145 lines
3.2 KiB
C++
145 lines
3.2 KiB
C++
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#include "Scenery.h"
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#include <ctime>
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#include "NoiseGenerator.h"
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#include "PackStream.h"
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#include "AtmosphereDefinition.h"
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#include "CameraDefinition.h"
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#include "CloudsDefinition.h"
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#include "TerrainDefinition.h"
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#include "TexturesDefinition.h"
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#include "WaterDefinition.h"
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Scenery::Scenery():
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BaseDefinition(NULL)
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{
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addChild(atmosphere = new AtmosphereDefinition(this));
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addChild(camera = new CameraDefinition);
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addChild(clouds = new CloudsDefinition(this));
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addChild(terrain = new TerrainDefinition(this));
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addChild(textures = new TexturesDefinition(this));
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addChild(water = new WaterDefinition(this));
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}
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void Scenery::save(PackStream* stream) const
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{
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BaseDefinition::save(stream);
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noiseSave(stream);
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}
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void Scenery::load(PackStream* stream)
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{
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BaseDefinition::load(stream);
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noiseLoad(stream);
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validate();
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}
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void Scenery::validate()
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{
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BaseDefinition::validate();
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checkCameraAboveGround();
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}
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Scenery* Scenery::getScenery()
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{
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return this;
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}
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void Scenery::autoPreset(int seed)
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{
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if (!seed)
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{
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seed = time(NULL);
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}
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srand(seed);
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terrain->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD);
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textures->applyPreset(TexturesDefinition::TEXTURES_PRESET_FULL);
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atmosphere->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_DAY);
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water->applyPreset(WaterDefinition::WATER_PRESET_LAKE);
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clouds->applyPreset(CloudsDefinition::CLOUDS_PRESET_PARTLY_CLOUDY);
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camera->setLocation(VECTOR_ZERO);
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camera->setTarget(VECTOR_NORTH);
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validate();
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}
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void Scenery::setAtmosphere(AtmosphereDefinition* atmosphere)
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{
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atmosphere->copy(this->atmosphere);
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}
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void Scenery::getAtmosphere(AtmosphereDefinition* atmosphere)
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{
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this->atmosphere->copy(atmosphere);
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}
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void Scenery::setCamera(CameraDefinition* camera)
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{
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camera->copy(this->camera);
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checkCameraAboveGround();
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}
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void Scenery::getCamera(CameraDefinition* camera)
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{
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this->camera->copy(camera);
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}
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void Scenery::setClouds(CloudsDefinition* clouds)
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{
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clouds->copy(this->clouds);
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}
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void Scenery::getClouds(CloudsDefinition* clouds)
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{
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this->clouds->copy(clouds);
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}
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void Scenery::setTerrain(TerrainDefinition* terrain)
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{
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terrain->copy(this->terrain);
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}
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void Scenery::getTerrain(TerrainDefinition* terrain)
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{
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this->terrain->copy(terrain);
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}
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void Scenery::setTextures(TexturesDefinition* textures)
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{
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textures->copy(this->textures);
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}
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void Scenery::getTextures(TexturesDefinition* textures)
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{
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this->textures->copy(textures);
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}
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void Scenery::setWater(WaterDefinition* water)
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{
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water->copy(this->water);
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}
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void Scenery::getWater(WaterDefinition* water)
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{
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this->water->copy(water);
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}
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void Scenery::checkCameraAboveGround()
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{
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Vector3 camera_location = camera->getLocation();
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double terrain_height = terrain->getInterpolatedHeight(camera_location.x, camera_location.z, 1, 1) + 0.5;
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double water_height = terrain->getWaterHeight() + 0.5;
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if (camera_location.y < water_height || camera_location.y < terrain_height)
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{
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double diff = ((water_height > terrain_height) ? water_height : terrain_height) - camera_location.y;
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camera->setLocation(camera_location.add(Vector3(0.0, diff, 0.0)));
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}
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}
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