khanat-opennel-code/code/nel/include/nel/3d/u_water.h

139 lines
4.4 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/>.
#ifndef NL_U_WATER_INSTANCE_H
#define NL_U_WATER_INSTANCE_H
#include "nel/misc/types_nl.h"
#include "u_instance.h"
namespace NLMISC
{
class CVector2f;
class CVector;
};
namespace NL3D {
class UDriver;
class UWaterHeightMap;
/**
* Helps to get infos about a water model
* You can get this interface by using a dynamic_cast on a UInstance that is a water instance
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2001
*/
class UWaterInstance : public UInstance
{
public:
/** Get the ID of the water height map attached with this surface of water.
* Once you got it, you can get an interface on it from the water height map manager.
* NB : a water height map is usually shared between several wtare instances
*/
uint32 getWaterHeightMapID() const;
/** When displaying the water height field, the value in the height field is actually multiplied
* by a factor to get the height in world space. This returns this factor
*/
float getHeightFactor() const;
/// Get the height of the water in world space at the given location.
float getHeight(const NLMISC::CVector2f &pos);
/** Get the attenuated height of the water in world space at the given location.
* You must provide the viewer position
* This is useful if you want to compute the position of a floating object
*/
float getAttenuatedHeight(const NLMISC::CVector2f &pos, const NLMISC::CVector &viewer);
/// Proxy interface
/// Constructors
UWaterInstance() { _Object = NULL; }
UWaterInstance(class CWaterModel *object) { _Object = (ITransformable*)object; };
/// Attach an object to this proxy
void attach(class CWaterModel *object) { _Object = (ITransformable*)object; };
/// Detach the object
void detach() { _Object = NULL; }
/// Return true if the proxy is empty() (not attached)
bool empty() const {return _Object==NULL;}
/// For advanced usage, get the internal object ptr
class CWaterModel *getObjectPtr() const {return (CWaterModel*)_Object;}
};
/// Interface to the water height map manager
class UWaterHeightMapManager
{
public:
/// Retrieve a water heightmap from its ID. An assertion is raised if a wrong ID is provided
static UWaterHeightMap &getWaterHeightMapFromID(uint32 ID);
/** Blend factor for water surfaces that use CTextureBlend (day / night mgt for example)
* The blend factor if clamped to [0, 1]
* NB : when transition has finished, one should call releaseBlendTexture to eventually release textures from system memory
*/
static void setBlendFactor(UDriver *driver, float value);
/** release blend textures from memory
*/
static void releaseBlendTextures();
};
/// Interface to water height maps
class UWaterHeightMap
{
public:
virtual ~UWaterHeightMap() {}
/// get the size in meter of a heightmap texel
virtual float getUnitSize() const =0;
/** Apply a perturbation on this heightmap at the given location.
* \param pos, The x and y coords of the perturbation.
* \param strenght Strenght of the impulsion
* \param radius Radius of the impulsion
*/
virtual void perturbate(const NLMISC::CVector2f &pos, float strenght, float radius) =0;
/** Apply a point perturbation on this heightmap at the given location.
* \param pos, The x and y coords of the perturbation.
* \param strenght Strenght of the impulsion
*/
virtual void perturbatePoint(const NLMISC::CVector2f &pos, float strenght) =0;
/** Get the value of the height map at the given location. To get the height in world coordinate,
* You should use getHeight
*/
virtual float getHeight(const NLMISC::CVector2f &pos) =0;
};
} // NL3D
#endif // NL_U_WATER_INSTANCE_H
/* End of u_water_instance.h */