You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
209 lines
5.4 KiB
209 lines
5.4 KiB
/*==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/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
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==*/ |
|
|
|
#include "hsTypes.h" |
|
#include "plFixedWaterState7.h" |
|
|
|
#include "hsStream.h" |
|
|
|
void plFixedWaterState7::WaveState::Set(const plFixedWaterState7::WaveState& w, hsScalar secs) |
|
{ |
|
fMaxLength.Set(w.fMaxLength, secs); |
|
fMinLength.Set(w.fMinLength, secs); |
|
fAmpOverLen.Set(w.fAmpOverLen, secs); |
|
fChop.Set(w.fChop, secs); |
|
fAngleDev.Set(w.fAngleDev, secs); |
|
} |
|
|
|
void plFixedWaterState7::Set(const plFixedWaterState7& t, hsScalar secs) |
|
{ |
|
fWindDir.Set(t.fWindDir, secs); |
|
|
|
fGeoState.Set(t.fGeoState, secs); |
|
|
|
fTexState.Set(t.fTexState, secs); |
|
fRippleScale.Set(t.fRippleScale, secs); |
|
|
|
fSpecVec.Set(t.fSpecVec, secs); |
|
|
|
fWaterHeight.Set(t.fWaterHeight, secs); |
|
fWaterOffset.Set(t.fWaterOffset, secs); |
|
fMaxAtten.Set(t.fMaxAtten, secs); |
|
fMinAtten.Set(t.fMinAtten, secs); |
|
fDepthFalloff.Set(t.fDepthFalloff, secs); |
|
|
|
fWispiness.Set(t.fWispiness, secs); |
|
fShoreTint.Set(t.fShoreTint, secs); |
|
fMaxColor.Set(t.fMaxColor, secs); |
|
fMinColor.Set(t.fMinColor, secs); |
|
fEdgeOpac.Set(t.fEdgeOpac, secs); |
|
fEdgeRadius.Set(t.fEdgeRadius, secs); |
|
|
|
fPeriod.Set(t.fPeriod, secs); |
|
fFingerLength.Set(t.fFingerLength, secs); |
|
|
|
|
|
fWaterTint.Set(t.fWaterTint, secs); |
|
fSpecularTint.Set(t.fSpecularTint, secs); |
|
|
|
fEnvCenter.Set(t.fEnvCenter, secs); |
|
fEnvRefresh.Set(t.fEnvRefresh, secs); |
|
fEnvRadius.Set(t.fEnvRadius, secs); |
|
|
|
|
|
} |
|
|
|
void plFixedWaterState7::WaveState::Read(hsStream* s) |
|
{ |
|
fMaxLength.Read(s); |
|
fMinLength.Read(s); |
|
fAmpOverLen.Read(s); |
|
fChop.Read(s); |
|
fAngleDev.Read(s); |
|
} |
|
|
|
void plFixedWaterState7::WaveState::Write(hsStream* s) const |
|
{ |
|
fMaxLength.Write(s); |
|
fMinLength.Write(s); |
|
fAmpOverLen.Write(s); |
|
fChop.Write(s); |
|
fAngleDev.Write(s); |
|
} |
|
|
|
void plFixedWaterState7::Read(hsStream* s) |
|
{ |
|
// Geometric waves |
|
fGeoState.Read(s); |
|
|
|
// Texture waves |
|
fTexState.Read(s); |
|
fRippleScale.Read(s); |
|
|
|
// Geometric and Texture share wind direction |
|
fWindDir.Read(s); |
|
|
|
// Level of noise added during summation of texture waves |
|
fSpecVec.Read(s); |
|
|
|
// Depth parameters. Affect how the depth of |
|
// the water vertex is interpreted into water |
|
// surface properties. |
|
fWaterHeight.Read(s); |
|
fWaterOffset.Read(s); |
|
fMaxAtten.Read(s); |
|
fMinAtten.Read(s); |
|
fDepthFalloff.Read(s); |
|
|
|
// Shore parameters |
|
|
|
// Appearance |
|
fWispiness.Read(s); |
|
fShoreTint.Read(s); |
|
// Next two only used in generation of bubble layer |
|
fMaxColor.Read(s); |
|
fMinColor.Read(s); |
|
fEdgeOpac.Read(s); |
|
fEdgeRadius.Read(s); |
|
|
|
// Simulation |
|
fPeriod.Read(s); |
|
fFingerLength.Read(s); |
|
|
|
|
|
// Water appearance. |
|
fWaterTint.Read(s); |
|
fSpecularTint.Read(s); |
|
|
|
fEnvCenter.Read(s); |
|
fEnvRefresh.Read(s); |
|
fEnvRadius.Read(s); |
|
} |
|
|
|
void plFixedWaterState7::Write(hsStream* s) const |
|
{ |
|
// Geometric waves |
|
fGeoState.Write(s); |
|
|
|
// Texture waves |
|
fTexState.Write(s); |
|
fRippleScale.Write(s); |
|
|
|
// Geometric and Texture share wind direction |
|
fWindDir.Write(s); |
|
|
|
// Level of noise added during summation of texture waves |
|
fSpecVec.Write(s); |
|
|
|
// Depth parameters. Affect how the depth of |
|
// the water vertex is interpreted into water |
|
// surface properties. |
|
fWaterHeight.Write(s); |
|
fWaterOffset.Write(s); |
|
fMaxAtten.Write(s); |
|
fMinAtten.Write(s); |
|
fDepthFalloff.Write(s); |
|
|
|
// Shore parameters |
|
|
|
// Appearance |
|
fWispiness.Write(s); |
|
fShoreTint.Write(s); |
|
// Next two only used in generation of bubble layer |
|
fMaxColor.Write(s); |
|
fMinColor.Write(s); |
|
fEdgeOpac.Write(s); |
|
fEdgeRadius.Write(s); |
|
|
|
// Simulation |
|
fPeriod.Write(s); |
|
fFingerLength.Write(s); |
|
|
|
|
|
// Water appearance. |
|
fWaterTint.Write(s); |
|
fSpecularTint.Write(s); |
|
|
|
fEnvCenter.Write(s); |
|
fEnvRefresh.Write(s); |
|
fEnvRadius.Write(s); |
|
}
|
|
|