153 lines
5.8 KiB
C++
153 lines
5.8 KiB
C++
// 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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#ifndef CL_MICRO_LIFE_MANAGER_H
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#define CL_MICRO_LIFE_MANAGER_H
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#include "timed_fx_manager.h"
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//
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#include "game_share/season.h"
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//
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#include "nel/3d/u_landscape.h"
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#include "nel/misc/polygon.h"
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#include "nel/misc/triangle.h"
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//
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class CFloraSheet;
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namespace NLLIGO
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{
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class CPrimVector;
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}
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/** Spawn/despawn microlife fx on the landscape. Those fx are created in the world editor using 'patatoid' primitives.
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* This manager look in which primitive the player is, and add/remove microlife with the given density as necessary.
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* Microlife FXs are a special case of timed fx, and this manager relies in fact on CTimedFXManager
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* \TODO The container used is basically a quadgrid tailored for polygons, so it may be good to put the container part in NL3D for reuse (test for water intersection are similar)
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 1/2004
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*/
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class CMicroLifeManager : public NL3D::ULandscapeTileCallback
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{
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public:
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// get the unique instance of that class
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static CMicroLifeManager &getInstance();
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/** Init the manager
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* \param minCorner minimum coordinate of continent
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* \param maxCorner maximum coordinate of continent
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* \param cellSize size of grid cells used to test if a tile intersect a primitive (also limit precision of tests)
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*/
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void init(const NLMISC::CVector2f &minCorner, const NLMISC::CVector2f &maxCorner, float cellSize = 30.f);
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// build from a list of primitive names
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void build(const std::vector<std::string> &fileNames);
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// release all managed primitive / created fxs
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void release();
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// Dump grid as a tga file. For debug
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void dumpMLGrid(const std::string &filename);
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// render the primitive that contains microlife on screen as boxes (for debug)
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void renderMLZones(const NLMISC::CVector2f &camPos, float maxDist = 1000.f);
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#ifdef NL_DEBUG
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// render active tiles
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void renderActiveTiles();
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#endif
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private:
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// infos for a zone polygon overlapping a given grid cell
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class CGridOverlapPolyInfo
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{
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public:
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NLMISC::CPolygon2D Poly;
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bool IsExcludePoly; // this is an exclusion polygon
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bool IsFullyCovered; // the grid cell is fully contained into that polygon so fast test can be performed
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const CFloraSheet *Sheet;
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uint PrimitiveIndex;
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public:
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bool operator < (const CGridOverlapPolyInfo &other) const;
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bool operator == (const CGridOverlapPolyInfo &other) const;
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};
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// a vector of CGridOverlapPolyInfo
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class CGridOverlapPolyInfoVector
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{
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public:
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std::vector<CGridOverlapPolyInfo> V;
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public:
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bool operator < (const CGridOverlapPolyInfoVector &other) const;
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bool operator == (const CGridOverlapPolyInfoVector &other) const;
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};
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// temporary grid used for build
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typedef std::vector<CGridOverlapPolyInfoVector> TBuildGrid;
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// possible list of polygons that can overlap a grid cells
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typedef std::vector<CGridOverlapPolyInfoVector> TPossibleOverlapingPolyLists;
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TPossibleOverlapingPolyLists _PossibleOverlapPolyLists;
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/** A grid that cover the continent and that give the list of primitives polygons that cover each cell
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* List of primitives are shared between each cell.
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* Each cell contains an index into _PossibleOverlapPolyLists.
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*/
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std::vector<uint16> _Grid;
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float _CellSize; // size of a grid cell in meters
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uint _GridWidth; // width of the grid (a number of cells)
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uint _GridHeight; // height of the grid (a number of cells)
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NLMISC::CVector2f _MinCorner;
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NLMISC::CNoiseValue _Noise;
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//
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typedef CHashMap<uint64, CTimedFXManager::TFXGroupHandle> TTileIDToFX;
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TTileIDToFX _ActiveFXs; // active fxs, sorted by tiles ids
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#ifdef NL_DEBUG
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CHashMap<uint64, NL3D::CTileAddedInfo> _ActiveTiles;
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CHashMap<uint64, NL3D::CTileAddedInfo> _ActiveTilesWithFX;
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#endif
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private:
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// prevent construction from outside
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CMicroLifeManager();
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// from NL3D::ULandscapeTileCallback
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virtual void tileAdded(const NL3D::CTileAddedInfo &infos);
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virtual void tileRemoved(uint64 id);
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// add / remove a poly of a zone to a build grid. Poly coordinates are in world.
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void drawPolyInBuildGrid(const std::vector<NLLIGO::CPrimVector> &primPoly,
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uint primitiveIndex,
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TBuildGrid &buildGrid,
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const CFloraSheet *sheet,
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bool isExcludeTri);
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// pack the build grid so that each cell only contains index into a small set of poly list, instead of a full poly list
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// (a lot of cells share the same poly list)
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void packBuildGrid(TBuildGrid &buildGrid,
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TPossibleOverlapingPolyLists &possibleLists
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);
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// add a primitive file in the build grid
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// the primitive file 'primitiveIndex' is incremented
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void addPrimitiveToBuildGrid(const std::string &fileName, uint &primitiveIndex, TBuildGrid &buildGrid);
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//
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friend class CCleanFullyCoveredGridCellPred;
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};
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// for debug : boolean which indicates if micro_life zones should
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#if !FINAL_VERSION
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extern bool DisplayMicroLifeZones;
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#endif
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#ifdef NL_DEBUG
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extern bool DisplayMicroLifeActiveTiles;
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#endif
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#endif
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