mirror of
https://github.com/OpenMW/openmw.git
synced 2025-02-05 16:45:34 +00:00
adding up and down move buttons
This commit is contained in:
parent
2b3e75718c
commit
18a139cd66
14 changed files with 1374 additions and 24 deletions
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@ -269,8 +269,9 @@ namespace MWClass
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{
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{
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Ogre::Vector3 vector (0, 0, 0);
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Ogre::Vector3 vector (0, 0, 0);
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vector.x = - getMovementSettings (ptr).mLeftRight * 200;
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vector.x = - getMovementSettings (ptr).mLeftRight * 127;
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vector.y = getMovementSettings (ptr).mForwardBackward * 200;
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vector.y = getMovementSettings (ptr).mForwardBackward * 127;
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vector.z = getMovementSettings(ptr).mUpDown * 127;
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if (getStance (ptr, Run, false))
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if (getStance (ptr, Run, false))
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vector *= 2;
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vector *= 2;
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@ -60,6 +60,7 @@ namespace MWInput
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A_CycleWeaponRight,
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A_CycleWeaponRight,
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A_ToggleSneak, //Toggles Sneak, add Push-Sneak later
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A_ToggleSneak, //Toggles Sneak, add Push-Sneak later
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A_ToggleWalk, //Toggle Walking/Running
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A_ToggleWalk, //Toggle Walking/Running
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A_Crouch,
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A_QuickSave,
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A_QuickSave,
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A_QuickLoad,
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A_QuickLoad,
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@ -259,6 +260,9 @@ namespace MWInput
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poller.bind(A_MoveRight, KC_D);
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poller.bind(A_MoveRight, KC_D);
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poller.bind(A_MoveForward, KC_W);
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poller.bind(A_MoveForward, KC_W);
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poller.bind(A_MoveBackward, KC_S);
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poller.bind(A_MoveBackward, KC_S);
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poller.bind(A_Jump, KC_E);
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poller.bind(A_Crouch, KC_LCONTROL);
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}
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}
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//NOTE: Used to check for movement keys
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//NOTE: Used to check for movement keys
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@ -306,6 +310,18 @@ namespace MWInput
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else
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else
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player.setForwardBackward (0);
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player.setForwardBackward (0);
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if (poller.isDown(A_Jump))
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{
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player.setUpDown (1);
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}
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else if (poller.isDown(A_Crouch))
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{
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player.setUpDown (-1);
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}
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else
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player.setUpDown (0);
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return true;
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return true;
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}
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}
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@ -8,8 +8,9 @@ namespace MWMechanics
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{
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{
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signed char mLeftRight; // 1: wants to move left, -1: wants to move right
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signed char mLeftRight; // 1: wants to move left, -1: wants to move right
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signed char mForwardBackward; // 1:wants to move forward, -1: wants to move backward
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signed char mForwardBackward; // 1:wants to move forward, -1: wants to move backward
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signed char mUpDown;
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Movement() : mLeftRight (0), mForwardBackward (0) {}
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Movement() : mLeftRight (0), mForwardBackward (0), mUpDown(0) {}
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};
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};
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}
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}
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@ -56,9 +56,11 @@ void Objects::insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_)
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Ogre::SceneNode* insert = cellnode->createChildSceneNode();
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Ogre::SceneNode* insert = cellnode->createChildSceneNode();
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const float *f = ptr.getRefData().getPosition().pos;
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const float *f = ptr.getRefData().getPosition().pos;
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insert->setPosition(f[0], f[1], f[2]);
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insert->setPosition(f[0], f[1], f[2]);
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insert->setScale(ptr.getCellRef().scale, ptr.getCellRef().scale, ptr.getCellRef().scale);
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insert->setScale(ptr.getCellRef().scale, ptr.getCellRef().scale, ptr.getCellRef().scale);
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// Convert MW rotation to a quaternion:
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// Convert MW rotation to a quaternion:
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f = ptr.getCellRef().pos.rot;
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f = ptr.getCellRef().pos.rot;
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@ -113,6 +113,7 @@ namespace MWWorld
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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pm_ref.rightmove = -dir1.x;
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pm_ref.rightmove = -dir1.x;
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pm_ref.forwardmove = dir1.z;
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pm_ref.forwardmove = dir1.z;
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pm_ref.upmove = dir1.y;
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@ -127,6 +128,7 @@ namespace MWWorld
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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pm_ref.rightmove = -dir1.x;
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pm_ref.rightmove = -dir1.x;
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pm_ref.forwardmove = dir1.z;
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pm_ref.forwardmove = dir1.z;
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pm_ref.upmove = dir.y;
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dir = 0.025*(quat*dir1);
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dir = 0.025*(quat*dir1);
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}
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}
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@ -135,7 +137,7 @@ namespace MWWorld
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//set the walk direction
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//set the walk direction
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act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
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act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
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}
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}
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//mEngine->stepSimulation(duration);
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mEngine->stepSimulation(duration);
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Pmove(playerphysics);
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Pmove(playerphysics);
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std::vector< std::pair<std::string, Ogre::Vector3> > response;
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std::vector< std::pair<std::string, Ogre::Vector3> > response;
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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@ -147,7 +149,7 @@ namespace MWWorld
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coord = playerphysics->ps.origin;
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coord = playerphysics->ps.origin;
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//std::cout << "Coord" << coord << "\n";
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//std::cout << "Coord" << coord << "\n";
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coord = Ogre::Vector3(coord.x, coord.z, coord.y); //x, z, -y
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//coord = Ogre::Vector3(coord.x, coord.z, coord.y); //x, z, -y
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}
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}
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response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
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response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
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@ -218,6 +220,10 @@ namespace MWWorld
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bool PhysicsSystem::toggleCollisionMode()
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bool PhysicsSystem::toggleCollisionMode()
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{
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{
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if(playerphysics->ps.move_type==PM_NOCLIP)
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playerphysics->ps.move_type=PM_NORMAL;
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else
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playerphysics->ps.move_type=PM_NOCLIP;
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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{
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if (it->first=="player")
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if (it->first=="player")
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@ -248,7 +254,10 @@ namespace MWWorld
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}
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}
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void PhysicsSystem::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string model){
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void PhysicsSystem::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string model){
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Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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Ogre::Vector3 objPos = node->getPosition();
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addObject (node->getName(), model, node->getOrientation(),
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addObject (node->getName(), model, node->getOrientation(),
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node->getScale().x, node->getPosition());
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node->getScale().x, node->getPosition());
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}
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}
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@ -80,6 +80,14 @@ namespace MWWorld
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MWWorld::Class::get (ptr).getMovementSettings (ptr).mForwardBackward = value;
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MWWorld::Class::get (ptr).getMovementSettings (ptr).mForwardBackward = value;
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}
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}
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void Player::setUpDown(int value)
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{
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MWWorld::Ptr ptr = getPlayer();
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MWWorld::Class::get (ptr).getMovementSettings (ptr).mUpDown = value;
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}
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void Player::toggleRunning()
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void Player::toggleRunning()
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{
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{
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@ -89,4 +97,5 @@ namespace MWWorld
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MWWorld::Class::get (ptr).setStance (ptr, MWWorld::Class::Run, !running);
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MWWorld::Class::get (ptr).setStance (ptr, MWWorld::Class::Run, !running);
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}
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}
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}
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}
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@ -111,6 +111,7 @@ namespace MWWorld
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void setLeftRight (int value);
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void setLeftRight (int value);
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void setForwardBackward (int value);
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void setForwardBackward (int value);
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void setUpDown(int value);
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void toggleRunning();
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void toggleRunning();
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};
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};
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225
apps/openmw/physicssystem.cpp
Normal file
225
apps/openmw/physicssystem.cpp
Normal file
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@ -0,0 +1,225 @@
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#include <stdexcept>
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#include "physicssystem.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/world.hpp" // FIXME
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#include <components/nifbullet/bullet_nif_loader.hpp>
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#include "OgreRoot.h"
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#include "OgreRenderWindow.h"
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#include "OgreSceneManager.h"
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#include "OgreViewport.h"
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#include "OgreCamera.h"
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#include "OgreTextureManager.h"
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using namespace Ogre;
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namespace MWWorld
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{
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PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
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mRender(_rend), mEngine(0), mFreeFly (true)
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{
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// Create physics. shapeLoader is deleted by the physic engine
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NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
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mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
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}
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PhysicsSystem::~PhysicsSystem()
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{
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delete mEngine;
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}
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OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine()
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{
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return mEngine;
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}
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std::pair<std::string, float> PhysicsSystem::getFacedHandle (MWWorld::World& world)
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{
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std::string handle = "";
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
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mRender.getViewport()->getWidth()/2,
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mRender.getViewport()->getHeight()/2);
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//let's avoid the capsule shape of the player.
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centerRay.setOrigin(centerRay.getOrigin() + 20*centerRay.getDirection());
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btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
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btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
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return mEngine->rayTest(from,to);
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}
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bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to)
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{
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btVector3 _from, _to;
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_from = btVector3(from.x, from.y, from.z);
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_to = btVector3(to.x, to.y, to.z);
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std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
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return !(result.first == "");
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}
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std::vector< std::pair<std::string, Ogre::Vector3> > PhysicsSystem::doPhysics (float duration,
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const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
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{
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//set the DebugRenderingMode. To disable it,set it to 0
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//eng->setDebugRenderingMode(1);
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//set the walkdirection to 0 (no movement) for every actor)
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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act->setWalkDirection(btVector3(0,0,0));
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}
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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{
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OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
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//dirty stuff to get the camera orientation. Must be changed!
