2012-05-29 13:31:11 +00:00
// 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