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