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