mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-18 05:11:42 +00:00
169 lines
4.3 KiB
C++
169 lines
4.3 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/>.
|
|
|
|
//
|
|
// Includes
|
|
//
|
|
|
|
#include <nel/misc/types_nl.h>
|
|
|
|
#include <cmath>
|
|
#include <nel/misc/vectord.h>
|
|
#include <nel/misc/config_file.h>
|
|
#include <nel/3d/u_camera.h>
|
|
#include <nel/3d/u_driver.h>
|
|
#include <nel/3d/u_scene.h>
|
|
#include <nel/3d/u_instance.h>
|
|
#include <nel/3d/u_skeleton.h>
|
|
#include <nel/3d/u_visual_collision_entity.h>
|
|
#include <nel/3d/u_visual_collision_manager.h>
|
|
#include <nel/3d/u_cloud_scape.h>
|
|
#include <nel/3d/viewport.h>
|
|
|
|
#include "snowballs_client.h"
|
|
#include "entities.h"
|
|
#include "mouse_listener.h"
|
|
#include "pacs.h"
|
|
|
|
//
|
|
// Namespaces
|
|
//
|
|
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
using namespace NL3D;
|
|
|
|
namespace SBCLIENT {
|
|
|
|
//
|
|
// Variables
|
|
//
|
|
|
|
// The camera for the whole scene
|
|
UCamera Camera = NULL;
|
|
// The collision entity use to snap the camera on the ground
|
|
UVisualCollisionEntity *CamCollisionEntity = NULL;
|
|
|
|
// The particle system for the snowing effect
|
|
static UInstance Snow = NULL;
|
|
|
|
// The sky 3D objects
|
|
static UScene *SkyScene = NULL;
|
|
static UCamera SkyCamera = NULL;
|
|
static UInstance Sky = NULL;
|
|
|
|
static UCloudScape *Clouds = NULL;
|
|
|
|
//
|
|
// Functions
|
|
//
|
|
|
|
void initCamera()
|
|
{
|
|
// Set up directly the camera
|
|
Camera = Scene->getCam();
|
|
Camera.setTransformMode (UTransformable::DirectMatrix);
|
|
Camera.setPerspective ((float)Pi/2.f, 1.33f, 0.1f, 1000);
|
|
Camera.lookAt (CVector(ConfigFile->getVar("StartPoint").asFloat(0),
|
|
ConfigFile->getVar("StartPoint").asFloat(1),
|
|
ConfigFile->getVar("StartPoint").asFloat(2)),
|
|
CVectorD (0,0,0));
|
|
|
|
CamCollisionEntity = VisualCollisionManager->createEntity();
|
|
CamCollisionEntity->setCeilMode(true);
|
|
|
|
// Create the snowing particle system
|
|
Snow = Scene->createInstance("snow.ps");
|
|
// And setup it
|
|
Snow.setTransformMode (UTransformable::DirectMatrix);
|
|
|
|
//
|
|
// Setup the sky scene
|
|
//
|
|
|
|
// -- -- not sure what the sky has to do with the camera
|
|
|
|
SkyScene = Driver->createScene(false);
|
|
|
|
SkyCamera = SkyScene->getCam ();
|
|
SkyCamera.setTransformMode (UTransformable::DirectMatrix);
|
|
// Set the very same frustum as the main camera
|
|
SkyCamera.setFrustum (Camera.getFrustum ());
|
|
|
|
Sky = SkyScene->createInstance("sky.shape");
|
|
Sky.setTransformMode (UTransformable::DirectMatrix);
|
|
Sky.setMatrix(CMatrix::Identity);
|
|
}
|
|
|
|
void releaseCamera()
|
|
{
|
|
SkyScene->deleteInstance(Sky);
|
|
Driver->deleteScene(SkyScene);
|
|
Scene->deleteInstance(Snow);
|
|
VisualCollisionManager->deleteEntity(CamCollisionEntity);
|
|
}
|
|
|
|
void updateCamera()
|
|
{
|
|
// Set the new position of the snow emitter
|
|
CMatrix mat = CMatrix::Identity;
|
|
mat.setPos (Camera.getMatrix().getPos()/*+CVector (0.0f, 0.0f, -10.0f)*/);
|
|
Snow.setMatrix(mat);
|
|
}
|
|
|
|
void initSky()
|
|
{
|
|
// -- -- or what the clouds have to do with the sky
|
|
|
|
SCloudScapeSetup css;
|
|
Clouds = Scene->createCloudScape ();
|
|
Clouds->init (&css);
|
|
Clouds->setQuality (160);
|
|
Clouds->setNbCloudToUpdateIn80ms (1);
|
|
}
|
|
|
|
void releaseSky()
|
|
{
|
|
Scene->deleteCloudScape(Clouds);
|
|
}
|
|
|
|
// -- -- random note: update and render makes more sense than animate and update
|
|
void animateSky(double dt)
|
|
{
|
|
Clouds->anim(dt);
|
|
}
|
|
|
|
// this is actually render
|
|
void updateSky()
|
|
{
|
|
CMatrix skyCameraMatrix;
|
|
skyCameraMatrix.identity();
|
|
//
|
|
skyCameraMatrix= Camera.getMatrix();
|
|
skyCameraMatrix.setPos(CVector::Null);
|
|
SkyCamera.setMatrix(skyCameraMatrix);
|
|
|
|
SkyScene->animate(AnimationTime);
|
|
SkyScene->render();
|
|
// Must clear ZBuffer For incoming rendering.
|
|
Driver->clearZBuffer();
|
|
|
|
Clouds->render();
|
|
}
|
|
|
|
} /* namespace SBCLIENT */
|
|
|
|
/* end of file */
|