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Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
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Ogre::Vector3 dir;
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Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
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Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
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if(mFreeFly)
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{
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Ogre::Quaternion yawQuat = yawNode->getOrientation();
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Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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dir = 0.07*(yawQuat*pitchQuat*dir1);
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}
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else
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{
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Ogre::Quaternion quat = yawNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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dir = 0.025*(quat*dir1);
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}
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//set the walk direction
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act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
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}
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mEngine->stepSimulation(duration);
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std::vector< std::pair<std::string, Ogre::Vector3> > response;
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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btVector3 newPos = it->second->getPosition();
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Ogre::Vector3 coord(newPos.x(), newPos.y(), newPos.z());
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response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
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}
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return response;
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}
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void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh,
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
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{
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OEngine::Physic::RigidBody* body = mEngine->createRigidBody(mesh,handle,scale);
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mEngine->addRigidBody(body);
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btTransform tr;
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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std::cout << "Position object:" << position << "\n";
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tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
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body->setWorldTransform(tr);
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}
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void PhysicsSystem::addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position)
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{
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//TODO:optimize this. Searching the std::map isn't very efficient i think.
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mEngine->addCharacter(handle);
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OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle);
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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void PhysicsSystem::removeObject (const std::string& handle)
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{
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//TODO:check if actor???
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mEngine->removeCharacter(handle);
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mEngine->removeRigidBody(handle);
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mEngine->deleteRigidBody(handle);
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}
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void PhysicsSystem::moveObject (const std::string& handle, const Ogre::Vector3& position)
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{
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if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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btTransform tr = body->getWorldTransform();
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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body->setWorldTransform(tr);
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}
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if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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||||||
|
act->setPosition(btVector3(position.x,position.y,position.z));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
|
||||||
|
{
|
||||||
|
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
|
||||||
|
{
|
||||||
|
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
|
||||||
|
// start positions others than 0, 0, 0
|
||||||
|
act->setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PhysicsSystem::scaleObject (const std::string& handle, float scale)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
bool PhysicsSystem::toggleCollisionMode()
|
||||||
|
{
|
||||||
|
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
|
||||||
|
{
|
||||||
|
if (it->first=="player")
|
||||||
|
{
|
||||||
|
OEngine::Physic::PhysicActor* act = it->second;
|
||||||
|
|
||||||
|
bool cmode = act->getCollisionMode();
|
||||||
|
if(cmode)
|
||||||
|
{
|
||||||
|
act->enableCollisions(false);
|
||||||
|
act->setGravity(0.);
|
||||||
|
act->setVerticalVelocity(0);
|
||||||
|
mFreeFly = true;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
mFreeFly = false;
|
||||||
|
act->enableCollisions(true);
|
||||||
|
act->setGravity(4.);
|
||||||
|
act->setVerticalVelocity(0);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
throw std::logic_error ("can't find player");
|
||||||
|
}
|
||||||
|
|
||||||
|
void PhysicsSystem::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string model){
|
||||||
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
||||||
|
addObject (node->getName(), model, node->getOrientation(),
|
||||||
|
node->getScale().x, node->getPosition());
|
||||||
|
}
|
||||||
|
|
||||||
|
void PhysicsSystem::insertActorPhysics(const MWWorld::Ptr& ptr, const std::string model){
|
||||||
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
||||||
|
// std::cout << "Adding node with name" << node->getName();
|
||||||
|
addActor (node->getName(), model, node->getPosition());
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -156,10 +156,10 @@ namespace Physic
|
||||||
solver = new btSequentialImpulseConstraintSolver;
|
solver = new btSequentialImpulseConstraintSolver;
|
||||||
|
|
||||||
//TODO: memory leak?
|
//TODO: memory leak?
|
||||||
btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
|
//btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
