2012-05-29 13:31:11 +00:00
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// 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_WEATHER_MANAGER_CLIENT_H
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#define CL_WEATHER_MANAGER_CLIENT_H
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#include "game_share/time_weather_season/weather_setup.h"
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#include "game_share/time_weather_season/weather_function.h"
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#include "game_share/season.h"
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#include "game_share/time_weather_season/weather_manager.h"
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#include "weather_setup_client.h"
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#include "nel/misc/vector.h"
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#include <map>
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#include <list>
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namespace NLMISC
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{
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class CMatrix;
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}
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namespace NL3D
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{
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class UScene;
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class UDriver;
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}
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namespace NLPACS
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{
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class UGlobalRetriever;
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}
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class CWeatherFunctionParamsSheet;
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struct CLightCycle;
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// a context to pass to the weather manager methods
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struct CWeatherContext
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{
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CWeatherContext ();
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const CWeatherFunction *WF;
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const CWeatherFunctionParamsSheet *WFP;
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const CLightCycle *LC;
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NLPACS::UGlobalRetriever *GR;
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};
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class CWeatherManagerClient : public CWeatherManager
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{
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public:
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// ctor
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CWeatherManagerClient();
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//
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void init();
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/// From CWeatherManager : Loads all the weather setups
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virtual void init(const std::vector<const CWeatherSetupSheetBase *> &sheets, const std::vector<std::string> &sheetNames);
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/// From CWeatherManager : Release all datas (fx models..). Should be called before deleting the scene
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virtual void release();
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/// Set the global direction of the wind. Only XY direction is kept
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void setWindDir(const NLMISC::CVector &dir);
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/// Update the weather, small update, only to update current weather state
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void update(uint64 day, float hour, const CWeatherContext &wc);
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/// Update the weather, full update, with 3d FX thunder update
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void update(uint64 day, float hour, const CWeatherContext &wc, const NLMISC::CMatrix &camMat, const class CContinent &continent);
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/// Get the current weather value. Updated after each call to 'update'
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float getWeatherValue() const { return _WeatherValue; }
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/** Does the same than 'update', but let the user choose the weather value. The weather value ranges from 0 to 1.
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* The day and hour are needed only to manage phenomena like thunder (need a clock to know when there are thunder strikes)
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* Small update, only to update current weather state
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*/
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void manualUpdate(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season);
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/** Does the same than 'update', but let the user choose the weather value. The weather value ranges from 0 to 1.
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* The day and hour are needed only to manage phenomena like thunder (need a clock to know when there are thunder strikes)
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* Full update, with 3d FX thunder update
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*/
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void manualUpdate(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season, const NLMISC::CMatrix &camMat, const class CContinent &continent);
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// get the current weather setup. It is updated at each call to 'update'
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const CWeatherState &getCurrWeatherState() const { return _CurrWeatherState; }
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// Compute the state of clouds at the given date.
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void computeCloudState(uint64 day, float hour, const CWeatherContext &wc, CCloudState &dest) const;
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// Compute the cloud state for the given weather value.
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void computeCloudState(float weatherValue, EGSPD::CSeason::TSeason season, CCloudState &dest, const CWeatherFunction wf[EGSPD::CSeason::Invalid]) const;
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// For debug : draw the clip grids of currently active precipitations
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void drawPrecipitationClipGrids(NL3D::UDriver &drv) const;
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// Get the 'thunder level', that is how bright the thunder lighting is. It ranges from 0 (no thunder) to 1 (thunder impact)
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float getThunderLevel() const { return _ThunderLevel; }
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// To avoid rain in town, There's a Noprecipitation map that give a factor to stop rain at some places
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float getLocalPrecipitationFactor() const { return _LocalPrecipitationFactor; }
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/////////////////////////////////////////////////////////////////
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protected:
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// from CWeatherManager
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virtual CWeatherSetup *newWeatherSetup() const;
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// from CWeatherManager
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virtual void setupLoaded(CWeatherSetup *setup);
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private:
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2016-03-10 11:08:48 +00:00
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void manualUpdateImpl(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season);
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void manualUpdateImpl(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season, const NLMISC::CMatrix &camMat, const class CContinent &continent);
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2012-05-29 13:31:11 +00:00
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typedef std::map<std::string, CPrecipitation> TPrecipitationMap;
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// A vector of precipitation pointers
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typedef std::vector<CPrecipitation *> TPrecipitationVect;
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private:
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CWeatherState _CurrWeatherState;
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CWeatherStateClient _CurrWeatherStateClient;
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TPrecipitationMap _PrecipitationMap;
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TPrecipitationVect _ActivePrecipitations;
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TPrecipitationVect _WaitingPrecipitations;
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NLMISC::CVector _WindDir;
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float _WeatherValue;
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float _ThunderLevel;
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bool _ThunderStrike; // true if a thunder strike is currently happening
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float _LastEvalHour;
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uint64 _LastEvalDay;
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float _LocalPrecipitationFactor;
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private:
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void initPrecipitationFXs();
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void setupFXs(const NLMISC::CMatrix &camMat, NLPACS::UGlobalRetriever *gr, const class CContinent &continent);
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void setupWind(const CWeatherFunction *wf);
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public:
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/** A time measurment for thunder function. Each cycle of thunder last a period like 0.5 s. One thunder
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* strike can happen only each 2 cycles
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* PRIVATE use by implementation
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*/
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struct CThunderTimeMeasure
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{
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uint64 Cycle;
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float SubCycle;
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CThunderTimeMeasure() : Cycle(~0), SubCycle(0)
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{}
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};
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private:
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CThunderTimeMeasure _ThunderStrikeDate;
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private:
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// Use the curr weather state to update the thunder.
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void updateThunder(uint64 day, float hour, const CWeatherContext &wc, bool manual = false, float manualWeatherValue = 0.f, EGSPD::CSeason::TSeason manualSeason = EGSPD::CSeason::Spring);
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// The thunder intensity at the given day and hour (value of the 'ThunderIntensity' field in the weather setups)
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float getThunderIntensity(uint64 day, float hour, const CWeatherContext &wc);
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// Compute the minimum threshold that must be reached to create a thunder strike
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float getThunderThreshold(uint64 thunderCycle, const CWeatherContext &wc);
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// update the thunder state between 2 times between which the thunder function is linear
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bool updateThunderState(CThunderTimeMeasure &t0, CThunderTimeMeasure &t1, float thunderThreshold);
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};
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#endif
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