153 lines
6.9 KiB
C++
153 lines
6.9 KiB
C++
// 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:
|
|
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 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
|