|
||||||
//pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
|
//pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
|
||||||
|
|
||||||
broadphase = new btDbvtBroadphase(pairCache);
|
broadphase = new btDbvtBroadphase();
|
||||||
|
|
||||||
// The world.
|
// The world.
|
||||||
dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
|
dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
|
||||||
|
|
|
@ -786,7 +786,7 @@ static void PM_WaterMove( playerMove* const pm )
|
||||||
wishvel = pml.forward * scale * pm->cmd.forwardmove + pml.right * scale * pm->cmd.rightmove;
|
wishvel = pml.forward * scale * pm->cmd.forwardmove + pml.right * scale * pm->cmd.rightmove;
|
||||||
|
|
||||||
//wishvel[2] += scale * pm->cmd.upmove;
|
//wishvel[2] += scale * pm->cmd.upmove;
|
||||||
wishvel.y += pm->cmd.upmove * scale;
|
wishvel.z += pm->cmd.upmove * scale;
|
||||||
}
|
}
|
||||||
|
|
||||||
//VectorCopy (wishvel, wishdir);
|
//VectorCopy (wishvel, wishdir);
|
||||||
|
@ -1094,21 +1094,22 @@ void AngleVectors( const Ogre::Vector3& angles, Ogre::Vector3* const forward, Og
|
||||||
if (forward)
|
if (forward)
|
||||||
{
|
{
|
||||||
forward->x = cp * cy;
|
forward->x = cp * cy;
|
||||||
forward->z = cp * sy;
|
forward->y = cp * sy;
|
||||||
forward->y = -sp;
|
forward->z = -sp;
|
||||||
}
|
}
|
||||||
if (right)
|
if (right)
|
||||||
{
|
{
|
||||||
right->x = (-1 * sr * sp * cy + -1 * cr * -sy);
|
right->x = (-1 * sr * sp * cy + -1 * cr * -sy);
|
||||||
right->z = (-1 * sr * sp * sy + -1 * cr * cy);
|
right->y = (-1 * sr * sp * sy + -1 * cr * cy);
|
||||||
right->y = 0.0f;//-1 * sp * cp;
|
right->z = 0.0f;//-1 * sp * cp;
|
||||||
}
|
}
|
||||||
if (up)
|
if (up)
|
||||||
{
|
{
|
||||||
up->x = (cr * sp * cy + -sr * -sy);
|
up->x =(cr * sp * cy + -sr * -sy);
|
||||||
up->z = (cr * sp * sy + -sr * cy);
|
up->y=(cr * sp * sy + -sr * cy);
|
||||||
up->y = cr * cp;
|
up->z = cr * cp;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void PM_GroundTraceMissed()
|
void PM_GroundTraceMissed()
|
||||||
|
@ -1356,7 +1357,7 @@ static void PM_CrashLand( void )
|
||||||
|
|
||||||
static void PM_GroundTrace( void )
|
static void PM_GroundTrace( void )
|
||||||
{
|
{
|
||||||
std::cout << "Ground trace\n";
|
//std::cout << "Ground trace\n";
|
||||||
Ogre::Vector3 point;
|
Ogre::Vector3 point;
|
||||||
traceResults trace;
|
traceResults trace;
|
||||||
|
|
||||||
|
@ -1578,9 +1579,12 @@ static void PM_NoclipMove( void )
|
||||||
|
|
||||||
//for (i=0 ; i<3 ; i++)
|
//for (i=0 ; i<3 ; i++)
|
||||||
//wishvel[i] = pml.forward[i] * fmove + pml.right[i] * smove;
|
//wishvel[i] = pml.forward[i] * fmove + pml.right[i] * smove;
|
||||||
|
std::cout << "Forward" << pml.forward << "\n";
|
||||||
|
std::cout << "Right" << pml.right << "\n";
|
||||||
|
std::cout << "Up" << pml.up << "\n";
|
||||||
wishvel = pml.forward * fmove + pml.right * smove;
|
wishvel = pml.forward * fmove + pml.right * smove;
|
||||||
//wishvel[2] += pm->cmd.upmove;
|
//wishvel[2] += pm->cmd.upmove;
|
||||||
wishvel.y += pm->cmd.upmove;
|
wishvel.z += pm->cmd.upmove;
|
||||||
|
|
||||||
//VectorCopy (wishvel, wishdir);
|
//VectorCopy (wishvel, wishdir);
|
||||||
wishdir = wishvel;
|
wishdir = wishvel;
|
||||||
|
@ -1720,7 +1724,6 @@ void PM_SetWaterLevel( playerMove* const pm )
|
||||||
|
|
||||||
void PmoveSingle (playerMove* const pmove)
|
void PmoveSingle (playerMove* const pmove)
|
||||||
{
|
{
|
||||||
std::cout << "Pmove single\n";
|
|
||||||
//pm = pmove;
|
//pm = pmove;
|
||||||
|
|
||||||
// Aedra doesn't support Q3-style VM traps D: //while(1);
|
// Aedra doesn't support Q3-style VM traps D: //while(1);
|
||||||
|
@ -1944,7 +1947,7 @@ void PmoveSingle (playerMove* const pmove)
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// airborne
|
// airborne
|
||||||
std::cout << "AIRMOVE\n";
|
//std::cout << "AIRMOVE\n";
|
||||||
PM_AirMove();
|
PM_AirMove();
|
||||||
//bprintf("AirMove\n");
|
//bprintf("AirMove\n");
|
||||||
}
|
}
|
||||||
|
|
|
@ -90,9 +90,9 @@ struct playerMove
|
||||||
{
|
{
|
||||||
struct playerStruct
|
struct playerStruct
|
||||||
{
|
{
|
||||||
playerStruct() : gravity(50.0f), speed(320.0f), pmove_framecount(20), groundEntityNum(ENTITYNUM_NONE), commandTime(40), move_type(PM_NORMAL), pm_time(0)
|
playerStruct() : gravity(50.0f), speed(320.0f), pmove_framecount(20), groundEntityNum(ENTITYNUM_NONE), commandTime(40), move_type(PM_NOCLIP), pm_time(0)
|
||||||
{
|
{
|
||||||
origin = Ogre::Vector3(733.164f,1000.0f, 839.432f);
|
origin = Ogre::Vector3(733.164f,900.0f, 839.432f);
|
||||||
velocity = Ogre::Vector3(0.0f, 0.0f, 0.0f);
|
velocity = Ogre::Vector3(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
viewangles = Ogre::Vector3(0.0f, 0.0f, 0.0f);
|
viewangles = Ogre::Vector3(0.0f, 0.0f, 0.0f);
|
||||||
|
|
|
@ -112,8 +112,8 @@ const bool NewPhysicsTrace(NewPhysTraceResults* const out, const Ogre::Vector3&
|
||||||
float y2 = to.getOrigin().getY();
|
float y2 = to.getOrigin().getY();
|
||||||
float z2 = to.getOrigin().getZ();
|
float z2 = to.getOrigin().getZ();
|
||||||
|
|
||||||
std::cout << "BtFrom: " << x << "," << y << "," << z << "\n";
|
//std::cout << "BtFrom: " << x << "," << y << "," << z << "\n";
|
||||||
std::cout << "BtTo: " << x2 << "," << y2 << "," << z2 << "\n";
|
//std::cout << "BtTo: " << x2 << "," << y2 << "," << z2 << "\n";
|
||||||
//std::cout << "BtTo: " << to.getOrigin().getX() << "," << to.getOrigin().getY() << "," << to.getOrigin().getZ() << "\n";
|
//std::cout << "BtTo: " << to.getOrigin().getX() << "," << to.getOrigin().getY() << "," << to.getOrigin().getZ() << "\n";
|
||||||
|
|
||||||
|
|
||||||
|
|
811
libs/openengine/bullet/weather.cpp
Normal file
811
libs/openengine/bullet/weather.cpp
Normal file
|
@ -0,0 +1,811 @@
|
||||||
|
#include "weather.hpp"
|
||||||
|
#include "world.hpp"
|
||||||
|
#include "player.hpp"
|
||||||
|
|
||||||
|
#include "../mwrender/renderingmanager.hpp"
|
||||||
|
#include "../mwsound/soundmanager.hpp"
|
||||||
|
|
||||||
|
#include <ctime>
|
||||||
|
#include <cstdlib>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#include <boost/algorithm/string.hpp>
|
||||||
|
|
||||||
|
using namespace Ogre;
|
||||||
|
using namespace MWWorld;
|
||||||
|
using namespace MWSound;
|
||||||
|
|
||||||
|
#define lerp(x, y) (x * (1-factor) + y * factor)
|
||||||
|
|
||||||
|
const std::string WeatherGlobals::mThunderSoundID0 = "Thunder0";
|
||||||
|
const std::string WeatherGlobals::mThunderSoundID1 = "Thunder1";
|
||||||
|
const std::string WeatherGlobals::mThunderSoundID2 = "Thunder2";
|
||||||
|
const std::string WeatherGlobals::mThunderSoundID3 = "Thunder3";
|
||||||
|
const float WeatherGlobals::mSunriseTime = 8;
|
||||||
|
const float WeatherGlobals::mSunsetTime = 18;
|
||||||
|
const float WeatherGlobals::mSunriseDuration = 2;
|
||||||
|
const float WeatherGlobals::mSunsetDuration = 2;
|
||||||
|
const float WeatherGlobals::mWeatherUpdateTime = 20.f;
|
||||||
|
const float WeatherGlobals::mThunderFrequency = .4;
|
||||||
|
const float WeatherGlobals::mThunderThreshold = 0.6;
|
||||||
|
const float WeatherGlobals::mThunderSoundDelay = 0.25;
|
||||||
|
|
||||||
|
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environment* env) :
|
||||||
|
mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
|
||||||
|
mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0)
