Torque3D/Engine/source/forest/forestWindEmitter.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

221 lines
5.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _FORESTWINDEMITTER_H_
#define _FORESTWINDEMITTER_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MSPHERE_H_
#include "math/mSphere.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
class ForestWindEmitter;
class ForestWindAccumulator;
class BaseMatInstance;
class ForestWind
{
protected:
F32 mStrength;
VectorF mDirection;
F32 mLastGustTime;
F32 mLastYawTime;
F32 mTargetYawAngle;
F32 mCurrentInterp;
Point2F mCurrentTarget;
ForestWindEmitter *mParent;
MRandom mRandom;
bool mIsDirty;
public:
ForestWind( ForestWindEmitter *emitter );
virtual ~ForestWind();
void processTick();
void setStrengthAndDirection( F32 strength, const VectorF &direction );
void setStrength( F32 strength );
void setDirection( const VectorF &direction );
void setIsDirty( bool isDirty ) { mIsDirty = isDirty; }
F32 getStrength() const { return mStrength; }
const VectorF& getDirection() const { return mDirection; }
VectorF getTarget() const { return VectorF( mCurrentTarget.x, mCurrentTarget.y, 0 ); }
};
/// A vector of WindEmitter pointers.
typedef Vector<ForestWindEmitter*> ForestWindEmitterList;
class ForestWindEmitter : public SceneObject
{
typedef SceneObject Parent;
friend class ForestWind;
friend class ForestWindAccumulator;
protected:
enum
{
EnabledMask = Parent::NextFreeMask << 0,
WindMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
bool mAddedToScene;
bool mEnabled;
ForestWind *mWind;
F32 mWindStrength;
VectorF mWindDirection;
/// Controls how often the wind gust peaks per second.
F32 mWindGustFrequency;
/// The maximum distance in meters that the peak wind
/// gust will displace an element.
F32 mWindGustStrength;
/// The range that the wind direction
/// will yaw between (-val to +val).
F32 mWindGustYawAngle;
/// The frequency, in seconds, between
/// animations in the gust yaw angle.
F32 mWindGustYawFrequency;
/// The maximum amount of random wobble
/// that will be applied to the gusting
/// as well as the yaw rotation.
F32 mWindGustWobbleStrength;
/// Controls the overally rapidity of the wind turbulence.
F32 mWindTurbulenceFrequency;
/// The maximum distance in meters that the turbulence can
/// displace a ground cover element.
F32 mWindTurbulenceStrength;
/// If the radius is greater than zero then this is
/// a localized radial wind emitter.
F32 mWindRadius;
/// Explicitly denotes whether this is a
/// global directional wind emitter or a
/// localized radial wind emitter.
bool mRadialEmitter;
bool mHasMount;
bool mIsMounted;
/// An object that the emitter can
/// get position updates from.
SimObjectPtr<SceneObject> mMountObject;
static ForestWindEmitterList smEmitters;
void _initWind( U32 mask = 0xFFFFFFFF );
void _onMountObjectGhostReceived( SceneObject *object );
public:
ForestWindEmitter( bool makeClientObject = false );
virtual ~ForestWindEmitter();
bool isEnabled() const { return mEnabled; }
ForestWind* getWind() { return mWind; }
bool isLocalWind() const { return mWindRadius > 0.0f; }
bool isRadialEmitter() const { return mRadialEmitter; }
F32 getWindRadius() const { return mWindRadius; }
F32 getWindRadiusSquared() const { return mWindRadius * mWindRadius; }
void setWindRadius( F32 radius ) { mWindRadius = radius; }
F32 getStrength() const;
void setStrength( F32 strength );
void _renderEmitterInfo( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void attachToObject( SceneObject *obj );
void updateMountPosition();
// SceneObject
virtual void setTransform( const MatrixF &mat );
void prepRenderImage( SceneRenderState *state );
// SimObject
bool onAdd();
void onRemove();
void inspectPostApply();
void onEditorEnable();
void onEditorDisable();
void onDeleteNotify(SimObject *object);
// NetObject
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *conn, BitStream *stream );
// ConObject.
static void initPersistFields();
DECLARE_CONOBJECT(ForestWindEmitter);
DECLARE_CATEGORY("Environment \t Weather");
};
#endif // _FORESTWINDEMITTER_H_