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75 lines
1.6 KiB
C++
75 lines
1.6 KiB
C++
#ifndef OPENMW_MWRENDER_RIPPLESIMULATION_H
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#define OPENMW_MWRENDER_RIPPLESIMULATION_H
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#include <osg/ref_ptr>
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#include "../mwworld/ptr.hpp"
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namespace osg
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{
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class Group;
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class PositionAttitudeTransform;
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}
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namespace osgParticle
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{
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class ParticleSystem;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace Fallback
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{
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class Map;
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}
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namespace MWRender
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{
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struct Emitter
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{
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MWWorld::ConstPtr mPtr;
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osg::Vec3f mLastEmitPosition;
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float mScale;
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float mForce;
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};
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class RippleSimulation
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{
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public:
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RippleSimulation(osg::Group* parent, Resource::ResourceSystem* resourceSystem);
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~RippleSimulation();
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/// @param dt Time since the last frame
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void update(float dt);
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/// adds an emitter, position will be tracked automatically
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void addEmitter (const MWWorld::ConstPtr& ptr, float scale = 1.f, float force = 1.f);
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void removeEmitter (const MWWorld::ConstPtr& ptr);
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void updateEmitterPtr (const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& ptr);
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void removeCell(const MWWorld::CellStore* store);
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void emitRipple(const osg::Vec3f& pos);
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/// Change the height of the water surface, thus moving all ripples with it
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void setWaterHeight(float height);
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/// Remove all active ripples
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void clear();
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private:
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osg::ref_ptr<osg::Group> mParent;
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osg::ref_ptr<osgParticle::ParticleSystem> mParticleSystem;
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osg::ref_ptr<osg::PositionAttitudeTransform> mParticleNode;
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std::vector<Emitter> mEmitters;
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};
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}
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#endif
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