|
||||||
|
{
|
||||||
|
mRendering = rendering;
|
||||||
|
mEnvironment = env;
|
||||||
|
|
||||||
|
#define clr(r,g,b) ColourValue(r/255.f, g/255.f, b/255.f)
|
||||||
|
|
||||||
|
/// \todo read these from Morrowind.ini
|
||||||
|
Weather clear;
|
||||||
|
clear.mCloudTexture = "tx_sky_clear.dds";
|
||||||
|
clear.mCloudsMaximumPercent = 1.0;
|
||||||
|
clear.mTransitionDelta = 0.015;
|
||||||
|
clear.mSkySunriseColor = clr(118, 141, 164);
|
||||||
|
clear.mSkyDayColor = clr(95, 135, 203);
|
||||||
|
clear.mSkySunsetColor = clr(56, 89, 129);
|
||||||
|
clear.mSkyNightColor = clr(9, 10, 11);
|
||||||
|
clear.mFogSunriseColor = clr(255, 189, 157);
|
||||||
|
clear.mFogDayColor = clr(206, 227, 255);
|
||||||
|
clear.mFogSunsetColor = clr(255, 189, 157);
|
||||||
|
clear.mFogNightColor = clr(9, 10, 11);
|
||||||
|
clear.mAmbientSunriseColor = clr(47, 66, 96);
|
||||||
|
clear.mAmbientDayColor = clr(137, 140, 160);
|
||||||
|
clear.mAmbientSunsetColor = clr(68, 75, 96);
|
||||||
|
clear.mAmbientNightColor = clr(32, 35, 42);
|
||||||
|
clear.mSunSunriseColor = clr(242, 159, 99);
|
||||||
|
clear.mSunDayColor = clr(255, 252, 238);
|
||||||
|
clear.mSunSunsetColor = clr(255, 115, 79);
|
||||||
|
clear.mSunNightColor = clr(59, 97, 176);
|
||||||
|
clear.mSunDiscSunsetColor = clr(255, 189, 157);
|
||||||
|
clear.mLandFogDayDepth = 0.69;
|
||||||
|
clear.mLandFogNightDepth = 0.69;
|
||||||
|
clear.mWindSpeed = 0.1;
|
||||||
|
clear.mCloudSpeed = 1.25;
|
||||||
|
clear.mGlareView = 1.0;
|
||||||
|
mWeatherSettings["clear"] = clear;
|
||||||
|
|
||||||
|
Weather cloudy;
|
||||||
|
cloudy.mCloudTexture = "tx_sky_cloudy.dds";
|
||||||
|
cloudy.mCloudsMaximumPercent = 1.0;
|
||||||
|
cloudy.mTransitionDelta = 0.015;
|
||||||
|
cloudy.mSkySunriseColor = clr(126, 158, 173);
|
||||||
|
cloudy.mSkyDayColor = clr(117, 160, 215);
|
||||||
|
cloudy.mSkySunsetColor = clr(111, 114, 159);
|
||||||
|
cloudy.mSkyNightColor = clr(9, 10, 11);
|
||||||
|
cloudy.mFogSunriseColor = clr(255, 207, 149);
|
||||||
|
cloudy.mFogDayColor = clr(245, 235, 224);
|
||||||
|
cloudy.mFogSunsetColor = clr(255, 155, 106);
|
||||||
|
cloudy.mFogNightColor = clr(9, 10, 11);
|
||||||
|
cloudy.mAmbientSunriseColor = clr(66, 74, 87);
|
||||||
|
cloudy.mAmbientDayColor = clr(137, 145, 160);
|
||||||
|
cloudy.mAmbientSunsetColor = clr(71, 80, 92);
|
||||||
|
cloudy.mAmbientNightColor = clr(32, 39, 54);
|
||||||
|
cloudy.mSunSunriseColor = clr(241, 177, 99);
|
||||||
|
cloudy.mSunDayColor = clr(255, 236, 221);
|
||||||
|
cloudy.mSunSunsetColor = clr(255, 89, 00);
|
||||||
|
cloudy.mSunNightColor = clr(77, 91, 124);
|
||||||
|
cloudy.mSunDiscSunsetColor = clr(255, 202, 179);
|
||||||
|
cloudy.mLandFogDayDepth = 0.72;
|
||||||
|
cloudy.mLandFogNightDepth = 0.72;
|
||||||
|
cloudy.mWindSpeed = 0.2;
|
||||||
|
cloudy.mCloudSpeed = 2;
|
||||||
|
cloudy.mGlareView = 1.0;
|
||||||
|
mWeatherSettings["cloudy"] = cloudy;
|
||||||
|
|
||||||
|
Weather foggy;
|
||||||
|
foggy.mCloudTexture = "tx_sky_foggy.dds";
|
||||||
|
foggy.mCloudsMaximumPercent = 1.0;
|
||||||
|
foggy.mTransitionDelta = 0.015;
|
||||||
|
foggy.mSkySunriseColor = clr(197, 190, 180);
|
||||||
|
foggy.mSkyDayColor = clr(184, 211, 228);
|
||||||
|
foggy.mSkySunsetColor = clr(142, 159, 176);
|
||||||
|
foggy.mSkyNightColor = clr(18, 23, 28);
|
||||||
|
foggy.mFogSunriseColor = clr(173, 164, 148);
|
||||||
|
foggy.mFogDayColor = clr(150, 187, 209);
|
||||||
|
foggy.mFogSunsetColor = clr(113, 135, 157);
|
||||||
|
foggy.mFogNightColor = clr(19, 24, 29);
|
||||||
|
foggy.mAmbientSunriseColor = clr(48, 43, 37);
|
||||||
|
foggy.mAmbientDayColor = clr(92, 109, 120);
|
||||||
|
foggy.mAmbientSunsetColor = clr(28, 33, 39);
|
||||||
|
foggy.mAmbientNightColor = clr(28, 33, 39);
|
||||||
|
foggy.mSunSunriseColor = clr(177, 162, 137);
|
||||||
|
foggy.mSunDayColor = clr(111, 131, 151);
|
||||||
|
foggy.mSunSunsetColor = clr(125, 157, 189);
|
||||||
|
foggy.mSunNightColor = clr(81, 100, 119);
|
||||||
|
foggy.mSunDiscSunsetColor = clr(223, 223, 223);
|
||||||
|
foggy.mLandFogDayDepth = 1.0;
|
||||||
|
foggy.mLandFogNightDepth = 1.9;
|
||||||
|
foggy.mWindSpeed = 0;
|
||||||
|
foggy.mCloudSpeed = 1.25;
|
||||||
|
foggy.mGlareView = 0.25;
|
||||||
|
mWeatherSettings["foggy"] = foggy;
|
||||||
|
|
||||||
|
Weather thunderstorm;
|
||||||
|
thunderstorm.mCloudTexture = "tx_sky_thunder.dds";
|
||||||
|
thunderstorm.mCloudsMaximumPercent = 0.66;
|
||||||
|
thunderstorm.mTransitionDelta = 0.03;
|
||||||
|
thunderstorm.mSkySunriseColor = clr(35, 36, 39);
|
||||||
|
thunderstorm.mSkyDayColor = clr(97, 104, 115);
|
||||||
|
thunderstorm.mSkySunsetColor = clr(35, 36, 39);
|
||||||
|
thunderstorm.mSkyNightColor = clr(19, 20, 22);
|
||||||
|
thunderstorm.mFogSunriseColor = clr(70, 74, 85);
|
||||||
|
thunderstorm.mFogDayColor = clr(97, 104, 115);
|
||||||
|
thunderstorm.mFogSunsetColor = clr(70, 74, 85);
|
||||||
|
thunderstorm.mFogNightColor = clr(19, 20, 22);
|
||||||
|
thunderstorm.mAmbientSunriseColor = clr(54, 54, 54);
|
||||||
|
thunderstorm.mAmbientDayColor = clr(90, 90, 90);
|
||||||
|
thunderstorm.mAmbientSunsetColor = clr(54, 54, 54);
|
||||||
|
thunderstorm.mAmbientNightColor = clr(49, 51, 54);
|
||||||
|
thunderstorm.mSunSunriseColor = clr(91, 99, 122);
|
||||||
|
thunderstorm.mSunDayColor = clr(138, 144, 155);
|
||||||
|
thunderstorm.mSunSunsetColor = clr(96, 101, 117);
|
||||||
|
thunderstorm.mSunNightColor = clr(55, 76, 110);
|
||||||
|
thunderstorm.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||||
|
thunderstorm.mLandFogDayDepth = 1;
|
||||||
|
thunderstorm.mLandFogNightDepth = 1.15;
|
||||||
|
thunderstorm.mWindSpeed = 0.5;
|
||||||
|
thunderstorm.mCloudSpeed = 3;
|
||||||
|
thunderstorm.mGlareView = 0;
|
||||||
|
thunderstorm.mRainLoopSoundID = "rain heavy";
|
||||||
|
mWeatherSettings["thunderstorm"] = thunderstorm;
|
||||||
|
|
||||||
|
Weather rain;
|
||||||
|
rain.mCloudTexture = "tx_sky_rainy.dds";
|
||||||
|
rain.mCloudsMaximumPercent = 0.66;
|
||||||
|
rain.mTransitionDelta = 0.015;
|
||||||
|
rain.mSkySunriseColor = clr(71, 74, 75);
|
||||||
|
rain.mSkyDayColor = clr(116, 120, 122);
|
||||||
|
rain.mSkySunsetColor = clr(73, 73, 73);
|
||||||
|
rain.mSkyNightColor = clr(24, 25, 26);
|
||||||
|
rain.mFogSunriseColor = clr(71, 74, 75);
|
||||||
|
rain.mFogDayColor = clr(116, 120, 122);
|
||||||
|
rain.mFogSunsetColor = clr(73, 73, 73);
|
||||||
|
rain.mFogNightColor = clr(24, 25, 26);
|
||||||
|
rain.mAmbientSunriseColor = clr(97, 90, 88);
|
||||||
|
rain.mAmbientDayColor = clr(105, 110, 113);
|
||||||
|
rain.mAmbientSunsetColor = clr(88, 97, 97);
|
||||||
|
rain.mAmbientNightColor = clr(50, 55, 67);
|
||||||
|
rain.mSunSunriseColor = clr(131, 122, 120);
|
||||||
|
rain.mSunDayColor = clr(149, 157, 170);
|
||||||
|
rain.mSunSunsetColor = clr(120, 126, 131);
|
||||||
|
rain.mSunNightColor = clr(50, 62, 101);
|
||||||
|
rain.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||||
|
rain.mLandFogDayDepth = 0.8;
|
||||||
|
rain.mLandFogNightDepth = 0.8;
|
||||||
|
rain.mWindSpeed = 0.3;
|
||||||
|
rain.mCloudSpeed = 2;
|
||||||
|
rain.mGlareView = 0;
|
||||||
|
rain.mRainLoopSoundID = "rain";
|
||||||
|
mWeatherSettings["rain"] = rain;
|
||||||
|
|
||||||
|
Weather overcast;
|
||||||
|
overcast.mCloudTexture = "tx_sky_overcast.dds";
|
||||||
|
overcast.mCloudsMaximumPercent = 1.0;
