#include "Scenery.h" #include #include "PackStream.h" #include "AtmosphereDefinition.h" #include "CameraDefinition.h" #include "CloudsDefinition.h" #include "TerrainDefinition.h" #include "TexturesDefinition.h" #include "VegetationDefinition.h" #include "WaterDefinition.h" #include "Logs.h" #include "RandomGenerator.h" static const double APP_HEADER = 19866544632.125; static const int DATA_VERSION = 1; Scenery::Scenery() : DefinitionNode(NULL, "scenery", "scenery") { atmosphere = new AtmosphereDefinition(this); camera = new CameraDefinition(this); clouds = new CloudsDefinition(this); terrain = new TerrainDefinition(this); textures = new TexturesDefinition(this); water = new WaterDefinition(this); vegetation = new VegetationDefinition(this); } void Scenery::validate() { DefinitionNode::validate(); keepCameraAboveGround(camera); } Scenery::FileOperationResult Scenery::saveGlobal(const std::string &filepath) const { PackStream stream; double app_header = (double)APP_HEADER; double version_header = (double)DATA_VERSION; if (not stream.bindToFile(filepath, true)) { return FILE_OPERATION_IOERROR; } stream.write(&app_header); stream.write(&version_header); save(&stream); stream.write(&version_header); stream.write(&app_header); Logs::debug() << "[Definition] Scenery saved to file: " << filepath << std::endl; return FILE_OPERATION_OK; } Scenery::FileOperationResult Scenery::loadGlobal(const std::string &filepath) { PackStream stream; double app_header, version_header; if (not stream.bindToFile(filepath, false)) { return FILE_OPERATION_IOERROR; } stream.read(&app_header); if (app_header != APP_HEADER) { return FILE_OPERATION_APP_MISMATCH; } stream.read(&version_header); if ((int)version_header != DATA_VERSION) { return FILE_OPERATION_VERSION_MISMATCH; } load(&stream); // Reset read headers, to test them again app_header = -1; version_header = -1; stream.read(&version_header); if ((int)version_header != DATA_VERSION) { return FILE_OPERATION_VERSION_MISMATCH; } stream.read(&app_header); if (app_header != APP_HEADER) { return FILE_OPERATION_APP_MISMATCH; } Logs::debug() << "[Definition] Scenery loaded from file: " << filepath << std::endl; return FILE_OPERATION_OK; } const Scenery *Scenery::getScenery() const { return this; } void Scenery::autoPreset(RandomGenerator &random) { terrain->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD, random); textures->applyPreset(TexturesDefinition::TEXTURES_PRESET_FULL, random); atmosphere->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_DAY, random); water->applyPreset(WaterDefinition::WATER_PRESET_LAKE, random); clouds->applyPreset(CloudsDefinition::CLOUDS_PRESET_PARTLY_CLOUDY, random); vegetation->applyPreset(VegetationDefinition::VEGETATION_PRESET_TEMPERATE, random); camera->setLocation(VECTOR_ZERO); camera->setTarget(VECTOR_NORTH); validate(); Logs::debug() << "[Definition] New scenery generated from seed " << random.getSeed() << std::endl; } void Scenery::autoPreset(unsigned int seed) { RandomGenerator random(seed); autoPreset(random); } void Scenery::setAtmosphere(AtmosphereDefinition *atmosphere) { atmosphere->copy(this->atmosphere); } void Scenery::getAtmosphere(AtmosphereDefinition *atmosphere) { this->atmosphere->copy(atmosphere); } void Scenery::setCamera(CameraDefinition *camera) { camera->copy(this->camera); keepCameraAboveGround(this->camera); } void Scenery::getCamera(CameraDefinition *camera) { this->camera->copy(camera); } void Scenery::setClouds(CloudsDefinition *clouds) { clouds->copy(this->clouds); } void Scenery::getClouds(CloudsDefinition *clouds) { this->clouds->copy(clouds); } void Scenery::setTerrain(TerrainDefinition *terrain) { terrain->copy(this->terrain); } void Scenery::getTerrain(TerrainDefinition *terrain) { this->terrain->copy(terrain); } void Scenery::setTextures(TexturesDefinition *textures) { textures->copy(this->textures); } void Scenery::getTextures(TexturesDefinition *textures) { this->textures->copy(textures); } void Scenery::setVegetation(VegetationDefinition *vegetation) { vegetation->copy(this->vegetation); } void Scenery::getVegetation(VegetationDefinition *vegetation) { this->vegetation->copy(vegetation); } void Scenery::setWater(WaterDefinition *water) { water->copy(this->water); } void Scenery::getWater(WaterDefinition *water) { this->water->copy(water); } void Scenery::keepCameraAboveGround(CameraDefinition *camera) { Vector3 camera_location = camera->getLocation(); double terrain_height = terrain->getInterpolatedHeight(camera_location.x, camera_location.z, true, true) + 1.0; double water_height = 0.5; if (camera_location.y < water_height || camera_location.y < terrain_height) { double diff = ((water_height > terrain_height) ? water_height : terrain_height) - camera_location.y; camera->setLocation(camera_location.add(Vector3(0.0, diff, 0.0))); } }