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ryzom-core/code/ryzom/client/src/precipitation.cpp

320 lines
8.4 KiB
C++

15 years ago
// 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/>.
#include "stdpch.h"
#include "precipitation.h"
#include "time_client.h"
//
#include "nel/misc/matrix.h"
#include "nel/misc/vector.h"
#include "nel/3d/u_particle_system_instance.h"
extern NL3D::UScene *Scene;
H_AUTO_DECL(RZ_Precipitation)
CPrecipitation::TClipGridMap CPrecipitation::_PrecipitationClipGripMap;
static const float DEFAUT_PRECIPITATION_TIMEOUT = 10.f; // at most 10 second before precipitations are removed
//============================================================
CPrecipitation::CPrecipitation() : _ClipGrid(NULL), _Strenght(0), _TimeOut(0.f), _XSize(0), _YSize(0), _OldX(0), _OldY(0), _Touched(false)
15 years ago
{
H_AUTO_USE(RZ_Precipitation)
}
//============================================================
void CPrecipitation::init(const CPrecipitationDesc &desc)
{
H_AUTO_USE(RZ_Precipitation)
nlassert(desc.GridSize > 0);
release();
_Strenght = 0;
_Desc = desc;
if (!_Desc.ReleasableModel)
{
allocateFXs(); // keep fxs allocated;
forceSetStrenght(0); // no precipitation is the default
}
_ClipGrid = NULL;
_Touched = true;
}
//============================================================
void CPrecipitation::allocateFXs()
{
H_AUTO_USE(RZ_Precipitation)
if (!Scene) return;
nlassert(_Blocks.empty()); // should be called only once
_Blocks.resize(_Desc.GridSize * _Desc.GridSize);
std::fill(_Blocks.begin(), _Blocks.end(), NL3D::UParticleSystemInstance ());
for(uint k = 0; k < _Desc.GridSize * _Desc.GridSize; ++k)
{
_Blocks[k].cast (Scene->createInstance(_Desc.FxName.c_str()));
if (_Blocks[k].empty())
{
nlwarning("can't find %s", _Desc.FxName.c_str());
release();
return;
}
_Blocks[k].forceInstanciate();
}
if (_Desc.UseBBoxSize)
{
NLMISC::CAABBox bbox;
getBlock(0, 0).getShapeAABBox(bbox);
_XSize = 2.f * bbox.getHalfSize().x;
_YSize = 2.f * bbox.getHalfSize().y;
}
else
{
_XSize = _YSize = _Desc.Size;
}
// get the associated precipitation clipGrid if it hasn't yet
/*
if (!_ClipGrid)
{
NLMISC::CVector2f gridSize(_XSize, _YSize);
TClipGridMap::iterator it = _PrecipitationClipGripMap.find(gridSize);
if (it != _PrecipitationClipGripMap.end())
{
_ClipGrid = &it->second;
}
else
{
_ClipGrid = &(_PrecipitationClipGripMap[gridSize]);
_ClipGrid->initGrid(_Desc.GridSize, _XSize, _YSize);
}
}
*/
}
//============================================================
void CPrecipitation::deallocateFXs()
{
H_AUTO_USE(RZ_Precipitation)
if (Scene)
{
for(uint k = 0; k < _Blocks.size(); ++k)
{
Scene->deleteInstance(_Blocks[k]);
}
NLMISC::contReset(_Blocks);
}
_TimeOut = 0.f;
_Touched = true;
}
//============================================================
void CPrecipitation::setStrenght(float strenght)
{
H_AUTO_USE(RZ_Precipitation)
if (strenght == _Strenght) return;
forceSetStrenght(strenght);
}
//============================================================
void CPrecipitation::forceSetStrenght(float strenght)
{
H_AUTO_USE(RZ_Precipitation)
if (_Desc.ReleasableModel)
{
if (strenght > 0)
{
if (!areFXsAllocated())
{
allocateFXs();
}
}
}
NLMISC::clamp(strenght, 0, 1);
if (_Desc.GridSize == 0) return;
if (!areFXsAllocated()) return;
if (strenght <= 0.f)
{
if (_Strenght != 0.f)
{
_TimeOut = DEFAUT_PRECIPITATION_TIMEOUT;
}
for(uint k = 0; k < _Blocks.size(); ++k)
{
_Blocks[k].activateEmitters(false);
_Blocks[k].setUserParam(0, strenght);
}
}
else
{
_TimeOut = 0.f;
for(uint k = 0; k < _Blocks.size(); ++k)
{
if (_Strenght == 0.f)
{
_Blocks[k].activateEmitters(true);