|
||||||
|
overcast.mTransitionDelta = 0.015;
|
||||||
|
overcast.mSkySunriseColor = clr(91, 99, 106);
|
||||||
|
overcast.mSkyDayColor = clr(143, 146, 149);
|
||||||
|
overcast.mSkySunsetColor = clr(108, 115, 121);
|
||||||
|
overcast.mSkyNightColor = clr(19, 22, 25);
|
||||||
|
overcast.mFogSunriseColor = clr(91, 99, 106);
|
||||||
|
overcast.mFogDayColor = clr(143, 146, 149);
|
||||||
|
overcast.mFogSunsetColor = clr(108, 115, 121);
|
||||||
|
overcast.mFogNightColor = clr(19, 22, 25);
|
||||||
|
overcast.mAmbientSunriseColor = clr(84, 88, 92);
|
||||||
|
overcast.mAmbientDayColor = clr(93, 96, 105);
|
||||||
|
overcast.mAmbientSunsetColor = clr(83, 77, 75);
|
||||||
|
overcast.mAmbientNightColor = clr(57, 60, 66);
|
||||||
|
overcast.mSunSunriseColor = clr(87, 125, 163);
|
||||||
|
overcast.mSunDayColor = clr(163, 169, 183);
|
||||||
|
overcast.mSunSunsetColor = clr(85, 103, 157);
|
||||||
|
overcast.mSunNightColor = clr(32, 54, 100);
|
||||||
|
overcast.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||||
|
overcast.mLandFogDayDepth = 0.7;
|
||||||
|
overcast.mLandFogNightDepth = 0.7;
|
||||||
|
overcast.mWindSpeed = 0.2;
|
||||||
|
overcast.mCloudSpeed = 1.5;
|
||||||
|
overcast.mGlareView = 0;
|
||||||
|
mWeatherSettings["overcast"] = overcast;
|
||||||
|
|
||||||
|
Weather ashstorm;
|
||||||
|
ashstorm.mCloudTexture = "tx_sky_ashstorm.dds";
|
||||||
|
ashstorm.mCloudsMaximumPercent = 1.0;
|
||||||
|
ashstorm.mTransitionDelta = 0.035;
|
||||||
|
ashstorm.mSkySunriseColor = clr(91, 56, 51);
|
||||||
|
ashstorm.mSkyDayColor = clr(124, 73, 58);
|
||||||
|
ashstorm.mSkySunsetColor = clr(106, 55, 40);
|
||||||
|
ashstorm.mSkyNightColor = clr(20, 21, 22);
|
||||||
|
ashstorm.mFogSunriseColor = clr(91, 56, 51);
|
||||||
|
ashstorm.mFogDayColor = clr(124, 73, 58);
|
||||||
|
ashstorm.mFogSunsetColor = clr(106, 55, 40);
|
||||||
|
ashstorm.mFogNightColor = clr(20, 21, 22);
|
||||||
|
ashstorm.mAmbientSunriseColor = clr(52, 42, 37);
|
||||||
|
ashstorm.mAmbientDayColor = clr(75, 49, 41);
|
||||||
|
ashstorm.mAmbientSunsetColor = clr(48, 39, 35);
|
||||||
|
ashstorm.mAmbientNightColor = clr(36, 42, 49);
|
||||||
|
ashstorm.mSunSunriseColor = clr(184, 91, 71);
|
||||||
|
ashstorm.mSunDayColor = clr(228, 139, 114);
|
||||||
|
ashstorm.mSunSunsetColor = clr(185, 86, 57);
|
||||||
|
ashstorm.mSunNightColor = clr(54, 66, 74);
|
||||||
|
ashstorm.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||||
|
ashstorm.mLandFogDayDepth = 1.1;
|
||||||
|
ashstorm.mLandFogNightDepth = 1.2;
|
||||||
|
ashstorm.mWindSpeed = 0.8;
|
||||||
|
ashstorm.mCloudSpeed = 7;
|
||||||
|
ashstorm.mGlareView = 0;
|
||||||
|
ashstorm.mAmbientLoopSoundID = "ashstorm";
|
||||||
|
mWeatherSettings["ashstorm"] = ashstorm;
|
||||||
|
|
||||||
|
Weather blight;
|
||||||
|
blight.mCloudTexture = "tx_sky_blight.dds";
|
||||||
|
blight.mCloudsMaximumPercent = 1.0;
|
||||||
|
blight.mTransitionDelta = 0.04;
|
||||||
|
blight.mSkySunriseColor = clr(90, 35, 35);
|
||||||
|
blight.mSkyDayColor = clr(90, 35, 35);
|
||||||
|
blight.mSkySunsetColor = clr(92, 33, 33);
|
||||||
|
blight.mSkyNightColor = clr(44, 14, 14);
|
||||||
|
blight.mFogSunriseColor = clr(90, 35, 35);
|
||||||
|
blight.mFogDayColor = clr(128, 19, 19);
|
||||||
|
blight.mFogSunsetColor = clr(92, 33, 33);
|
||||||
|
blight.mFogNightColor = clr(44, 14, 14);
|
||||||
|
blight.mAmbientSunriseColor = clr(61, 40, 40);
|
||||||
|
blight.mAmbientDayColor = clr(79, 54, 54);
|
||||||
|
blight.mAmbientSunsetColor = clr(61, 40, 40);
|
||||||
|
blight.mAmbientNightColor = clr(56, 58, 62);
|
||||||
|
blight.mSunSunriseColor = clr(180, 78, 78);
|
||||||
|
blight.mSunDayColor = clr(224, 84, 84);
|
||||||
|
blight.mSunSunsetColor = clr(180, 78, 78);
|
||||||
|
blight.mSunNightColor = clr(61, 91, 143);
|
||||||
|
blight.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||||
|
blight.mLandFogDayDepth = 1.1;
|
||||||
|
blight.mLandFogNightDepth = 1.2;
|
||||||
|
blight.mWindSpeed = 0.9;
|
||||||
|
blight.mCloudSpeed = 9;
|
||||||
|
blight.mGlareView = 0;
|
||||||
|
blight.mAmbientLoopSoundID = "blight";
|
||||||
|
mWeatherSettings["blight"] = blight;
|
||||||
|
|
||||||
|
Weather snow;
|
||||||
|
snow.mCloudTexture = "tx_bm_sky_snow.dds";
|
||||||
|
snow.mCloudsMaximumPercent = 1.0;
|
||||||
|
snow.mTransitionDelta = 0.014;
|
||||||
|
snow.mSkySunriseColor = clr(196, 91, 91);
|
||||||
|
snow.mSkyDayColor = clr(153, 158, 166);
|
||||||
|
snow.mSkySunsetColor = clr(96, 115, 134);
|
||||||
|
snow.mSkyNightColor = clr(31, 35, 39);
|
||||||
|
snow.mFogSunriseColor = clr(106, 91, 91);
|
||||||
|
snow.mFogDayColor = clr(153, 158, 166);
|
||||||
|
snow.mFogSunsetColor = clr(96, 115, 134);
|
||||||
|
snow.mFogNightColor = clr(31, 35, 39);
|
||||||
|
snow.mAmbientSunriseColor = clr(92, 84, 84);
|
||||||
|
snow.mAmbientDayColor = clr(93, 96, 105);
|
||||||
|
snow.mAmbientSunsetColor = clr(70, 79, 87);
|
||||||
|
snow.mAmbientNightColor = clr(49, 58, 68);
|
||||||
|
snow.mSunSunriseColor = clr(141, 109, 109);
|
||||||
|
snow.mSunDayColor = clr(163, 169, 183);
|
||||||
|
snow.mSunSunsetColor = clr(101, 121, 141);
|
||||||
|
snow.mSunNightColor = clr(55, 66, 77);
|
||||||
|
snow.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||||
|
snow.mLandFogDayDepth = 1.0;
|
||||||
|
snow.mLandFogNightDepth = 1.2;
|
||||||
|
snow.mWindSpeed = 0;
|
||||||
|
snow.mCloudSpeed = 1.5;
|
||||||
|
snow.mGlareView = 0;
|
||||||
|
mWeatherSettings["snow"] = snow;
|
||||||
|
|
||||||
|
Weather blizzard;
|
||||||
|
blizzard.mCloudTexture = "tx_bm_sky_blizzard.dds";
|
||||||
|
blizzard.mCloudsMaximumPercent = 1.0;
|
||||||
|
blizzard.mTransitionDelta = 0.030;
|
||||||
|
blizzard.mSkySunriseColor = clr(91, 99, 106);
|
||||||
|
blizzard.mSkyDayColor = clr(121, 133, 145);
|
||||||
|
blizzard.mSkySunsetColor = clr(108, 115, 121);
|
||||||
|
blizzard.mSkyNightColor = clr(27, 29, 31);
|
||||||
|
blizzard.mFogSunriseColor = clr(91, 99, 106);
|
||||||
|
blizzard.mFogDayColor = clr(121, 133, 145);
|
||||||
|
blizzard.mFogSunsetColor = clr(108, 115, 121);
|
||||||
|
blizzard.mFogNightColor = clr(21, 24, 28);
|
||||||
|
blizzard.mAmbientSunriseColor = clr(84, 88, 92);
|
||||||
|
blizzard.mAmbientDayColor = clr(93, 96, 105);
|
||||||
|
blizzard.mAmbientSunsetColor = clr(83, 77, 75);
|
||||||
|
blizzard.mAmbientNightColor = clr(53, 62, 70);
|
||||||
|
blizzard.mSunSunriseColor = clr(114, 128, 146);
|
||||||
|
blizzard.mSunDayColor = clr(163, 169, 183);
|
||||||
|
blizzard.mSunSunsetColor = clr(106, 114, 136);
|
||||||
|
blizzard.mSunNightColor = clr(57, 66, 74);
|
||||||
|
blizzard.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||||
|
blizzard.mLandFogDayDepth = 2.8;
|
||||||
|
blizzard.mLandFogNightDepth = 3.0;
|
||||||
|
blizzard.mWindSpeed = 0.9;
|
||||||
|
blizzard.mCloudSpeed = 7.5;
|
||||||
|
blizzard.mGlareView = 0;
|
||||||
|
blizzard.mAmbientLoopSoundID = "BM Blizzard";
|
||||||
|
mWeatherSettings["blizzard"] = blizzard;
|
||||||
|
}
|
||||||
|
|
||||||
|
void WeatherManager::setWeather(const String& weather, bool instant)
|
||||||
|
{
|
||||||
|
if (instant || mFirstUpdate)
|
||||||
|
{
|
||||||
|
mNextWeather = "";
|
||||||
|
mCurrentWeather = weather;
|
||||||
|
mFirstUpdate = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (mNextWeather != "")
|
||||||
|
{
|
||||||
|
// transition more than 50% finished?
