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139 lines
4.4 KiB
C++
139 lines
4.4 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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#ifndef NL_U_WATER_INSTANCE_H
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#define NL_U_WATER_INSTANCE_H
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#include "nel/misc/types_nl.h"
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#include "u_instance.h"
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namespace NLMISC
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{
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class CVector2f;
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class CVector;
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};
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namespace NL3D {
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class UDriver;
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class UWaterHeightMap;
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/**
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* Helps to get infos about a water model
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* You can get this interface by using a dynamic_cast on a UInstance that is a water instance
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class UWaterInstance : public UInstance
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{
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public:
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/** Get the ID of the water height map attached with this surface of water.
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* Once you got it, you can get an interface on it from the water height map manager.
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* NB : a water height map is usually shared between several wtare instances
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*/
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uint32 getWaterHeightMapID() const;
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/** When displaying the water height field, the value in the height field is actually multiplied
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* by a factor to get the height in world space. This returns this factor
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*/
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float getHeightFactor() const;
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/// Get the height of the water in world space at the given location.
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float getHeight(const NLMISC::CVector2f &pos);
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/** Get the attenuated height of the water in world space at the given location.
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* You must provide the viewer position
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* This is useful if you want to compute the position of a floating object
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*/
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float getAttenuatedHeight(const NLMISC::CVector2f &pos, const NLMISC::CVector &viewer);
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/// Proxy interface
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/// Constructors
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UWaterInstance() { _Object = NULL; }
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UWaterInstance(class CWaterModel *object) { _Object = (ITransformable*)object; };
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/// Attach an object to this proxy
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void attach(class CWaterModel *object) { _Object = (ITransformable*)object; };
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/// Detach the object
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void detach() { _Object = NULL; }
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/// Return true if the proxy is empty() (not attached)
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bool empty() const {return _Object==NULL;}
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/// For advanced usage, get the internal object ptr
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class CWaterModel *getObjectPtr() const {return (CWaterModel*)_Object;}
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};
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/// Interface to the water height map manager
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class UWaterHeightMapManager
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{
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public:
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/// Retrieve a water heightmap from its ID. An assertion is raised if a wrong ID is provided
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static UWaterHeightMap &getWaterHeightMapFromID(uint32 ID);
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/** Blend factor for water surfaces that use CTextureBlend (day / night mgt for example)
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* The blend factor if clamped to [0, 1]
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* NB : when transition has finished, one should call releaseBlendTexture to eventually release textures from system memory
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*/
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static void setBlendFactor(UDriver *driver, float value);
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/** release blend textures from memory
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*/
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static void releaseBlendTextures();
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};
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/// Interface to water height maps
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class UWaterHeightMap
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{
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public:
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virtual ~UWaterHeightMap() {}
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/// get the size in meter of a heightmap texel
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virtual float getUnitSize() const =0;
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/** Apply a perturbation on this heightmap at the given location.
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* \param pos, The x and y coords of the perturbation.
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* \param strenght Strenght of the impulsion
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* \param radius Radius of the impulsion
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*/
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virtual void perturbate(const NLMISC::CVector2f &pos, float strenght, float radius) =0;
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/** Apply a point perturbation on this heightmap at the given location.
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* \param pos, The x and y coords of the perturbation.
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* \param strenght Strenght of the impulsion
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*/
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virtual void perturbatePoint(const NLMISC::CVector2f &pos, float strenght) =0;
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/** Get the value of the height map at the given location. To get the height in world coordinate,
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* You should use getHeight
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*/
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virtual float getHeight(const NLMISC::CVector2f &pos) =0;
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};
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} // NL3D
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#endif // NL_U_WATER_INSTANCE_H
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/* End of u_water_instance.h */
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