}
_Blocks[k].setUserParam(0, strenght);
}
}
_Strenght = strenght;
}
//============================================================
void CPrecipitation::release()
{
H_AUTO_USE(RZ_Precipitation)
deallocateFXs();
}
//============================================================
bool CPrecipitation::isRunning() const
{
H_AUTO_USE(RZ_Precipitation)
if (!areFXsAllocated()) return false;
// if the last particles have been removed, we can remove the models
for(uint k = 0; k < _Blocks.size(); ++k)
{
if (_Blocks[k].hasParticles()) return true;
}
return false;
}
//============================================================
// snap a float by the given factor
static inline float fsnapf(float v, float mod)
{
H_AUTO_USE(RZ_Precipitation)
return mod * floorf(v / mod);
}
//============================================================
void CPrecipitation::update(const NLMISC::CMatrix &camMat, NLPACS::UGlobalRetriever * /* retriever */)
{
H_AUTO_USE(RZ_Precipitation)
if (_TimeOut != 0.f)
{
nlassert(_Strenght == 0.f);
_TimeOut -= DT;
if (_TimeOut <= 0.f)
{
_TimeOut = 0.f;
deallocateFXs();
return;
}
}
if (_Desc.ReleasableModel)
{
if (_Strenght == 0.f && areFXsAllocated()) // no more precipitations & FXs are still allocated ? This means that there are particles left
{
if (!isRunning())
{
deallocateFXs();
return;
}
}
}
if (!areFXsAllocated()) return;
NLMISC::CVector userPos = camMat.getPos();
//
if (_XSize == 0 || _YSize == 0) return;
// get world position of the user in grid units
sint worldX = (sint) floorf(userPos.x / _XSize);
sint worldY = (sint) floorf(userPos.y / _YSize);
// See if we need to update pos
if (_Touched || worldX != _OldX || worldY != _OldY)
{
_Touched = false;
_OldX = worldX;
_OldY = worldY;
/*
if (_ClipGrid)
{
_ClipGrid->updateGrid(userPos, retriever);
}
*/
//
// snap the user pos
//
NLMISC::CVector snappedPos(fsnapf(userPos.x, _XSize), fsnapf(userPos.y, _YSize), userPos.z);
snappedPos -= NLMISC::CVector((float(_Desc.GridSize >> 1) - 0.5f) * _XSize, (float(_Desc.GridSize >> 1) - 0.5f) * _YSize, 0);
// get world position of grid corner
// sint gridCornerX = worldX - (_Desc.GridSize >> 1);
// sint gridCornerY = worldY - (_Desc.GridSize >> 1);
// move / show / hide each block
for(uint k = 0; k < _Desc.GridSize; ++k)
{
NLMISC::CVector hPos = snappedPos;
for(uint l = 0; l < _Desc.GridSize; ++l)
{
nlassert(!getBlock(l, k).empty());
/*if (!_ClipGrid)
{*/
getBlock(l, k).setPos(hPos);
hPos.x += _XSize;
/*
}
else // use the clip grid to see if that block should be activated, and at what height it should be put
{
typedef CPrecipitationClipGrid::CGridPoint CGridPoint; // alias CGridPoint
const CGridPoint *p0 = _ClipGrid->get(l + gridCornerX, k + gridCornerY);
const CGridPoint *p1 = _ClipGrid->get(l + gridCornerX + 1, k + gridCornerY);
const CGridPoint *p2 = _ClipGrid->get(l + gridCornerX + 1, k + gridCornerY + 1);
const CGridPoint *p3 = _ClipGrid->get(l + gridCornerX, k + gridCornerY + 1);
if (p0 && p1 && p2 && p3)
{
// if one of the 4 corners is in an interior, don't display the precipiations
if (p0->Clipped || p1->Clipped || p2->Clipped || p3->Clipped)
{
getBlock(l, k).hide();
}
else
{
NL3D::UParticleSystemInstance psi = getBlock(l, k);
psi.show();
// take the mean height
hPos.z = 0.25f * (p0->MeanHeight + p1->MeanHeight + p2->MeanHeight + p3->MeanHeight);
psi.setPos(hPos);
}
}
else
{
getBlock(l, k).setPos(hPos);
}
hPos.x += _XSize;
}
*/
}
snappedPos.y += _YSize;
}
}
}
//============================================================
void CPrecipitation::drawClipGrid(NL3D::UDriver &drv) const
{
if (!_ClipGrid) return;
_ClipGrid->display(drv);
}