|
||||||
|
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60) <= 0.5)
|
||||||
|
mCurrentWeather = mNextWeather;
|
||||||
|
}
|
||||||
|
|
||||||
|
mNextWeather = weather;
|
||||||
|
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
WeatherResult WeatherManager::getResult(const String& weather)
|
||||||
|
{
|
||||||
|
const Weather& current = mWeatherSettings[weather];
|
||||||
|
WeatherResult result;
|
||||||
|
|
||||||
|
result.mCloudTexture = current.mCloudTexture;
|
||||||
|
result.mCloudBlendFactor = 0;
|
||||||
|
result.mCloudOpacity = current.mCloudsMaximumPercent;
|
||||||
|
result.mWindSpeed = current.mWindSpeed;
|
||||||
|
result.mCloudSpeed = current.mCloudSpeed;
|
||||||
|
result.mGlareView = current.mGlareView;
|
||||||
|
result.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
|
||||||
|
result.mSunColor = current.mSunDiscSunsetColor;
|
||||||
|
|
||||||
|
const float fade_duration = current.mTransitionDelta * 24.f;
|
||||||
|
|
||||||
|
result.mNight = (mHour < 6.f+fade_duration || mHour > 20.f-fade_duration);
|
||||||
|
|
||||||
|
result.mFogDepth = result.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
|
||||||
|
|
||||||
|
// night
|
||||||
|
if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
|
||||||
|
|| mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
|
||||||
|
{
|
||||||
|
result.mFogColor = current.mFogNightColor;
|
||||||
|
result.mAmbientColor = current.mAmbientNightColor;
|
||||||
|
result.mSunColor = current.mSunNightColor;
|
||||||
|
result.mSkyColor = current.mSkyNightColor;
|
||||||
|
result.mNightFade = 1.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// sunrise
|
||||||
|
else if (mHour >= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration) && mHour <= WeatherGlobals::mSunriseTime)
|
||||||
|
{
|
||||||
|
if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration))
|
||||||
|
{
|
||||||
|
// fade in
|
||||||
|
float advance = (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration)-mHour;
|
||||||
|
float factor = (advance / fade_duration);
|
||||||
|
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor);
|
||||||
|
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor);
|
||||||
|
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor);
|
||||||
|
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor);
|
||||||
|
result.mNightFade = factor;
|
||||||
|
}
|
||||||
|
else if (mHour >= (WeatherGlobals::mSunriseTime-fade_duration))
|
||||||
|
{
|
||||||
|
// fade out
|
||||||
|
float advance = mHour-(WeatherGlobals::mSunriseTime-fade_duration);
|
||||||
|
float factor = advance / fade_duration;
|
||||||
|
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor);
|
||||||
|
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor);
|
||||||
|
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor);
|
||||||
|
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
result.mFogColor = current.mFogSunriseColor;
|
||||||
|
result.mAmbientColor = current.mAmbientSunriseColor;
|
||||||
|
result.mSunColor = current.mSunSunriseColor;
|
||||||
|
result.mSkyColor = current.mSkySunriseColor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// day
|
||||||
|
else if (mHour >= (WeatherGlobals::mSunriseTime) && mHour <= (WeatherGlobals::mSunsetTime))
|
||||||
|
{
|
||||||
|
result.mFogColor = current.mFogDayColor;
|
||||||
|
result.mAmbientColor = current.mAmbientDayColor;
|
||||||
|
result.mSunColor = current.mSunDayColor;
|
||||||
|
result.mSkyColor = current.mSkyDayColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
// sunset
|
||||||
|
else if (mHour >= (WeatherGlobals::mSunsetTime) && mHour <= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
|
||||||
|
{
|
||||||
|
if (mHour <= (WeatherGlobals::mSunsetTime+fade_duration))
|
||||||
|
{
|
||||||
|
// fade in
|
||||||
|
float advance = (WeatherGlobals::mSunsetTime+fade_duration)-mHour;
|
||||||
|
float factor = (advance / fade_duration);
|
||||||
|
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor);
|
||||||
|
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor);
|
||||||
|
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor);
|
||||||
|
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor);
|
||||||
|
}
|
||||||
|
else if (mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration))
|
||||||
|
{
|
||||||
|
// fade out
|
||||||
|
float advance = mHour-(WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration);
|
||||||
|
float factor = advance / fade_duration;
|
||||||
|
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor);
|
||||||
|
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor);
|
||||||
|
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor);
|
||||||
|
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor);
|
||||||
|
result.mNightFade = factor;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
result.mFogColor = current.mFogSunsetColor;
|
||||||
|
result.mAmbientColor = current.mAmbientSunsetColor;
|
||||||
|
result.mSunColor = current.mSunSunsetColor;
|
||||||
|
result.mSkyColor = current.mSkySunsetColor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
WeatherResult WeatherManager::transition(float factor)
|
||||||
|
{
|
||||||
|
const WeatherResult& current = getResult(mCurrentWeather);
|
||||||
|
const WeatherResult& other = getResult(mNextWeather);
|
||||||
|
WeatherResult result;
|
||||||
|
|
||||||
|
result.mCloudTexture = current.mCloudTexture;
|
||||||
|
result.mNextCloudTexture = other.mCloudTexture;
|
||||||
|
result.mCloudBlendFactor = factor;
|
||||||
|
|
||||||
|
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
|
||||||
|
result.mFogColor = lerp(current.mFogColor, other.mFogColor);
|
||||||
|
result.mSunColor = lerp(current.mSunColor, other.mSunColor);
|
||||||
|
result.mSkyColor = lerp(current.mSkyColor, other.mSkyColor);
|
||||||
|
|
||||||
|
result.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor);
|
||||||
|
result.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor);
|
||||||
|
result.mFogDepth = lerp(current.mFogDepth, other.mFogDepth);
|
||||||
|
result.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed);
|
||||||
|
result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed);
|
||||||
|
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
|
||||||
|
result.mGlareView = lerp(current.mGlareView, other.mGlareView);
|
||||||
|
|
||||||
|
result.mNight = current.mNight;
|
||||||
|
|
||||||
|
// sound change behaviour:
|
||||||
|
// if 'other' has a new sound, switch to it after 1/2 of the transition length
|
||||||
|
if (other.mAmbientLoopSoundID != "")
|
||||||
|
result.mAmbientLoopSoundID = factor>0.5 ? other.mAmbientLoopSoundID : current.mAmbientLoopSoundID;
|
||||||
|
// if 'current' has a sound and 'other' does not have a sound, turn off the sound immediately
|
||||||
|
else if (current.mAmbientLoopSoundID != "")
|
||||||
|
result.mAmbientLoopSoundID = "";
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
void WeatherManager::update(float duration)
|
||||||
|
{
|
||||||
|
mWeatherUpdateTime -= duration;
|
||||||
|
if (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior())
|
||||||
|
{
|
||||||
|
std::string regionstr = mEnvironment->mWorld->getPlayer().getPlayer().getCell()->cell->region;
|
||||||
|
boost::algorithm::to_lower(regionstr);
|
||||||
|
|
||||||
|
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
|
||||||
|
{
|
||||||
|
mCurrentRegion = regionstr;
|
||||||
|
mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*60.f;
|
||||||
|
|
||||||
|
std::string weather;
|
||||||
|
|
||||||
|
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
|
||||||
|
weather = mRegionOverrides[regionstr];
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// get weather probabilities for the current region
|
||||||
|
const ESM::Region *region = mEnvironment->mWorld->getStore().regions.find (regionstr);
|
||||||
|
|
||||||
|
float clear = region->data.clear/255.f;
|
||||||
|
float cloudy = region->data.cloudy/255.f;
|
||||||
|
