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Copy pathWater.cpp
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107 lines (84 loc) · 5.34 KB
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/* Bridge Command 5.0 Ship Simulator
Copyright (C) 2014 James Packer
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation
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, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
//NOTE: This uses a modified version of Irrlicht for the water surface scene node, which bases the waves
//on the absolute position, so you can tile multiple water nodes seamlessly.
#include <vector>
#include "Water.hpp"
#include "Utilities.hpp"
using namespace irr;
Water::Water()
{
}
Water::~Water()
{
//dtor
}
void Water::load(irr::scene::ISceneManager* smgr, irr::f32 weather, bool advancedWater)
{
this->advancedWater = advancedWater;
if (advancedWater) {
realisticWater = new RealisticWaterSceneNode(smgr, 4000, 4000, "./",irr::core::dimension2du(512, 512),smgr->getRootSceneNode());
realisticWater->setMaterialFlag(video::EMF_FOG_ENABLE, true);
realisticWater->setWaveHeight(weather);
} else {
irr::video::IVideoDriver* driver = smgr->getVideoDriver();
//Set tile width
tileWidth = 1000; //Width in metres - Note this is used in Simulation model normalisation as 1000, so visible jumps in water are minimised
irr::u32 segments = 20; //How many tiles per segment
irr::f32 segmentSize = tileWidth / segments;
//some water (from demo 8)
scene::IAnimatedMesh* waterMesh = smgr->addHillPlaneMesh( "myHill",
core::dimension2d<f32>(segmentSize,segmentSize),
core::dimension2d<u32>(segments,segments),
0,
0.0f,
core::dimension2d<f32>(0,0),
core::dimension2d<f32>(10,10));
waterNode = smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f);
//add secondary meshes around the central water mesh: Note - Irrlicht code has been modified to get the edges to match, by basing on absolute X,Z position.
std::vector<irr::scene::ISceneNode*> secondaryWaterNodes;
secondaryWaterNodes.push_back(smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f,waterNode,-1,core::vector3df(-1*tileWidth,0,-1*tileWidth)));
secondaryWaterNodes.push_back(smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f,waterNode,-1,core::vector3df(-1*tileWidth,0, 0*tileWidth)));
secondaryWaterNodes.push_back(smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f,waterNode,-1,core::vector3df(-1*tileWidth,0, 1*tileWidth)));
secondaryWaterNodes.push_back(smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f,waterNode,-1,core::vector3df( 0*tileWidth,0,-1*tileWidth)));
secondaryWaterNodes.push_back(smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f,waterNode,-1,core::vector3df( 0*tileWidth,0, 1*tileWidth)));
secondaryWaterNodes.push_back(smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f,waterNode,-1,core::vector3df( 1*tileWidth,0,-1*tileWidth)));
secondaryWaterNodes.push_back(smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f,waterNode,-1,core::vector3df( 1*tileWidth,0, 0*tileWidth)));
secondaryWaterNodes.push_back(smgr->addWaterSurfaceSceneNode(waterMesh->getMesh(0), 0.25f, 300.0f, 10.0f,waterNode,-1,core::vector3df( 1*tileWidth,0, 1*tileWidth)));
for(std::vector<irr::scene::ISceneNode*>::iterator it = secondaryWaterNodes.begin(); it != secondaryWaterNodes.end(); ++it) {
(*it)->setMaterialTexture(0, driver->getTexture("media/water.bmp"));
(*it)->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
waterNode->setPosition(core::vector3df(0,-0.25f,0));
waterNode->setMaterialTexture(0, driver->getTexture("media/water.bmp"));
waterNode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
}
void Water::update(irr::f32 tideHeight, irr::core::vector3df viewPosition, u32 lightLevel, irr::f32 weather)
{
if (advancedWater) {
realisticWater->setPosition(core::vector3df(0,tideHeight,0));
realisticWater->setWaveHeight(weather);
realisticWater->setWaveLength(0.2);
f32 lightIntensity = lightLevel/256.0;
realisticWater->setLightIntensity(lightIntensity);
} else {
//Round these to nearest segmentWidth
f32 xPos = tileWidth * Utilities::round(viewPosition.X/tileWidth);
f32 yPos = tideHeight;
f32 zPos = tileWidth * Utilities::round(viewPosition.Z/tileWidth);
waterNode->setPosition(core::vector3df(xPos,yPos,zPos));
//scale with weather
waterNode->setScale(core::vector3df(1.0,weather,1.0)); //This also scales the child nodes
}
}