mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-27 09:36:15 +00:00
133 lines
4.4 KiB
C
133 lines
4.4 KiB
C
|
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
||
|
// 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 CL_PRECIPITATION_H
|
||
|
#define CL_PRECIPITATION_H
|
||
|
|
||
|
#include "precipitation_clip_grid.h"
|
||
|
#include "nel/misc/vector_2f.h"
|
||
|
#include "nel/3d/u_particle_system_instance.h"
|
||
|
#include <vector>
|
||
|
#include <map>
|
||
|
|
||
|
namespace NL3D
|
||
|
{
|
||
|
class UScene;
|
||
|
class UDriver;
|
||
|
}
|
||
|
namespace NLPACS
|
||
|
{
|
||
|
class UGlobalRetriever;
|
||
|
}
|
||
|
namespace NLMISC
|
||
|
{
|
||
|
class CMatrix;
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////////////////////////////
|
||
|
// class to describe precipitations //
|
||
|
// Several instances of the same shared FX are displayed //
|
||
|
///////////////////////////////////////////////////////////
|
||
|
struct CPrecipitationDesc
|
||
|
{
|
||
|
std::string FxName; // name of the FX used for precipitations
|
||
|
uint GridSize; // Size of the grid used to display FXs.
|
||
|
bool UseBBoxSize; // The size of each block of the grid is taken from the x & y coordinates of the bbox.
|
||
|
// When set to false, 'Size' is used instead
|
||
|
float Size; // Size of the blocks, it is used only if UseBBoxSize is set to false.
|
||
|
bool ReleasableModel; // Models are allocated only if particles are needed. This avoid useless models traversal during the render when thare are no precipitations.
|
||
|
CPrecipitationDesc()
|
||
|
{
|
||
|
GridSize = 7;
|
||
|
UseBBoxSize = true;
|
||
|
Size = 0;
|
||
|
ReleasableModel = true;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
///////////////////////////////////
|
||
|
// class to manage Precipitations //
|
||
|
///////////////////////////////////
|
||
|
|
||
|
class CPrecipitation
|
||
|
{
|
||
|
public:
|
||
|
// ctor
|
||
|
CPrecipitation();
|
||
|
// Init the precipitations, and load associated fx
|
||
|
void init(const CPrecipitationDesc &desc);
|
||
|
// Release datas. Should call this if the scene is still present.
|
||
|
void release();
|
||
|
// Update precipitations depending on the camera position & orientation
|
||
|
void update(const NLMISC::CMatrix &camMat, NLPACS::UGlobalRetriever *retriever);
|
||
|
/** Set strenght for rain. Should go from 0 to 1 (clamped).
|
||
|
* 0 stops the rains
|
||
|
*/
|
||
|
void setStrenght(float strenght);
|
||
|
/// After strenght has been set to 0, it may need some time before there are no more particle in the fx. This allow to now if the fx i still running
|
||
|
bool isRunning() const;
|
||
|
|
||
|
// For clip grid : Draw the clip grid associated with taht precipitation
|
||
|
void drawClipGrid(NL3D::UDriver &drv) const;
|
||
|
|
||
|
// get description of precipitation
|
||
|
const CPrecipitationDesc &getDesc() const { return _Desc; }
|
||
|
|
||
|
/////////////////////////////////////////////////////////
|
||
|
/////////////////////////////////////////////////////////
|
||
|
private:
|
||
|
typedef std::map<NLMISC::CVector2f, CPrecipitationClipGrid> TClipGridMap;
|
||
|
private:
|
||
|
CPrecipitationClipGrid *_ClipGrid;
|
||
|
std::vector<NL3D::UParticleSystemInstance> _Blocks;
|
||
|
float _Strenght;
|
||
|
float _TimeOut;
|
||
|
float _XSize;
|
||
|
float _YSize;
|
||
|
sint _OldX;
|
||
|
sint _OldY;
|
||
|
bool _Touched; // when set to true, force the next grid update
|
||
|
CPrecipitationDesc _Desc;
|
||
|
// the precipitation clip girds, sorted by size
|
||
|
static TClipGridMap _PrecipitationClipGripMap;
|
||
|
private:
|
||
|
// helper to view the vector as a 2D tab
|
||
|
NL3D::UParticleSystemInstance getBlock(uint x, uint y)
|
||
|
{
|
||
|
nlassert(x < _Desc.GridSize && y < _Desc.GridSize);
|
||
|
return _Blocks[x + y * _Desc.GridSize];
|
||
|
}
|
||
|
// allocate the FXs
|
||
|
void allocateFXs();
|
||
|
// deallocate the FXs
|
||
|
void deallocateFXs();
|
||
|
//
|
||
|
bool areFXsAllocated() const { return !_Blocks.empty(); }
|
||
|
// Force the setup of strenght with no check for previous value
|
||
|
void forceSetStrenght(float strenght);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#endif
|
||
|
|