mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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170 lines
4.3 KiB
C++
170 lines
4.3 KiB
C++
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// 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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//
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// Includes
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//
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#include <nel/misc/types_nl.h>
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#include <cmath>
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#include <nel/misc/vectord.h>
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#include <nel/misc/config_file.h>
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#include <nel/3d/u_camera.h>
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#include <nel/3d/u_driver.h>
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#include <nel/3d/u_scene.h>
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#include <nel/3d/u_instance.h>
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#include <nel/3d/u_skeleton.h>
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#include <nel/3d/u_visual_collision_entity.h>
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#include <nel/3d/u_visual_collision_manager.h>
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#include <nel/3d/u_cloud_scape.h>
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#include <nel/3d/viewport.h>
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#include "snowballs_client.h"
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#include "entities.h"
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#include "mouse_listener.h"
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#include "pacs.h"
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//
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// Namespaces
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//
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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namespace SBCLIENT {
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//
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// Variables
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//
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// The camera for the whole scene
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UCamera Camera = NULL;
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// The collision entity use to snap the camera on the ground
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UVisualCollisionEntity *CamCollisionEntity = NULL;
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// The particle system for the snowing effect
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static UInstance Snow = NULL;
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// The sky 3D objects
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static UScene *SkyScene = NULL;
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static UCamera SkyCamera = NULL;
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static UInstance Sky = NULL;
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static UCloudScape *Clouds = NULL;
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//
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// Functions
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//
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void initCamera()
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{
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// Set up directly the camera
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Camera = Scene->getCam();
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Camera.setTransformMode (UTransformable::DirectMatrix);
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Camera.setPerspective ((float)Pi/2.f, 1.33f, 0.1f, 1000);
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Camera.lookAt (CVector(ConfigFile->getVar("StartPoint").asFloat(0),
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ConfigFile->getVar("StartPoint").asFloat(1),
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ConfigFile->getVar("StartPoint").asFloat(2)),
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CVectorD (0,0,0));
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CamCollisionEntity = VisualCollisionManager->createEntity();
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CamCollisionEntity->setCeilMode(true);
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// Create the snowing particle system
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Snow = Scene->createInstance("snow.ps");
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// And setup it
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Snow.setTransformMode (UTransformable::DirectMatrix);
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//
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// Setup the sky scene
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//
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// -- -- not sure what the sky has to do with the camera
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SkyScene = Driver->createScene(false);
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SkyCamera = SkyScene->getCam ();
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SkyCamera.setTransformMode (UTransformable::DirectMatrix);
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// Set the very same frustum as the main camera
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SkyCamera.setFrustum (Camera.getFrustum ());
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Sky = SkyScene->createInstance("sky.shape");
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Sky.setTransformMode (UTransformable::DirectMatrix);
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Sky.setMatrix(CMatrix::Identity);
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}
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void releaseCamera()
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{
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SkyScene->deleteInstance(Sky);
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Driver->deleteScene(SkyScene);
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Scene->deleteInstance(Snow);
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VisualCollisionManager->deleteEntity(CamCollisionEntity);
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}
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void updateCamera()
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{
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// Set the new position of the snow emitter
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CMatrix mat = CMatrix::Identity;
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mat.setPos (Camera.getMatrix().getPos()/*+CVector (0.0f, 0.0f, -10.0f)*/);
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Snow.setMatrix(mat);
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}
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void initSky()
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{
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// -- -- or what the clouds have to do with the sky
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SCloudScapeSetup css;
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Clouds = Scene->createCloudScape ();
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Clouds->init (&css);
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Clouds->setQuality (160);
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Clouds->setNbCloudToUpdateIn80ms (1);
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}
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void releaseSky()
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{
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Scene->deleteCloudScape(Clouds);
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}
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// -- -- random note: update and render makes more sense than animate and update
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void animateSky(double dt)
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{
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Clouds->anim(dt);
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}
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// this is actually render
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void updateSky()
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{
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CMatrix skyCameraMatrix;
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skyCameraMatrix.identity();
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//
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skyCameraMatrix= Camera.getMatrix();
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skyCameraMatrix.setPos(CVector::Null);
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SkyCamera.setMatrix(skyCameraMatrix);
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SkyScene->animate(AnimationTime);
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SkyScene->render();
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// Must clear ZBuffer For incoming rendering.
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Driver->clearZBuffer();
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Clouds->render();
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}
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} /* namespace SBCLIENT */
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/* end of file */
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