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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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 General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "plFixedWaterState7.h"
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#include "hsStream.h"
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void plFixedWaterState7::WaveState::Set(const plFixedWaterState7::WaveState& w, float secs)
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{
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fMaxLength.Set(w.fMaxLength, secs);
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fMinLength.Set(w.fMinLength, secs);
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fAmpOverLen.Set(w.fAmpOverLen, secs);
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fChop.Set(w.fChop, secs);
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fAngleDev.Set(w.fAngleDev, secs);
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}
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void plFixedWaterState7::Set(const plFixedWaterState7& t, float secs)
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{
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fWindDir.Set(t.fWindDir, secs);
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fGeoState.Set(t.fGeoState, secs);
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fTexState.Set(t.fTexState, secs);
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fRippleScale.Set(t.fRippleScale, secs);
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fSpecVec.Set(t.fSpecVec, secs);
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fWaterHeight.Set(t.fWaterHeight, secs);
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fWaterOffset.Set(t.fWaterOffset, secs);
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fMaxAtten.Set(t.fMaxAtten, secs);
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fMinAtten.Set(t.fMinAtten, secs);
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fDepthFalloff.Set(t.fDepthFalloff, secs);
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fWispiness.Set(t.fWispiness, secs);
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fShoreTint.Set(t.fShoreTint, secs);
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fMaxColor.Set(t.fMaxColor, secs);
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fMinColor.Set(t.fMinColor, secs);
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fEdgeOpac.Set(t.fEdgeOpac, secs);
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fEdgeRadius.Set(t.fEdgeRadius, secs);
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fPeriod.Set(t.fPeriod, secs);
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fFingerLength.Set(t.fFingerLength, secs);
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fWaterTint.Set(t.fWaterTint, secs);
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fSpecularTint.Set(t.fSpecularTint, secs);
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fEnvCenter.Set(t.fEnvCenter, secs);
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fEnvRefresh.Set(t.fEnvRefresh, secs);
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fEnvRadius.Set(t.fEnvRadius, secs);
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}
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void plFixedWaterState7::WaveState::Read(hsStream* s)
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{
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fMaxLength.Read(s);
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fMinLength.Read(s);
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fAmpOverLen.Read(s);
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fChop.Read(s);
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fAngleDev.Read(s);
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}
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void plFixedWaterState7::WaveState::Write(hsStream* s) const
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{
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fMaxLength.Write(s);
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fMinLength.Write(s);
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fAmpOverLen.Write(s);
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fChop.Write(s);
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fAngleDev.Write(s);
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}
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void plFixedWaterState7::Read(hsStream* s)
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{
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// Geometric waves
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fGeoState.Read(s);
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// Texture waves
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fTexState.Read(s);
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fRippleScale.Read(s);
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// Geometric and Texture share wind direction
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fWindDir.Read(s);
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// Level of noise added during summation of texture waves
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fSpecVec.Read(s);
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// Depth parameters. Affect how the depth of
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// the water vertex is interpreted into water
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// surface properties.
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fWaterHeight.Read(s);
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fWaterOffset.Read(s);
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fMaxAtten.Read(s);
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fMinAtten.Read(s);
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fDepthFalloff.Read(s);
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// Shore parameters
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// Appearance
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fWispiness.Read(s);
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fShoreTint.Read(s);
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// Next two only used in generation of bubble layer
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fMaxColor.Read(s);
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fMinColor.Read(s);
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fEdgeOpac.Read(s);
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fEdgeRadius.Read(s);
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// Simulation
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fPeriod.Read(s);
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fFingerLength.Read(s);
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// Water appearance.
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fWaterTint.Read(s);
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fSpecularTint.Read(s);
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fEnvCenter.Read(s);
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fEnvRefresh.Read(s);
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fEnvRadius.Read(s);
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}
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void plFixedWaterState7::Write(hsStream* s) const
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{
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// Geometric waves
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fGeoState.Write(s);
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// Texture waves
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fTexState.Write(s);
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fRippleScale.Write(s);
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// Geometric and Texture share wind direction
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fWindDir.Write(s);
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// Level of noise added during summation of texture waves
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fSpecVec.Write(s);
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// Depth parameters. Affect how the depth of
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// the water vertex is interpreted into water
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// surface properties.
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fWaterHeight.Write(s);
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fWaterOffset.Write(s);
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fMaxAtten.Write(s);
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fMinAtten.Write(s);
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fDepthFalloff.Write(s);
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// Shore parameters
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// Appearance
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fWispiness.Write(s);
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fShoreTint.Write(s);
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// Next two only used in generation of bubble layer
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fMaxColor.Write(s);
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fMinColor.Write(s);
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fEdgeOpac.Write(s);
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fEdgeRadius.Write(s);
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// Simulation
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fPeriod.Write(s);
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fFingerLength.Write(s);
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// Water appearance.
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fWaterTint.Write(s);
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fSpecularTint.Write(s);
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fEnvCenter.Write(s);
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fEnvRefresh.Write(s);
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fEnvRadius.Write(s);
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}
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