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