2012-05-29 13:31:11 +00:00
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// 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 "weather_setup_client.h"
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#include "precipitation.h"
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#include "nel/georges/u_form_elm.h"
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#include "nel/3d/u_particle_system_instance.h"
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using namespace NLMISC;
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H_AUTO_DECL(RZ_WeatherSetupClient)
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//==================================================================================
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/** Tool fct to blend 2 floats
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*/
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static inline void blendValue(float &dest, float f1, float f2, float blendFactor)
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{
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H_AUTO_USE(RZ_WeatherSetupClient)
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dest = blendFactor * f2 + (1.f - blendFactor) * f1;
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}
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//==================================================================================
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void CWeatherStateClient::setup(const CWeatherState &ws, std::map<std::string, CPrecipitation> &precipitationMap)
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{
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FXs.resize(ws.FXInfos.size());
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for(uint k = 0; k < FXs.size(); ++k)
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{
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if (!ws.FXInfos[k].Name.empty())
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{
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FXs[k].Precipitation = &(precipitationMap[ws.FXInfos[k].Name]);
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FXs[k].Ratio = ws.FXInfos[k].Ratio;
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}
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else
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{
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FXs[k].Precipitation = NULL;
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FXs[k].Ratio = 0.f;
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}
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}
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}
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//==================================================================================
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void CWeatherStateClient::blend(CWeatherStateClient &dest, const CWeatherStateClient &s1, const CWeatherStateClient &s2, float blendFactor)
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{
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H_AUTO_USE(RZ_WeatherSetupClient)
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// FXs. Blend FXs ofthe 2 vectors togethers
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dest.FXs.resize(s1.FXs.size());
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//
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uint numCommonFXs = 0; // number of fx in array 1 that are also in array 2
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// Add / Blend FXs that are only in array 1, or in both arrays
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uint l;
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uint k;
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for(k = 0; k < s1.FXs.size(); ++k)
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{
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dest.FXs[k].Precipitation = s1.FXs[k].Precipitation;
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bool found = false;
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// see if FX is in both vectors
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for(l = 0; l < s2.FXs.size(); ++l)
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{
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if (s1.FXs[k].Precipitation == s2.FXs[l].Precipitation)
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{
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// yes, so blend the ratios
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blendValue(dest.FXs[k].Ratio, s1.FXs[k].Ratio, s2.FXs[k].Ratio, blendFactor);
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found = true;
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++ numCommonFXs;
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break;
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}
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}
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if (!found)
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{
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// this FX is only in array 1
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blendValue(dest.FXs[k].Ratio, s1.FXs[k].Ratio, 0, blendFactor);
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}
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}
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// Add FXs that are only in array 2
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dest.FXs.reserve(dest.FXs.size() + s2.FXs.size() - numCommonFXs);
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for(k = 0; k < s2.FXs.size(); ++k)
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{
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bool inBothArrays = false;
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// see if FX is in both vectors
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for(l = 0; l < s1.FXs.size(); ++l)
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{
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if (s1.FXs[k].Precipitation == s2.FXs[l].Precipitation)
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{
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inBothArrays = true;
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break;
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}
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}
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if (!inBothArrays)
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{
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dest.FXs.push_back(s2.FXs[k]);
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// this FX is only in array 2
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blendValue(dest.FXs.back().Ratio, 0.f, s2.FXs[k].Ratio, blendFactor);
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}
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}
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}
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