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203 lines
7.7 KiB
C++
203 lines
7.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 NL_VEGETABLE_H
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#define NL_VEGETABLE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/noise_value.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/misc/matrix.h"
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#include "nel/3d/vegetable_uv8.h"
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namespace NL3D
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{
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using NLMISC::CVector2f;
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class CVegetableManager;
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class CVegetableShape;
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class CVegetableInstanceGroup;
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class CVegetableInstanceGroupReserve;
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// ***************************************************************************
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/**
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* A vegetable descriptor.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CVegetable
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{
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public:
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/// Micro vegetation position against Water. Above water is the default.
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enum TVegetableWater { AboveWater = 0, UnderWater, IntersectWater, VegetInfoLast };
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public:
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/// Name of the shape to use.
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std::string ShapeName;
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/// Density== Number of instance to create / m^2.
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NLMISC::CNoiseValue Density; // floor(Density*surface)== nbShape to create.
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/// the maximum density computed. if <0, no maximum. -1 by default.
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float MaxDensity;
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/// Random Scale.
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NLMISC::CNoiseValue Sxy, Sz;
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/// Random Orientation.
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NLMISC::CNoiseValue Rx, Ry, Rz;
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/// Random Bend factor.
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NLMISC::CNoiseValue BendFactor;
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/// Random Bend Phase.
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NLMISC::CNoiseValue BendPhase;
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/// Fixed Bend FrequencyFactor. NB: rounded during addInstance to the nearest NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC
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float BendFrequencyFactor;
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/// The color to modulate the instance.
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NLMISC::CNoiseColorGradient Color;
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/** At which distance this vegetable will be rendered.
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* NB: DistType is not managed by CVegetableManager, but by user (eg CLandscape).
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*/
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uint32 DistType;
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public:
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CVegetable();
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/// \name Density Angle Factor
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// @{
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enum TAngleType {AngleGround=0, AngleCeiling, AngleWall};
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/** set an Angle setup such that max density is when normal== K, and 0 density is when normalAngle= cosAngleMin.
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* \param cosAngleMinLimit should be a cosinus angle between -1 and 1.
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*/
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void setAngleGround(float cosAngleMin);
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/** set an Angle setup such that max density is when normal= -K, and 0 density is when normalAngle= cosAngleMax.
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* \param cosAngleMinLimit should be a cosinus angle between -1 and 1.
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*/
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void setAngleCeiling(float cosAngleMax);
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/** set an Angle setup such that max density is when normal is at (cosAngleMin+cosAngleMax)/2, and 0 density is
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* when cosAngle= one of the cosAngleMin or cosAngleMax.
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*/
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void setAngleWall(float cosAngleMin, float cosAngleMax);
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float getCosAngleMin() const {return _CosAngleMin;}
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float getCosAngleMax() const {return _CosAngleMax;}
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TAngleType getAngleType() const {return _AngleType;}
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// @}
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/** register the vegetable to the vegetable manager. do it first. used by generateInstance() and generateGroup*()
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* Manager will load the shape needed for this vegetable.
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*/
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void registerToManager(CVegetableManager *manager);
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/** generate a list of instance to create on a small ground element, according to density and noise.
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* result is a list of instance to create, with random 2d position. 2d position are in range [0..1].
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* caller should scale, or use it to compute real world position, and then use generateInstance() to really
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* compute the instances.
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*
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* Warning! Use OptFastFloor()! So call must be enclosed with a OptFastFloorBegin()/OptFastFloorEnd().
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*
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* \param posInWorld center (approx) of the surface which generate group of vegetable
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* \param surfaceNormal UNIT up vector of the surface to compare with (0,0,1), to modulate density
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* \param area area of the surface, to know number of elements to generate for this surface
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* \param vegetSeed "random" value which Should be different for all vegetables in the same area.
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* useful if lot of different vegetable generated in same area: positions won't be generated at same place.
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* \param instances the generated position of instances.
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*/
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void generateGroup(const CVector &posInWorld, const CVector &surfaceNormal, float area, uint vegetSeed, std::vector<CVector2f> &instances) const;
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/** same as generateGroup, but with smoother density effects on border with desnity==0
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* \name posInWorldAround 4 position on 4 edges around the center in folowing order:
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* (0,0.5), (1,0.5), (0.5,0), (0.5,1) (in instance UV coordinates space (as returned in "instances").
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*/
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void generateGroupBiLinear(const CVector &posInWorld, const CVector posInWorldBorder[4], const CVector &surfaceNormal, float area, uint vegetSeed, std::vector<CVector2f> &instances) const;
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/** Fast allocation reservation: you must call this before generating all your instances in an Ig:
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* Add N instances of Vegetable to the reservation system.
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* \param numInstances number of instances to generate (as "returned" by generateGroup()).
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* \see CVegetableManager::reserveIgCompile().
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*/
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void reserveIgAddInstances(CVegetableInstanceGroupReserve &vegetIgReserve, TVegetableWater vegetWaterState, uint numInstances) const;
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/** posInWorld should be a matrix of position + rotation (typically for surface alignement).
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* FinalPos= posInWorld * noiseMatrix(scale/rot)
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* If shape is Lighted:
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* FinalAmbientColor= vegetManager->Ambient * modulateAmbientColor * randomColor.
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* FinalDiffuseColor= vegetManager->Diffuse * modulateDiffuseColor * randomColor.
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* else
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* FinalAmbientColor= randomColor.
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* FinalDiffuseColor= randomColor.
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* If instance is in AlphaBlend/ZSort, blendDistMax is the distance where the instance is invisible (alpha==0).
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* instance is added to the manager, under the instance group ig. This one must have been generated by the VegetableManager.
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* \param dlmUV is the dynamic lightmap UV for this vegetable.
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*/
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void generateInstance(CVegetableInstanceGroup *ig, const NLMISC::CMatrix &posInWorld,
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const NLMISC::CRGBAF &modulateAmbientColor, const NLMISC::CRGBAF &modulateDiffuseColor, float blendDistMax,
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TVegetableWater vegetWaterState, CVegetableUV8 dlmUV) const;
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void serial(NLMISC::IStream &f);
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// *********************
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private:
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/** density is multiplied by a function f(cos angle with verticalVector), such that
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* f(CosAngleMiddle)==1, and f(CosAngleMin)==f(CosAngleMax)== 0
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*/
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float _CosAngleMin, _CosAngleMax, _CosAngleMiddle, _OOCosAngleDist;
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/// angle type setuped with setAngleMin etc...
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TAngleType _AngleType;
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/// the manager
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CVegetableManager *_Manager;
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/// shape in the manager
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CVegetableShape *_VegetableShape;
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/// Do the generateGroup, but take nbInst unmodulated by normal
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void generateGroupEx(float nbInst, const CVector &posInWorld, const CVector &surfaceNormal, uint vegetSeed, std::vector<CVector2f> &instances) const;
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// easineasout
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static inline float easeInEaseOut(float x)
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{
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float y;
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// cubic such that f(0)=0, f'(0)=0, f(1)=1, f'(1)=0.
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float x2=x*x;
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float x3=x2*x;
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y= -2*x3 + 3*x2;
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return y;
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}
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};
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} // NL3D
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#endif // NL_VEGETABLE_H
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/* End of vegetable.h */
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