khanat-opennel-code/code/nel/src/3d/u_water.cpp

79 lines
2.6 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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/>.
#include "std3d.h"
#include "nel/3d/u_water.h"
#include "nel/3d/water_pool_manager.h"
#include "nel/3d/water_height_map.h"
#include "nel/3d/water_model.h"
#include "nel/3d/driver_user.h"
namespace NL3D
{
//===========================================================================
UWaterHeightMap &UWaterHeightMapManager::getWaterHeightMapFromID(uint32 ID)
{
nlassert(GetWaterPoolManager().hasPool(ID)); // unknown pool ID!
return GetWaterPoolManager().getPoolByID(ID);
}
//===========================================================================
void UWaterHeightMapManager::setBlendFactor(UDriver *drv, float value)
{
NLMISC::clamp(value, 0.f, 1.f);
GetWaterPoolManager().setBlendFactor(NLMISC::safe_cast<CDriverUser *>(drv)->getDriver(), value);
}
//===========================================================================
void UWaterHeightMapManager::releaseBlendTextures()
{
GetWaterPoolManager().releaseBlendTextures();
}
//===========================================================================
uint32 UWaterInstance::getWaterHeightMapID() const
{
CWaterModel *object = getObjectPtr();
return object ->getWaterHeightMapID();
}
//===========================================================================
float UWaterInstance::getHeightFactor() const
{
CWaterModel *object = getObjectPtr();
return object->getHeightFactor();
}
//===========================================================================
float UWaterInstance::getHeight(const NLMISC::CVector2f &pos)
{
CWaterModel *object = getObjectPtr();
return object->getHeight(pos);
}
//===========================================================================
float UWaterInstance::getAttenuatedHeight(const NLMISC::CVector2f &pos, const NLMISC::CVector &viewer)
{
CWaterModel *object = getObjectPtr();
return object->getAttenuatedHeight(pos, viewer);
}
} // NL3D