2012-05-29 13:31:11 +00:00
// 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_WATER_MAP_H
# define CL_WATER_MAP_H
# include "nel/3d/u_scene.h"
//
# include "nel/misc/polygon.h"
# include "nel/misc/vector_2f.h"
/** Provides an easy way to know is there's water at a given point, and what is it height
* NB : for now , only water surfaces that have been instanciated once yet are taken in account
* so this is useful only for testing if a visible point is in water
*
*
* \ author Nicolas Vizerie
* \ author Nevrax France
* \ date 2 / 2004
*/
class CWaterMap : public NL3D : : IWaterSurfaceAddedCallback
{
public :
// ctor
CWaterMap ( ) ;
/** Init the map with its corners coordinates.
* NB : This register callback to the main scene to know when a water surface is added
*/
void init ( const NLMISC : : CVector2f & minCorner , const NLMISC : : CVector2f & maxCorner , float cellSize = 20.f ) ;
void release ( ) ;
/** Test if there's water at the given position
* if so , ' height ' is filled with the water height
*/
bool getWaterHeight ( const NLMISC : : CVector2f & pos , float & height , bool & splashEnabled ) ;
// Dump water map as a tga file. For debug.
void dump ( const std : : string & filename ) ;
// render water map on screen with boxes (for debug)
void render ( const NLMISC : : CVector2f & camPos , float maxDist = 100.f ) ;
private :
struct CWaterInfo
{
float Height ; // height of surface
NLMISC : : CPolygon2D Shape ;
bool SplashEnabled ;
} ;
NLMISC : : CVector2f _MinCorner ;
NLMISC : : CVector2f _MaxCorner ;
typedef std : : vector < CWaterInfo > TWaterInfoVect ; // a vector of water surfaces overlapping at the same point.
TWaterInfoVect _WaterInfoVect ; // list of surfaces that have been added yet.
typedef std : : vector < uint16 > TWaterInfoIndexVect ; // a vector of water surface that overlap at the same point
std : : vector < TWaterInfoIndexVect > _WaterInfoIndexVectVect ; // a vector of vector of surface infos (if the list of referenced water surface for a given cell are the same, then the list is shared between the two cells
// so this contains the possible lists of surfaces contained by a cell)
std : : vector < uint16 > _Grid ; // for each point in space, gives an ID into _WaterInfoVectVect. This gives access to a water surfaces list.
float _CellSize ;
uint16 _Width ;
uint16 _Height ;
public :
// for CWaterMap
virtual void waterSurfaceAdded ( const NLMISC : : CPolygon2D & shape , const NLMISC : : CMatrix & worldMatrix , bool splashEnabled , bool usesSceneWaterenvmap ) ;
virtual void waterSurfaceRemoved ( bool usesSceneWaterenvmap ) ;
} ;
// for debug
extern bool DisplayWaterMap ;
# endif