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.
132 lines
4.0 KiB
132 lines
4.0 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==*/ |
|
|
|
#ifndef plFixedWaterState7_inc |
|
#define plFixedWaterState7_inc |
|
|
|
#include "hsGeometry3.h" |
|
#include "hsColorRGBA.h" |
|
#include "pnTimer/plTimedValue.h" |
|
|
|
class hsStream; |
|
|
|
class plFixedWaterState7 |
|
{ |
|
public: |
|
class WaveState |
|
{ |
|
public: |
|
plTimedSimple<hsScalar> fMaxLength; |
|
plTimedSimple<hsScalar> fMinLength; |
|
plTimedSimple<hsScalar> fAmpOverLen; |
|
plTimedSimple<hsScalar> fChop; |
|
plTimedSimple<hsScalar> fAngleDev; |
|
|
|
void Set(const WaveState& w, hsScalar secs); |
|
|
|
void Read(hsStream* s); |
|
void Write(hsStream* s) const; |
|
}; |
|
// Main body of water state |
|
|
|
// Geometric waves |
|
WaveState fGeoState; |
|
|
|
// Texture waves |
|
WaveState fTexState; |
|
plTimedSimple<hsScalar> fRippleScale; |
|
|
|
// Geometric and Texture share wind direction |
|
plTimedCompound<hsVector3> fWindDir; |
|
|
|
// Level of noise added during summation of texture waves |
|
enum { |
|
kNoise = 0, |
|
kSpecStart = 1, |
|
kSpecEnd = 2 |
|
}; |
|
plTimedCompound<hsVector3> fSpecVec; // (Noise, SpecStart, SpecEnd); |
|
|
|
// Depth parameters. Affect how the depth of |
|
// the water vertex is interpreted into water |
|
// surface properties. |
|
plTimedSimple<hsScalar> fWaterHeight; |
|
plTimedCompound<hsVector3> fWaterOffset; |
|
plTimedCompound<hsVector3> fMaxAtten; |
|
plTimedCompound<hsVector3> fMinAtten; |
|
plTimedCompound<hsVector3> fDepthFalloff; |
|
|
|
// Shore parameters |
|
|
|
// Appearance |
|
plTimedSimple<hsScalar> fWispiness; |
|
plTimedCompound<hsColorRGBA> fShoreTint; |
|
// Next two only used in generation of bubble layer |
|
plTimedCompound<hsColorRGBA> fMaxColor; |
|
plTimedCompound<hsColorRGBA> fMinColor; |
|
plTimedSimple<hsScalar> fEdgeOpac; |
|
plTimedSimple<hsScalar> fEdgeRadius; |
|
|
|
// Simulation |
|
plTimedSimple<hsScalar> fPeriod; |
|
plTimedSimple<hsScalar> fFingerLength; |
|
|
|
// The rest aren't really part of the state, that is they are normally controlled |
|
// by something exterior to the state. They are included here to allow a convenient |
|
// override during development. |
|
|
|
// Water appearance. |
|
plTimedCompound<hsColorRGBA> fWaterTint; |
|
plTimedCompound<hsColorRGBA> fSpecularTint; |
|
|
|
plTimedCompound<hsPoint3> fEnvCenter; |
|
plTimedSimple<hsScalar> fEnvRefresh; |
|
plTimedSimple<hsScalar> fEnvRadius; |
|
|
|
void Set(const plFixedWaterState7& s, hsScalar secs); |
|
|
|
void Read(hsStream* s); |
|
void Write(hsStream* s) const; |
|
}; |
|
|
|
|
|
#endif // plFixedWaterState7_inc
|
|
|