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ryzom-core/code/ryzom/client/src/water_map.h

84 lines
3.4 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/>.
#ifndef CL_WATER_MAP_H
#define CL_WATER_MAP_H
#include "nel/3d/u_scene.h"
//
#include "nel/misc/polygon.h"
#include "nel/misc/vector_2f.h"
/** Provides an easy way to know is there's water at a given point, and what is it height
* NB : for now, only water surfaces that have been instanciated once yet are taken in account
* so this is useful only for testing if a visible point is in water
*
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2/2004
*/
class CWaterMap : public NL3D::IWaterSurfaceAddedCallback
{
public:
// ctor
CWaterMap();
/** Init the map with its corners coordinates.
* NB : This register callback to the main scene to know when a water surface is added
*/
void init(const NLMISC::CVector2f &minCorner, const NLMISC::CVector2f &maxCorner, float cellSize = 20.f);
void release();
/** Test if there's water at the given position
* if so, 'height' is filled with the water height
*/
bool getWaterHeight(const NLMISC::CVector2f &pos, float &height, bool &splashEnabled);
// Dump water map as a tga file. For debug.
void dump(const std::string &filename);
// render water map on screen with boxes (for debug)
void render(const NLMISC::CVector2f &camPos, float maxDist = 100.f);
private:
struct CWaterInfo
{
float Height; // height of surface
NLMISC::CPolygon2D Shape;
bool SplashEnabled;
};
NLMISC::CVector2f _MinCorner;
NLMISC::CVector2f _MaxCorner;
typedef std::vector<CWaterInfo> TWaterInfoVect; // a vector of water surfaces overlapping at the same point.
TWaterInfoVect _WaterInfoVect; // list of surfaces that have been added yet.
typedef std::vector<uint16> TWaterInfoIndexVect; // a vector of water surface that overlap at the same point
std::vector<TWaterInfoIndexVect> _WaterInfoIndexVectVect; // a vector of vector of surface infos (if the list of referenced water surface for a given cell are the same, then the list is shared between the two cells
// so this contains the possible lists of surfaces contained by a cell)
std::vector<uint16> _Grid; // for each point in space, gives an ID into _WaterInfoVectVect. This gives access to a water surfaces list.
float _CellSize;
uint16 _Width;
uint16 _Height;
public:
// for CWaterMap
virtual void waterSurfaceAdded(const NLMISC::CPolygon2D &shape, const NLMISC::CMatrix &worldMatrix, bool splashEnabled, bool usesSceneWaterenvmap);
virtual void waterSurfaceRemoved(bool usesSceneWaterenvmap);
};
// for debug
extern bool DisplayWaterMap;
#endif