[4597] | 1 | /*! |
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[6455] | 2 | * @file water.h |
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[5357] | 3 | * Definition of the SkyBox, that handles the Display of an atmosphere for orxonox. |
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| 4 | * |
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| 5 | * A SkyBox is always centered at the current working Camera, and will only obey the cameras |
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| 6 | * movment but not its rotation. |
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[3416] | 7 | */ |
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| 8 | |
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[6455] | 9 | #ifndef _WATER_H |
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| 10 | #define _WATER_H |
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[3416] | 11 | |
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[3419] | 12 | /* INCLUDES */ |
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[3502] | 13 | #include "world_entity.h" |
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[3411] | 14 | |
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[5405] | 15 | /* FORWARD DECLARATION */ |
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[5511] | 16 | class Material; |
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[6455] | 17 | class Grid; |
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[6467] | 18 | class Shader; |
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[3419] | 19 | |
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[6455] | 20 | //! A Class to handle a WaterEffects |
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| 21 | class Water : public WorldEntity |
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[3411] | 22 | { |
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[3416] | 23 | public: |
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[6455] | 24 | Water(const TiXmlElement* root = NULL); |
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[6981] | 25 | virtual ~Water(); |
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[4010] | 26 | |
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[6455] | 27 | void loadParams(const TiXmlElement* root); |
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[3419] | 28 | |
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[6455] | 29 | void setResolution(unsigned int resX, unsigned int resY); |
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| 30 | void setSize(float sizeX, float sizeY); |
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[6458] | 31 | void setHeight(float height); |
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[6455] | 32 | void rebuildGrid(); |
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[4680] | 33 | |
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[6766] | 34 | void wave(float x, float y, float z, float force); |
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| 35 | inline void wave(Vector pos, float force) { this->wave(pos.x, pos.y, pos.z, force); }; |
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| 36 | |
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[6457] | 37 | void draw() const; |
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[6456] | 38 | void tick(float dt); |
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| 39 | |
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[6695] | 40 | virtual int writeBytes(const byte* data, int length, int sender); |
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| 41 | virtual int readBytes(byte* data, int maxLength, int * reciever); |
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| 42 | |
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| 43 | int writeState( const byte * data, int length, int sender ); |
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| 44 | int readState( byte * data, int maxLength ); |
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| 45 | |
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[6766] | 46 | private: |
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| 47 | bool posToGridPoint(float x, float z, unsigned int& row, unsigned int& column); |
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[6695] | 48 | |
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[6455] | 49 | private: |
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| 50 | Grid* grid; //!< The water-surface-model to render with |
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[6518] | 51 | float** velocities; //!< Velocities. |
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| 52 | float viscosity; //!< Viscosity (bigger more like honey, smaller more like water). |
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| 53 | float cohesion; //!< Cohesion. |
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| 54 | |
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[6457] | 55 | Material* waterMaterial; |
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[6467] | 56 | Shader* waterShader; |
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[6458] | 57 | float height; //!< The hight of the Water |
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[4261] | 58 | |
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[6455] | 59 | unsigned int resX, resY; |
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| 60 | float sizeX, sizeY; |
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[6457] | 61 | |
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| 62 | float phase; |
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[3411] | 63 | }; |
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| 64 | |
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[6455] | 65 | #endif /* _WATER_H */ |
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[3411] | 66 | |
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| 67 | |
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[3484] | 68 | |
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