float foggy = region->data.foggy/255.f;
|
||||||
|
float overcast = region->data.overcast/255.f;
|
||||||
|
float rain = region->data.rain/255.f;
|
||||||
|
float thunder = region->data.thunder/255.f;
|
||||||
|
float ash = region->data.ash/255.f;
|
||||||
|
float blight = region->data.blight/255.f;
|
||||||
|
float snow = region->data.a/255.f;
|
||||||
|
float blizzard = region->data.b/255.f;
|
||||||
|
|
||||||
|
// re-scale to 100 percent
|
||||||
|
const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight+snow+blizzard;
|
||||||
|
|
||||||
|
srand(time(NULL));
|
||||||
|
float random = ((rand()%100)/100.f) * total;
|
||||||
|
|
||||||
|
if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
|
||||||
|
weather = "blizzard";
|
||||||
|
else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
|
||||||
|
weather = "snow";
|
||||||
|
else if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
|
||||||
|
weather = "blight";
|
||||||
|
else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
|
||||||
|
weather = "ashstorm";
|
||||||
|
else if (random >= rain+overcast+foggy+cloudy+clear)
|
||||||
|
weather = "thunderstorm";
|
||||||
|
else if (random >= overcast+foggy+cloudy+clear)
|
||||||
|
weather = "rain";
|
||||||
|
else if (random >= foggy+cloudy+clear)
|
||||||
|
weather = "overcast";
|
||||||
|
else if (random >= cloudy+clear)
|
||||||
|
weather = "foggy";
|
||||||
|
else if (random >= clear)
|
||||||
|
weather = "cloudy";
|
||||||
|
else
|
||||||
|
weather = "clear";
|
||||||
|
}
|
||||||
|
|
||||||
|
setWeather(weather, false);
|
||||||
|
/*
|
||||||
|
std::cout << "roll result: " << random << std::endl;
|
||||||
|
|
||||||
|
std::cout << regionstr << " weather probabilities: " << clear << " " << cloudy << " " << foggy << " "
|
||||||
|
<< overcast << " " << rain << " " << thunder << " " << ash << " " << blight << " " << snow << " "
|
||||||
|
<< blizzard << std::endl;
|
||||||
|
|
||||||
|
std::cout << "New weather : " << weather << std::endl;
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
WeatherResult result;
|
||||||
|
|
||||||
|
if (mNextWeather != "")
|
||||||
|
{
|
||||||
|
mRemainingTransitionTime -= duration;
|
||||||
|
if (mRemainingTransitionTime < 0)
|
||||||
|
{
|
||||||
|
mCurrentWeather = mNextWeather;
|
||||||
|
mNextWeather = "";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mNextWeather != "")
|
||||||
|
result = transition(1-(mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60)));
|
||||||
|
else
|
||||||
|
result = getResult(mCurrentWeather);
|
||||||
|
|
||||||
|
mRendering->configureFog(result.mFogDepth, result.mFogColor);
|
||||||
|
|
||||||
|
// disable sun during night
|
||||||
|
if (mHour >= WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration
|
||||||
|
|| mHour <= WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
|
||||||
|
mRendering->getSkyManager()->sunDisable();
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// during day, calculate sun angle
|
||||||
|
float height = 1-std::abs(((mHour-13)/7.f));
|
||||||
|
int facing = mHour > 13.f ? 1 : -1;
|
||||||
|
Vector3 final(
|
||||||
|
(1-height)*facing,
|
||||||
|
(1-height)*facing,
|
||||||
|
height);
|
||||||
|
mRendering->setSunDirection(final);
|
||||||
|
|
||||||
|
mRendering->getSkyManager()->sunEnable();
|
||||||
|
}
|
||||||
|
|
||||||
|
// moon calculations
|
||||||
|
float night;
|
||||||
|
if (mHour >= 14)
|
||||||
|
night = mHour-14;
|
||||||
|
else if (mHour <= 10)
|
||||||
|
night = mHour+10;
|
||||||
|
else
|
||||||
|
night = 0;
|
||||||
|
|
||||||
|
night /= 20.f;
|
||||||
|
|
||||||
|
if (night != 0)
|
||||||
|
{
|
||||||
|
float moonHeight = 1-std::abs((night-0.5)*2);
|
||||||
|
int facing = (mHour > 0.f && mHour<12.f) ? 1 : -1;
|
||||||
|
Vector3 masser(
|
||||||
|
(1-moonHeight)*facing,
|
||||||
|
(1-moonHeight)*facing,
|
||||||
|
moonHeight);
|
||||||
|
|
||||||
|
Vector3 secunda(
|
||||||
|
(1-moonHeight)*facing*0.8,
|
||||||
|
(1-moonHeight)*facing*1.25,
|
||||||
|
moonHeight);
|
||||||
|
|
||||||
|
mRendering->getSkyManager()->setMasserDirection(masser);
|
||||||
|
mRendering->getSkyManager()->setSecundaDirection(secunda);
|
||||||
|
mRendering->getSkyManager()->masserEnable();
|
||||||
|
mRendering->getSkyManager()->secundaEnable();
|
||||||
|
|
||||||
|
float hour_fade;
|
||||||
|
if (mHour >= 7.f && mHour <= 14.f)
|
||||||
|
hour_fade = 1-(mHour-7)/3.f;
|
||||||
|
else if (mHour >= 14 && mHour <= 15.f)
|
||||||
|
hour_fade = mHour-14;
|
||||||
|
else
|
||||||
|
hour_fade = 1;
|
||||||
|
|
||||||
|
float secunda_angle_fade;
|
||||||
|
float masser_angle_fade;
|
||||||
|
float angle = moonHeight*90.f;
|
||||||
|
|
||||||
|
if (angle >= 30 && angle <= 50)
|
||||||
|
secunda_angle_fade = (angle-30)/20.f;
|
||||||
|
else if (angle <30)
|
||||||
|
secunda_angle_fade = 0.f;
|
||||||
|
else
|
||||||
|
secunda_angle_fade = 1.f;
|
||||||
|
|
||||||
|
if (angle >= 40 && angle <= 50)
|
||||||
|
masser_angle_fade = (angle-40)/10.f;
|
||||||
|
else if (angle <40)
|
||||||
|
masser_angle_fade = 0.f;
|
||||||
|
else
|
||||||
|
masser_angle_fade = 1.f;
|
||||||
|
|
||||||
|
masser_angle_fade *= hour_fade;
|
||||||
|
secunda_angle_fade *= hour_fade;
|
||||||
|
|
||||||
|
mRendering->getSkyManager()->setMasserFade(masser_angle_fade);
|
||||||
|
mRendering->getSkyManager()->setSecundaFade(secunda_angle_fade);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
mRendering->getSkyManager()->masserDisable();
|
||||||
|
mRendering->getSkyManager()->secundaDisable();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
|
||||||
|
{
|
||||||
|
if (mThunderFlash > 0)
|
||||||
|
{
|
||||||
|
// play the sound after a delay
|
||||||
|
mThunderSoundDelay -= duration;
|
||||||
|
if (mThunderSoundDelay <= 0)
|
||||||
|
{
|
||||||
|
// pick a random sound
|
||||||
|
int sound = rand() % 4;
|
||||||
|
std::string soundname;
|
||||||
|
if (sound == 0) soundname = WeatherGlobals::mThunderSoundID0;
|
||||||
|
else if (sound == 1) soundname = WeatherGlobals::mThunderSoundID1;
|
||||||
|
else if (sound == 2) soundname = WeatherGlobals::mThunderSoundID2;
|
||||||
|
else if (sound == 3) soundname = WeatherGlobals::mThunderSoundID3;
|
||||||
|
mEnvironment->mSoundManager->playSound(soundname, 1.0, 1.0);
|
||||||
|
mThunderSoundDelay = 1000;
|
||||||
|
}
|
||||||
|
|
||||||
|
mThunderFlash -= duration;
|
||||||
|
if (mThunderFlash > 0)
|
||||||
|
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
|
||||||
|
else
|
||||||
|
{
|
||||||
|
srand(time(NULL));
|
||||||
|
mThunderChanceNeeded = rand() % 100;
|
||||||
|
mThunderChance = 0;
|
||||||
|
mRendering->getSkyManager()->setThunder( 0.f );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// no thunder active
|
||||||
|
mThunderChance += duration*4; // chance increases by 4 percent every second
|
||||||
|
if (mThunderChance >= mThunderChanceNeeded)
|
||||||
|
{
|
||||||
|
mThunderFlash = WeatherGlobals::mThunderThreshold;
|
||||||
|
|
||||||
|
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
|
||||||
|
|
||||||
|
mThunderSoundDelay = WeatherGlobals::mThunderSoundDelay;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
mRendering->getSkyManager()->setThunder(0.f);
|
||||||
|
|
||||||
|
mRendering->setAmbientColour(result.mAmbientColor);
|
||||||
|
mRendering->sunEnable();
|
||||||
|
mRendering->setSunColour(result.mSunColor);
|
||||||
|
|
||||||
|
mRendering->getSkyManager()->setWeather(result);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
mRendering->sunDisable();
|
||||||
|
mRendering->skyDisable();
|
||||||
|
mRendering->getSkyManager()->setThunder(0.f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void WeatherManager::setHour(const float hour)
|
||||||
|
{
|
||||||
|
// accelerate a bit for testing
|
||||||
|
/*
|
||||||
|
mHour += 0.005;
|
||||||
|
|
||||||
|
if (mHour >= 24.f) mHour = 0.f;
|
||||||
|
|
||||||
|
std::cout << "hour " << mHour << std::endl;
|
||||||
|
*/
|
||||||
|
|
||||||
|
mHour = hour;
|
||||||
|
}
|
||||||
|
|
||||||
|
void WeatherManager::setDate(const int day, const int month)
