paysages3d/src/definition/Scenery.cpp
2016-07-23 22:58:32 +02:00

223 lines
6.9 KiB
C++

#include "Scenery.h"
#include <map>
#include "AtmosphereDefinition.h"
#include "CameraDefinition.h"
#include "CloudsDefinition.h"
#include "DiffManager.h"
#include "FloatNode.h"
#include "IntNode.h"
#include "Logs.h"
#include "PackStream.h"
#include "RandomGenerator.h"
#include "TerrainDefinition.h"
#include "TexturesDefinition.h"
#include "VegetationDefinition.h"
#include "WaterDefinition.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 string &filepath) const {
PackStream stream;
double app_header = to_double(APP_HEADER);
double version_header = to_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 << endl;
return FILE_OPERATION_OK;
}
Scenery::FileOperationResult Scenery::loadGlobal(const 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 << endl;
return FILE_OPERATION_OK;
}
void Scenery::undo() {
DiffManager *diffs = getDiffManager();
if (diffs) {
diffs->undo();
}
}
void Scenery::redo() {
DiffManager *diffs = getDiffManager();
if (diffs) {
diffs->redo();
}
}
#define NODE_SETTER(_path_, _nodetype_, _nodeclass_, _value_) \
DefinitionNode *node = findByPath(_path_); \
if (node) { \
if (node->getTypeName() == _nodetype_) { \
_nodeclass_ *tnode = (_nodeclass_ *)node; \
tnode->setValue(_value_); \
} else { \
Logs::warning("Definition") << "Node " << path << " of wrong type for value " << value << endl; \
} \
} else { \
Logs::warning("Definition") << "Can't find node " << path << " to set to " << value << endl; \
}
void Scenery::set(const string &path, const int &value) {
NODE_SETTER(path, "int", IntNode, value)
}
void Scenery::set(const string &path, const double &value) {
NODE_SETTER(path, "float", FloatNode, value)
}
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() << 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)));
}
}