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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef pyWaveSet_h
#define pyWaveSet_h
#include "pyKey.h"
#include "pyGeometry3.h"
#include "pyColor.h"
#include <python.h>
#include "pyGlueHelpers.h"
//////////////////////////////////////////////////////////////////////
//
// pyWaveSet - a wrapper class to provide interface to wave sets
//
//////////////////////////////////////////////////////////////////////
/*
// Getters and Setters for Python twiddling
//
// First a way to set new values. The secs parameter says how long to take
// blending to the new value from the current value.
//
// Skipping the shore parameters, because they are never used.
// Now a way to get current values. See the accompanying Setter for notes on
// what the parameter means.
//
*/
class pyWaveSet
{
private:
plKey fWaterKey;
protected:
pyWaveSet(): fWaterKey(nil) {} // for python glue only, do NOT call
pyWaveSet(plKey key);
pyWaveSet(pyKey& key);
public:
// required functions for PyObject interoperability
PYTHON_CLASS_NEW_FRIEND(ptWaveSet);
static PyObject *New(plKey key);
static PyObject *New(pyKey& key);
PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyWaveSet object
PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyWaveSet); // converts a PyObject to a pyWaveSet (throws error if not correct type)
static void AddPlasmaClasses(PyObject *m);
void setKey(pyKey& key) {fWaterKey = key.getKey();} // for python glue only, do NOT call
// ==============================================================================
// Set functions
// ==============================================================================
// Geometric wave parameters. These are all safe to twiddle at any time or speed.
// The new settings take effect as new waves are spawned.
void SetGeoMaxLength(hsScalar s, hsScalar secs=0);
void SetGeoMinLength(hsScalar s, hsScalar secs=0);
void SetGeoAmpOverLen(hsScalar s, hsScalar secs=0);
void SetGeoChop(hsScalar s, hsScalar secs=0);
void SetGeoAngleDev(hsScalar s, hsScalar secs=0);
// Texture wave parameters. Safe to twiddle any time or speed.
// The new settings take effect as new waves are spawned.
void SetTexMaxLength(hsScalar s, hsScalar secs=0);
void SetTexMinLength(hsScalar s, hsScalar secs=0);
void SetTexAmpOverLen(hsScalar s, hsScalar secs=0);
void SetTexChop(hsScalar s, hsScalar secs=0);
void SetTexAngleDev(hsScalar s, hsScalar secs=0);
// The size in feet of one tile of the ripple texture. If you change this (I don't
// recommend it), you need to change it very slowly or it will look very stupid.
void SetRippleScale(hsScalar s, hsScalar secs=0);
// The direction the wind is blowing (waves will be more or less perpindicular to wind dir).
// Change somewhat slowly, like over 30 seconds.
void SetWindDir(const pyVector3& s, hsScalar secs=0);
// Change these gently, effect is immediate.
void SetSpecularNoise(hsScalar s, hsScalar secs=0);
void SetSpecularStart(hsScalar s, hsScalar secs=0);
void SetSpecularEnd(hsScalar s, hsScalar secs=0);
// Water Height is overriden if the ref object is animated.
void SetWaterHeight(hsScalar s, hsScalar secs=0);
// Water Offset and DepthFalloff are complicated, and not immediately interesting to animate.
void SetWaterOffset(const pyVector3& s, hsScalar secs=0);
void SetOpacOffset(hsScalar s, hsScalar secs=0);
void SetReflOffset(hsScalar s, hsScalar secs=0);
void SetWaveOffset(hsScalar s, hsScalar secs=0);
void SetDepthFalloff(const pyVector3& s, hsScalar secs=0);
void SetOpacFalloff(hsScalar s, hsScalar secs=0);
void SetReflFalloff(hsScalar s, hsScalar secs=0);
void SetWaveFalloff(hsScalar s, hsScalar secs=0);
// Max and Min Atten aren't very interesting, and will probably go away.
void SetMaxAtten(const pyVector3& s, hsScalar secs=0);
void SetMinAtten(const pyVector3& s, hsScalar secs=0);
// Water colors, adjust slowly, effect is immediate.
void SetWaterTint(pyColor& s, hsScalar secs=0);
void SetWaterOpacity(hsScalar s, hsScalar secs=0);
void SetSpecularTint(pyColor& s, hsScalar secs=0);
void SetSpecularMute(hsScalar s, hsScalar secs=0);
// The environment map is essentially projected onto a sphere. Moving the center of
// the sphere north will move the reflections north, changing the radius of the
// sphere effects parallax in the obvious way.
void SetEnvCenter(const pyPoint3& s, hsScalar secs=0);
void SetEnvRadius(hsScalar s, hsScalar secs=0);
// ==============================================================================
// Get functions
// ==============================================================================
hsScalar GetGeoMaxLength() const;
hsScalar GetGeoMinLength() const;
hsScalar GetGeoAmpOverLen() const;
hsScalar GetGeoChop() const;
hsScalar GetGeoAngleDev() const;
hsScalar GetTexMaxLength() const;
hsScalar GetTexMinLength() const;
hsScalar GetTexAmpOverLen() const;
hsScalar GetTexChop() const;
hsScalar GetTexAngleDev() const;
hsScalar GetRippleScale() const;
PyObject* GetWindDir() const; // returns pyVector3
hsScalar GetSpecularNoise() const;
hsScalar GetSpecularStart() const;
hsScalar GetSpecularEnd() const;
hsScalar GetWaterHeight() const;
PyObject* GetWaterOffset() const; // returns pyVector3
hsScalar GetOpacOffset() const;
hsScalar GetReflOffset() const;
hsScalar GetWaveOffset() const;
PyObject* GetDepthFalloff() const; // returns pyVector3
hsScalar GetOpacFalloff() const;
hsScalar GetReflFalloff() const;
hsScalar GetWaveFalloff() const;
PyObject* GetMaxAtten() const; // returns pyVector3
PyObject* GetMinAtten() const; // returns pyVector3
PyObject* GetWaterTint() const; // returns pyColor
hsScalar GetWaterOpacity() const;
PyObject* GetSpecularTint() const; // returns pyColor
hsScalar GetSpecularMute() const;
PyObject* GetEnvCenter() const; // returns pyPoint3
hsScalar GetEnvRadius() const;
};
#endif // pyWaveSet_h