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79 lines
2.6 KiB
C++
79 lines
2.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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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#include "std3d.h"
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#include "nel/3d/u_water.h"
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#include "nel/3d/water_pool_manager.h"
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#include "nel/3d/water_height_map.h"
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#include "nel/3d/water_model.h"
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#include "nel/3d/driver_user.h"
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namespace NL3D
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{
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//===========================================================================
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UWaterHeightMap &UWaterHeightMapManager::getWaterHeightMapFromID(uint32 ID)
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{
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nlassert(GetWaterPoolManager().hasPool(ID)); // unknown pool ID!
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return GetWaterPoolManager().getPoolByID(ID);
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}
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//===========================================================================
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void UWaterHeightMapManager::setBlendFactor(UDriver *drv, float value)
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{
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NLMISC::clamp(value, 0.f, 1.f);
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GetWaterPoolManager().setBlendFactor(NLMISC::safe_cast<CDriverUser *>(drv)->getDriver(), value);
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}
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//===========================================================================
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void UWaterHeightMapManager::releaseBlendTextures()
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{
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GetWaterPoolManager().releaseBlendTextures();
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}
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//===========================================================================
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uint32 UWaterInstance::getWaterHeightMapID() const
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{
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CWaterModel *object = getObjectPtr();
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return object ->getWaterHeightMapID();
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}
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//===========================================================================
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float UWaterInstance::getHeightFactor() const
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{
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CWaterModel *object = getObjectPtr();
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return object->getHeightFactor();
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}
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//===========================================================================
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float UWaterInstance::getHeight(const NLMISC::CVector2f &pos)
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{
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CWaterModel *object = getObjectPtr();
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return object->getHeight(pos);
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}
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//===========================================================================
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float UWaterInstance::getAttenuatedHeight(const NLMISC::CVector2f &pos, const NLMISC::CVector &viewer)
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{
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CWaterModel *object = getObjectPtr();
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return object->getAttenuatedHeight(pos, viewer);
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}
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} // NL3D
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