);
|
|
instances[i].x= x;
|
|
}
|
|
else
|
|
{
|
|
// Swap X, randomly. swap more on border
|
|
// evaluate the density in X direction we have at this point.
|
|
float densX= edgeDensity[0]*(1-x) + edgeDensity[1]* x ;
|
|
// If on the side of the lowest density
|
|
if(densX < edgeDensityCenterX)
|
|
{
|
|
// may swap the position
|
|
float rdSwap= (densX * OOEdgeDCX );
|
|
// (densX * OOEdgeDCX) E [0..1[. The more it is near 0, the more is has chance to be swapped.
|
|
rdSwap+= RandomGenerator.evalOneLevelRandom( randSeed );
|
|
if(rdSwap<1)
|
|
instances[i].x= 1 - instances[i].x;
|
|
}
|
|
}
|
|
|
|
// Y change.
|
|
if(middleY)
|
|
{
|
|
// instances are grouped at middle. this is the bijection of easeInEaseOut
|
|
y= y+y - easeInEaseOut(y);
|
|
y= y+y - easeInEaseOut(y);
|
|
instances[i].y= y;
|
|
}
|
|
else
|
|
{
|
|
// Swap Y, randomly. swap more on border
|
|
// evaluate the density in Y direction we have at this point.
|
|
float densY= edgeDensity[2]*(1-y) + edgeDensity[3]* y ;
|
|
// If on the side of the lowest density
|
|
if(densY < edgeDensityCenterY)
|
|
{
|
|
// may swap the position
|
|
float rdSwap= (densY * OOEdgeDCY);
|
|
// (densY * OOEdgeDCY) E [0..1[. The more it is near 0, the more is has chance to be swapped.
|
|
rdSwap+= RandomGenerator.evalOneLevelRandom( randSeed );
|
|
if(rdSwap<1)
|
|
instances[i].y= 1 - instances[i].y;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::reserveIgAddInstances(CVegetableInstanceGroupReserve &vegetIgReserve, TVegetableWater vegetWaterState, uint numInstances) const
|
|
{
|
|
nlassert(_Manager);
|
|
|
|
if (_VegetableShape)
|
|
_Manager->reserveIgAddInstances(vegetIgReserve, _VegetableShape, (CVegetableManager::TVegetableWater)vegetWaterState, numInstances);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::generateInstance(CVegetableInstanceGroup *ig, const NLMISC::CMatrix &posInWorld,
|
|
const NLMISC::CRGBAF &modulateAmbientColor, const NLMISC::CRGBAF &modulateDiffuseColor, float blendDistMax,
|
|
TVegetableWater vegetWaterState, CVegetableUV8 dlmUV) const
|
|
{
|
|
nlassert(_Manager);
|
|
|
|
|
|
CVector seed= posInWorld.getPos();
|
|
|
|
// Generate Matrix.
|
|
// ===============
|
|
|
|
// Generate a random Scale / Rotation matrix.
|
|
CMatrix randomMat;
|
|
// setup rotation
|
|
CVector rot;
|
|
rot.x= Rx.eval(seed);
|
|
rot.y= Ry.eval(seed);
|
|
rot.z= Rz.eval(seed);
|
|
randomMat.setRot(rot, CMatrix::ZXY);
|
|
// scale.
|
|
if(Sxy.Abs!=0 || Sxy.Rand!=0 || Sz.Abs!=0 || Sz.Rand!=0)
|
|
{
|
|
CVector scale;
|
|
scale.x= scale.y= Sxy.eval(seed);
|
|
scale.z= Sz.eval(seed);
|
|
randomMat.scale(scale);
|
|
}
|
|
|
|
// Final Matrix.
|
|
CMatrix finalMatrix;
|
|
finalMatrix= posInWorld * randomMat;
|
|
|
|
// Generate Color and factor
|
|
// ===============
|
|
CRGBAF materialColor(1,1,1,1);
|
|
// evaluate gradients. If none, color not modified.
|
|
Color.eval(seed, materialColor);
|
|
// modulate with user
|
|
CRGBAF ambient, diffuse;
|
|
if(_VegetableShape && _VegetableShape->Lighted)
|
|
{
|
|
ambient= modulateAmbientColor * materialColor;
|
|
diffuse= modulateDiffuseColor * materialColor;
|
|
}
|
|
else
|
|
{
|
|
ambient= materialColor;
|
|
diffuse= materialColor;
|
|
}
|
|
|
|
// Generate a bendFactor
|
|
float bendFactor= BendFactor.eval(seed);
|
|
// Generate a bendPhase
|
|
float bendPhase= BendPhase.eval(seed);
|
|
|
|
|
|
// Append to the vegetableManager
|
|
// ===============
|
|
if (_VegetableShape)
|
|
{
|
|
_Manager->addInstance(ig, _VegetableShape, finalMatrix, ambient, diffuse,
|
|
bendFactor, bendPhase, BendFrequencyFactor, blendDistMax,
|
|
(CVegetableManager::TVegetableWater)vegetWaterState, dlmUV);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetable::serial(NLMISC::IStream &f)
|
|
{
|
|
/*
|
|
Version 1:
|
|
- add BendFrequencyFactor
|
|
Version 0:
|
|
- base version
|
|
*/
|
|
sint ver= f.serialVersion(1);
|
|
|
|
f.serial(ShapeName);
|
|
f.serial(Density);
|
|
f.serial(MaxDensity);
|
|
f.serial(_CosAngleMin, _CosAngleMax, _CosAngleMiddle, _OOCosAngleDist);
|
|
f.serialEnum(_AngleType);
|
|
f.serial(Sxy, Sz);
|
|
f.serial(Rx, Ry, Rz);
|
|
f.serial(BendFactor);
|
|
f.serial(BendPhase);
|
|
f.serial(Color);
|
|
f.serial(DistType);
|
|
|
|
if(ver>=1)
|
|
f.serial(BendFrequencyFactor);
|
|
else
|
|
BendFrequencyFactor= 1;
|
|
}
|
|
|
|
|
|
} // NL3D
|