// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/3d/u_water.h" #include "nel/3d/water_pool_manager.h" #include "nel/3d/water_height_map.h" #include "nel/3d/water_model.h" #include "nel/3d/driver_user.h" namespace NL3D { //=========================================================================== UWaterHeightMap &UWaterHeightMapManager::getWaterHeightMapFromID(uint32 ID) { nlassert(GetWaterPoolManager().hasPool(ID)); // unknown pool ID! return GetWaterPoolManager().getPoolByID(ID); } //=========================================================================== void UWaterHeightMapManager::setBlendFactor(UDriver *drv, float value) { NLMISC::clamp(value, 0.f, 1.f); GetWaterPoolManager().setBlendFactor(NLMISC::safe_cast(drv)->getDriver(), value); } //=========================================================================== void UWaterHeightMapManager::releaseBlendTextures() { GetWaterPoolManager().releaseBlendTextures(); } //=========================================================================== uint32 UWaterInstance::getWaterHeightMapID() const { CWaterModel *object = getObjectPtr(); return object ->getWaterHeightMapID(); } //=========================================================================== float UWaterInstance::getHeightFactor() const { CWaterModel *object = getObjectPtr(); return object->getHeightFactor(); } //=========================================================================== float UWaterInstance::getHeight(const NLMISC::CVector2f &pos) { CWaterModel *object = getObjectPtr(); return object->getHeight(pos); } //=========================================================================== float UWaterInstance::getAttenuatedHeight(const NLMISC::CVector2f &pos, const NLMISC::CVector &viewer) { CWaterModel *object = getObjectPtr(); return object->getAttenuatedHeight(pos, viewer); } } // NL3D