khanat-opennel-code/code/ryzom/client/src/weather_manager_client.h

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// 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_WEATHER_MANAGER_CLIENT_H
#define CL_WEATHER_MANAGER_CLIENT_H
#include "game_share/time_weather_season/weather_setup.h"
#include "game_share/time_weather_season/weather_function.h"
#include "game_share/season.h"
#include "game_share/time_weather_season/weather_manager.h"
#include "weather_setup_client.h"
#include "nel/misc/vector.h"
#include <map>
#include <list>
namespace NLMISC
{
class CMatrix;
}
namespace NL3D
{
class UScene;
class UDriver;
}
namespace NLPACS
{
class UGlobalRetriever;
}
class CWeatherFunctionParamsSheet;
struct CLightCycle;
// a context to pass to the weather manager methods
struct CWeatherContext
{
CWeatherContext ();
const CWeatherFunction *WF;
const CWeatherFunctionParamsSheet *WFP;
const CLightCycle *LC;
NLPACS::UGlobalRetriever *GR;
};
class CWeatherManagerClient : public CWeatherManager
{
public:
// ctor
CWeatherManagerClient();
//
void init();
/// From CWeatherManager : Loads all the weather setups
virtual void init(const std::vector<const CWeatherSetupSheetBase *> &sheets, const std::vector<std::string> &sheetNames);
/// From CWeatherManager : Release all datas (fx models..). Should be called before deleting the scene
virtual void release();
/// Set the global direction of the wind. Only XY direction is kept
void setWindDir(const NLMISC::CVector &dir);
/// Update the weather, small update, only to update current weather state
void update(uint64 day, float hour, const CWeatherContext &wc);
/// Update the weather, full update, with 3d FX thunder update
void update(uint64 day, float hour, const CWeatherContext &wc, const NLMISC::CMatrix &camMat, const class CContinent &continent);
/// Get the current weather value. Updated after each call to 'update'
float getWeatherValue() const { return _WeatherValue; }
/** Does the same than 'update', but let the user choose the weather value. The weather value ranges from 0 to 1.
* The day and hour are needed only to manage phenomena like thunder (need a clock to know when there are thunder strikes)
* Small update, only to update current weather state
*/
void manualUpdate(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season);
/** Does the same than 'update', but let the user choose the weather value. The weather value ranges from 0 to 1.
* The day and hour are needed only to manage phenomena like thunder (need a clock to know when there are thunder strikes)
* Full update, with 3d FX thunder update
*/
void manualUpdate(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season, const NLMISC::CMatrix &camMat, const class CContinent &continent);
// get the current weather setup. It is updated at each call to 'update'
const CWeatherState &getCurrWeatherState() const { return _CurrWeatherState; }
// Compute the state of clouds at the given date.
void computeCloudState(uint64 day, float hour, const CWeatherContext &wc, CCloudState &dest) const;
// Compute the cloud state for the given weather value.
void computeCloudState(float weatherValue, EGSPD::CSeason::TSeason season, CCloudState &dest, const CWeatherFunction wf[EGSPD::CSeason::Invalid]) const;
// For debug : draw the clip grids of currently active precipitations
void drawPrecipitationClipGrids(NL3D::UDriver &drv) const;
// Get the 'thunder level', that is how bright the thunder lighting is. It ranges from 0 (no thunder) to 1 (thunder impact)
float getThunderLevel() const { return _ThunderLevel; }
// To avoid rain in town, There's a Noprecipitation map that give a factor to stop rain at some places
float getLocalPrecipitationFactor() const { return _LocalPrecipitationFactor; }
/////////////////////////////////////////////////////////////////
protected:
// from CWeatherManager
virtual CWeatherSetup *newWeatherSetup() const;
// from CWeatherManager
virtual void setupLoaded(CWeatherSetup *setup);
private:
2016-03-10 11:08:48 +00:00
void manualUpdateImpl(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season);
void manualUpdateImpl(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season, const NLMISC::CMatrix &camMat, const class CContinent &continent);
typedef std::map<std::string, CPrecipitation> TPrecipitationMap;
// A vector of precipitation pointers
typedef std::vector<CPrecipitation *> TPrecipitationVect;
private:
CWeatherState _CurrWeatherState;
CWeatherStateClient _CurrWeatherStateClient;
TPrecipitationMap _PrecipitationMap;
TPrecipitationVect _ActivePrecipitations;
TPrecipitationVect _WaitingPrecipitations;
NLMISC::CVector _WindDir;
float _WeatherValue;
float _ThunderLevel;
bool _ThunderStrike; // true if a thunder strike is currently happening
float _LastEvalHour;
uint64 _LastEvalDay;
float _LocalPrecipitationFactor;
private:
void initPrecipitationFXs();
void setupFXs(const NLMISC::CMatrix &camMat, NLPACS::UGlobalRetriever *gr, const class CContinent &continent);
void setupWind(const CWeatherFunction *wf);
public:
/** A time measurment for thunder function. Each cycle of thunder last a period like 0.5 s. One thunder
* strike can happen only each 2 cycles
* PRIVATE use by implementation
*/
struct CThunderTimeMeasure
{
uint64 Cycle;
float SubCycle;
CThunderTimeMeasure() : Cycle(~0), SubCycle(0)
{}
};
private:
CThunderTimeMeasure _ThunderStrikeDate;
private:
// Use the curr weather state to update the thunder.
void updateThunder(uint64 day, float hour, const CWeatherContext &wc, bool manual = false, float manualWeatherValue = 0.f, EGSPD::CSeason::TSeason manualSeason = EGSPD::CSeason::Spring);
// The thunder intensity at the given day and hour (value of the 'ThunderIntensity' field in the weather setups)
float getThunderIntensity(uint64 day, float hour, const CWeatherContext &wc);
// Compute the minimum threshold that must be reached to create a thunder strike
float getThunderThreshold(uint64 thunderCycle, const CWeatherContext &wc);
// update the thunder state between 2 times between which the thunder function is linear
bool updateThunderState(CThunderTimeMeasure &t0, CThunderTimeMeasure &t1, float thunderThreshold);
};
#endif