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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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#ifndef pyWaveSet_h
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#define pyWaveSet_h
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#include "pyKey.h"
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#include "pyGeometry3.h"
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#include "pyColor.h"
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#include <Python.h>
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#include "pyGlueHelpers.h"
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//////////////////////////////////////////////////////////////////////
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//
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// pyWaveSet - a wrapper class to provide interface to wave sets
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//
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//////////////////////////////////////////////////////////////////////
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/*
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// Getters and Setters for Python twiddling
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//
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// First a way to set new values. The secs parameter says how long to take
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// blending to the new value from the current value.
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//
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// Skipping the shore parameters, because they are never used.
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// Now a way to get current values. See the accompanying Setter for notes on
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// what the parameter means.
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//
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*/
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class pyWaveSet
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{
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private:
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plKey fWaterKey;
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protected:
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pyWaveSet(): fWaterKey(nil) {} // for python glue only, do NOT call
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pyWaveSet(plKey key);
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pyWaveSet(pyKey& key);
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public:
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptWaveSet);
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static PyObject *New(plKey key);
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static PyObject *New(pyKey& key);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyWaveSet object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyWaveSet); // converts a PyObject to a pyWaveSet (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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void setKey(pyKey& key) {fWaterKey = key.getKey();} // for python glue only, do NOT call
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// ==============================================================================
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// Set functions
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// ==============================================================================
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// Geometric wave parameters. These are all safe to twiddle at any time or speed.
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// The new settings take effect as new waves are spawned.
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void SetGeoMaxLength(float s, float secs=0);
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void SetGeoMinLength(float s, float secs=0);
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void SetGeoAmpOverLen(float s, float secs=0);
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void SetGeoChop(float s, float secs=0);
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void SetGeoAngleDev(float s, float secs=0);
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// Texture wave parameters. Safe to twiddle any time or speed.
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// The new settings take effect as new waves are spawned.
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void SetTexMaxLength(float s, float secs=0);
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void SetTexMinLength(float s, float secs=0);
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void SetTexAmpOverLen(float s, float secs=0);
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void SetTexChop(float s, float secs=0);
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void SetTexAngleDev(float s, float secs=0);
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// The size in feet of one tile of the ripple texture. If you change this (I don't
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// recommend it), you need to change it very slowly or it will look very stupid.
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void SetRippleScale(float s, float secs=0);
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// The direction the wind is blowing (waves will be more or less perpindicular to wind dir).
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// Change somewhat slowly, like over 30 seconds.
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void SetWindDir(const pyVector3& s, float secs=0);
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// Change these gently, effect is immediate.
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void SetSpecularNoise(float s, float secs=0);
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void SetSpecularStart(float s, float secs=0);
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void SetSpecularEnd(float s, float secs=0);
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// Water Height is overriden if the ref object is animated.
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void SetWaterHeight(float s, float secs=0);
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// Water Offset and DepthFalloff are complicated, and not immediately interesting to animate.
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void SetWaterOffset(const pyVector3& s, float secs=0);
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void SetOpacOffset(float s, float secs=0);
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void SetReflOffset(float s, float secs=0);
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void SetWaveOffset(float s, float secs=0);
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void SetDepthFalloff(const pyVector3& s, float secs=0);
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void SetOpacFalloff(float s, float secs=0);
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void SetReflFalloff(float s, float secs=0);
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void SetWaveFalloff(float s, float secs=0);
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// Max and Min Atten aren't very interesting, and will probably go away.
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void SetMaxAtten(const pyVector3& s, float secs=0);
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void SetMinAtten(const pyVector3& s, float secs=0);
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// Water colors, adjust slowly, effect is immediate.
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void SetWaterTint(pyColor& s, float secs=0);
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void SetWaterOpacity(float s, float secs=0);
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void SetSpecularTint(pyColor& s, float secs=0);
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void SetSpecularMute(float s, float secs=0);
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// The environment map is essentially projected onto a sphere. Moving the center of
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// the sphere north will move the reflections north, changing the radius of the
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// sphere effects parallax in the obvious way.
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void SetEnvCenter(const pyPoint3& s, float secs=0);
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void SetEnvRadius(float s, float secs=0);
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// ==============================================================================
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// Get functions
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// ==============================================================================
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float GetGeoMaxLength() const;
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float GetGeoMinLength() const;
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float GetGeoAmpOverLen() const;
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float GetGeoChop() const;
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float GetGeoAngleDev() const;
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float GetTexMaxLength() const;
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float GetTexMinLength() const;
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float GetTexAmpOverLen() const;
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float GetTexChop() const;
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float GetTexAngleDev() const;
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float GetRippleScale() const;
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PyObject* GetWindDir() const; // returns pyVector3
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float GetSpecularNoise() const;
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float GetSpecularStart() const;
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float GetSpecularEnd() const;
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float GetWaterHeight() const;
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PyObject* GetWaterOffset() const; // returns pyVector3
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float GetOpacOffset() const;
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float GetReflOffset() const;
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float GetWaveOffset() const;
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PyObject* GetDepthFalloff() const; // returns pyVector3
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float GetOpacFalloff() const;
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float GetReflFalloff() const;
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float GetWaveFalloff() const;
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PyObject* GetMaxAtten() const; // returns pyVector3
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PyObject* GetMinAtten() const; // returns pyVector3
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PyObject* GetWaterTint() const; // returns pyColor
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float GetWaterOpacity() const;
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PyObject* GetSpecularTint() const; // returns pyColor
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float GetSpecularMute() const;
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PyObject* GetEnvCenter() const; // returns pyPoint3
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float GetEnvRadius() const;
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};
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#endif // pyWaveSet_h
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