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117 lines
3.2 KiB
117 lines
3.2 KiB
14 years ago
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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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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 plFixedWaterState7_inc
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#define plFixedWaterState7_inc
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#include "hsGeometry3.h"
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#include "hsColorRGBA.h"
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#include "../pnTimer/plTimedValue.h"
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class hsStream;
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class plFixedWaterState7
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{
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public:
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class WaveState
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{
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public:
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plTimedSimple<hsScalar> fMaxLength;
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plTimedSimple<hsScalar> fMinLength;
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plTimedSimple<hsScalar> fAmpOverLen;
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plTimedSimple<hsScalar> fChop;
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plTimedSimple<hsScalar> fAngleDev;
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void Set(const WaveState& w, hsScalar secs);
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void Read(hsStream* s);
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void Write(hsStream* s) const;
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};
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// Main body of water state
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// Geometric waves
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WaveState fGeoState;
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// Texture waves
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WaveState fTexState;
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plTimedSimple<hsScalar> fRippleScale;
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// Geometric and Texture share wind direction
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plTimedCompound<hsVector3> fWindDir;
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// Level of noise added during summation of texture waves
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enum {
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kNoise = 0,
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kSpecStart = 1,
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kSpecEnd = 2
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};
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plTimedCompound<hsVector3> fSpecVec; // (Noise, SpecStart, SpecEnd);
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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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plTimedSimple<hsScalar> fWaterHeight;
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plTimedCompound<hsVector3> fWaterOffset;
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plTimedCompound<hsVector3> fMaxAtten;
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plTimedCompound<hsVector3> fMinAtten;
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plTimedCompound<hsVector3> fDepthFalloff;
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// Shore parameters
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// Appearance
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plTimedSimple<hsScalar> fWispiness;
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plTimedCompound<hsColorRGBA> fShoreTint;
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// Next two only used in generation of bubble layer
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plTimedCompound<hsColorRGBA> fMaxColor;
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plTimedCompound<hsColorRGBA> fMinColor;
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plTimedSimple<hsScalar> fEdgeOpac;
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plTimedSimple<hsScalar> fEdgeRadius;
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// Simulation
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plTimedSimple<hsScalar> fPeriod;
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plTimedSimple<hsScalar> fFingerLength;
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// The rest aren't really part of the state, that is they are normally controlled
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// by something exterior to the state. They are included here to allow a convenient
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// override during development.
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// Water appearance.
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plTimedCompound<hsColorRGBA> fWaterTint;
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plTimedCompound<hsColorRGBA> fSpecularTint;
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plTimedCompound<hsPoint3> fEnvCenter;
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plTimedSimple<hsScalar> fEnvRefresh;
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plTimedSimple<hsScalar> fEnvRadius;
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void Set(const plFixedWaterState7& s, hsScalar secs);
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void Read(hsStream* s);
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void Write(hsStream* s) const;
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};
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#endif // plFixedWaterState7_inc
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