#ifndef OPENMW_MWRENDER_WATER_H #define OPENMW_MWRENDER_WATER_H #include #include "../mwworld/cellstore.hpp" namespace osg { class Group; class PositionAttitudeTransform; } namespace osgUtil { class IncrementalCompileOperation; } namespace Resource { class ResourceSystem; } namespace MWWorld { class Fallback; } namespace MWRender { class RippleSimulation; /// Water rendering class Water { static const int CELL_SIZE = 8192; osg::ref_ptr mParent; osg::ref_ptr mWaterNode; Resource::ResourceSystem* mResourceSystem; osg::ref_ptr mIncrementalCompileOperation; std::auto_ptr mSimulation; bool mEnabled; bool mToggled; float mTop; osg::Vec3f getSceneNodeCoordinates(int gridX, int gridY); void updateVisible(); public: Water(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, const MWWorld::Fallback* fallback); ~Water(); void setEnabled(bool enabled); bool toggle(); bool isUnderwater(const osg::Vec3f& pos) const; /// adds an emitter, position will be tracked automatically using its scene node void addEmitter (const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f); void removeEmitter (const MWWorld::Ptr& ptr); void updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr); void removeCell(const MWWorld::CellStore* store); ///< remove all emitters in this cell void clearRipples(); void changeCell(const MWWorld::CellStore* store); void setHeight(const float height); void update(float dt); }; } #endif