|
||||||
|
{
|
||||||
|
mDay = day;
|
||||||
|
mMonth = month;
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int WeatherManager::getWeatherID() const
|
||||||
|
{
|
||||||
|
// Source: http://www.uesp.net/wiki/Tes3Mod:GetCurrentWeather
|
||||||
|
|
||||||
|
if (mCurrentWeather == "clear")
|
||||||
|
return 0;
|
||||||
|
else if (mCurrentWeather == "cloudy")
|
||||||
|
return 1;
|
||||||
|
else if (mCurrentWeather == "foggy")
|
||||||
|
return 2;
|
||||||
|
else if (mCurrentWeather == "overcast")
|
||||||
|
return 3;
|
||||||
|
else if (mCurrentWeather == "rain")
|
||||||
|
return 4;
|
||||||
|
else if (mCurrentWeather == "thunderstorm")
|
||||||
|
return 5;
|
||||||
|
else if (mCurrentWeather == "ashstorm")
|
||||||
|
return 6;
|
||||||
|
else if (mCurrentWeather == "blight")
|
||||||
|
return 7;
|
||||||
|
else if (mCurrentWeather == "snow")
|
||||||
|
return 8;
|
||||||
|
else if (mCurrentWeather == "blizzard")
|
||||||
|
return 9;
|
||||||
|
|
||||||
|
else
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void WeatherManager::changeWeather(const std::string& region, const unsigned int id)
|
||||||
|
{
|
||||||
|
std::string weather;
|
||||||
|
if (id==0)
|
||||||
|
weather = "clear";
|
||||||
|
else if (id==1)
|
||||||
|
weather = "cloudy";
|
||||||
|
else if (id==2)
|
||||||
|
weather = "foggy";
|
||||||
|
else if (id==3)
|
||||||
|
weather = "overcast";
|
||||||
|
else if (id==4)
|
||||||
|
weather = "rain";
|
||||||
|
else if (id==5)
|
||||||
|
weather = "thunderstorm";
|
||||||
|
else if (id==6)
|
||||||
|
weather = "ashstorm";
|
||||||
|
else if (id==7)
|
||||||
|
weather = "blight";
|
||||||
|
else if (id==8)
|
||||||
|
weather = "snow";
|
||||||
|
else if (id==9)
|
||||||
|
weather = "blizzard";
|
||||||
|
else
|
||||||
|
weather = "clear";
|
||||||
|
|
||||||
|
mRegionOverrides[region] = weather;
|
||||||
|
}
|
272
libs/openengine/bullet/weather.hpp
Normal file
272
libs/openengine/bullet/weather.hpp
Normal file
|
@ -0,0 +1,272 @@
|
||||||
|
#ifndef GAME_MWWORLD_WEATHER_H
|
||||||
|
#define GAME_MWWORLD_WEATHER_H
|
||||||
|
|
||||||
|
#include <OgreString.h>
|
||||||
|
#include <OgreColourValue.h>
|
||||||
|
|
||||||
|
namespace MWRender
|
||||||
|
{
|
||||||
|
class RenderingManager;
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace MWWorld
|
||||||
|
{
|
||||||
|
class Environment;
|
||||||
|
|
||||||
|
/// Global weather manager properties (according to INI)
|
||||||
|
struct WeatherGlobals
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
[Weather]
|
||||||
|
EnvReduceColor=255,255,255,255
|
||||||
|
LerpCloseColor=037,046,048,255
|
||||||
|
BumpFadeColor=230,239,255,255
|
||||||
|
AlphaReduce=0.35
|
||||||
|
Minimum Time Between Environmental Sounds=1.0
|
||||||
|
Maximum Time Between Environmental Sounds=5.0
|
||||||
|
Sun Glare Fader Max=0.5
|
||||||
|
Sun Glare Fader Angle Max=30.0
|
||||||
|
Sun Glare Fader Color=222,095,039
|
||||||
|
Timescale Clouds=0
|
||||||
|
Precip Gravity=575
|
||||||
|
Hours Between Weather Changes=20
|
||||||
|
Rain Ripples=1
|
||||||
|
Rain Ripple Radius=1024
|
||||||
|
Rain Ripples Per Drop=1
|
||||||
|
Rain Ripple Scale=0.3
|
||||||
|
Rain Ripple Speed=1.0
|
||||||
|
Fog Depth Change Speed=3
|
||||||
|
Sunrise Time=6
|
||||||
|
Sunset Time=18
|
||||||
|
Sunrise Duration=2
|
||||||
|
Sunset Duration=2
|
||||||
|
Sky Pre-Sunrise Time=.5
|
||||||
|
Sky Post-Sunrise Time=1
|
||||||
|
Sky Pre-Sunset Time=1.5
|
||||||
|
Sky Post-Sunset Time=.5
|
||||||
|
Ambient Pre-Sunrise Time=.5
|
||||||
|
Ambient Post-Sunrise Time=2
|
||||||
|
Ambient Pre-Sunset Time=1
|
||||||
|
Ambient Post-Sunset Time=1.25
|
||||||
|
Fog Pre-Sunrise Time=.5
|
||||||
|
Fog Post-Sunrise Time=1
|
||||||
|
Fog Pre-Sunset Time=2
|
||||||
|
Fog Post-Sunset Time=1
|
||||||
|
Sun Pre-Sunrise Time=0
|
||||||
|
Sun Post-Sunrise Time=0
|
||||||
|
Sun Pre-Sunset Time=1
|
||||||
|
Sun Post-Sunset Time=1.25
|
||||||
|
Stars Post-Sunset Start=1
|
||||||
|
Stars Pre-Sunrise Finish=2
|
||||||
|
Stars Fading Duration=2
|
||||||
|
Snow Ripples=0
|
||||||
|
Snow Ripple Radius=1024
|
||||||
|
Snow Ripples Per Flake=1
|
||||||
|
Snow Ripple Scale=0.3
|
||||||
|
Snow Ripple Speed=1.0
|
||||||
|
Snow Gravity Scale=0.1
|
||||||
|
Snow High Kill=700
|
||||||
|
Snow Low Kill=150
|
||||||
|
|
||||||
|
|
||||||
|
[Moons]
|
||||||
|
Masser Size=94
|
||||||
|
Masser Fade In Start=14
|
||||||
|
Masser Fade In Finish=15
|
||||||
|
Masser Fade Out Start=7
|
||||||
|
Masser Fade Out Finish=10
|
||||||
|
Masser Axis Offset=35
|
||||||
|
Masser Speed=.5
|
||||||
|
Masser Daily Increment=1
|
||||||
|
Masser Fade Start Angle=50
|
||||||
|
Masser Fade End Angle=40
|
||||||
|
Masser Moon Shadow Early Fade Angle=0.5
|
||||||
|
Secunda Size=40
|
||||||
|
Secunda Fade In Start=14
|
||||||
|
Secunda Fade In Finish=15
|
||||||
|
Secunda Fade Out Start=7
|
||||||
|
Secunda Fade Out Finish=10
|
||||||
|
Secunda Axis Offset=50
|
||||||
|
Secunda Speed=.6
|
||||||
|
Secunda Daily Increment=1.2
|
||||||
|
Secunda Fade Start Angle=50
|
||||||
|
Secunda Fade End Angle=30
|
||||||
|
Secunda Moon Shadow Early Fade Angle=0.5
|
||||||
|
Script Color=255,20,20
|
||||||
|
*/
|
||||||
|
|
||||||
|
static const float mSunriseTime;
|
||||||
|
static const float mSunsetTime;
|
||||||
|
static const float mSunriseDuration;
|
||||||
|
static const float mSunsetDuration;
|
||||||
|
|
||||||
|
static const float mWeatherUpdateTime;
|
||||||
|
|
||||||
|
// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
|
||||||
|
// weather setting anyway, we can just as well set them globally
|
||||||
|
static const float mThunderFrequency;
|
||||||
|
static const float mThunderThreshold;
|
||||||
|
static const float mThunderSoundDelay;
|
||||||
|
static const std::string mThunderSoundID0;
|
||||||
|
static const std::string mThunderSoundID1;
|
||||||
|
static const std::string mThunderSoundID2;
|
||||||
|
static const std::string mThunderSoundID3;
|
||||||
|
};
|
||||||
|
|
||||||
|
/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
|
||||||
|
struct WeatherResult
|
||||||
|
{
|
||||||
|
Ogre::String mCloudTexture;
|
||||||
|
Ogre::String mNextCloudTexture;
|
||||||
|
float mCloudBlendFactor;
|
||||||
|
|
||||||
|
Ogre::ColourValue mFogColor;
|
||||||
|
|
||||||
|
Ogre::ColourValue mAmbientColor;
|
||||||
|
|
||||||
|
Ogre::ColourValue mSkyColor;
|
||||||
|
|
||||||
|
Ogre::ColourValue mSunColor;
|
||||||
|
|
||||||
|
Ogre::ColourValue mSunDiscColor;
|
||||||
|
|
||||||
|
float mFogDepth;
|
||||||
|
|
||||||
|
float mWindSpeed;
|
||||||
|
|
||||||
|
float mCloudSpeed;
|
||||||
|
|
||||||
|
float mCloudOpacity;
|
||||||
|
|
||||||
|
float mGlareView;
|
||||||
|
|
||||||
|
bool mNight; // use night skybox
|
||||||
|
float mNightFade; // fading factor for night skybox
|
||||||
|
|
||||||
|
Ogre::String mAmbientLoopSoundID;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
/// Defines a single weather setting (according to INI)
|
||||||
|
struct Weather
|
||||||
|
{
|
||||||
|
Ogre::String mCloudTexture;
|
||||||
|
|
||||||
|
// Sky (atmosphere) colors
|
||||||
|
Ogre::ColourValue mSkySunriseColor,
|
||||||
|
mSkyDayColor,
|
||||||
|
mSkySunsetColor,
|
||||||
|
mSkyNightColor;
|
||||||
|
|
||||||
|
// Fog colors
|
||||||
|
Ogre::ColourValue mFogSunriseColor,
|
||||||
|
mFogDayColor,
|
||||||
|
mFogSunsetColor,
|
||||||
|
mFogNightColor;
|
||||||
|
|
||||||
|
// Ambient lighting colors
|
||||||
|
Ogre::ColourValue mAmbientSunriseColor,
|
||||||
|
mAmbientDayColor,
|
||||||
|
mAmbientSunsetColor,
|
||||||
|
mAmbientNightColor;
|
||||||
|
|
||||||
|
// Sun (directional) lighting colors
|
||||||
|
Ogre::ColourValue mSunSunriseColor,
|
||||||
|
mSunDayColor,
|
||||||
|
mSunSunsetColor,
|
||||||
|
mSunNightColor;
|
||||||
|
|
||||||
|
// Fog depth/density
|
||||||
|
float mLandFogDayDepth,
|
||||||
|
mLandFogNightDepth;
|
||||||
|
|
||||||
|
// Color modulation for the sun itself during sunset (not completely sure)
|
||||||
|
Ogre::ColourValue mSunDiscSunsetColor;
|
||||||
|
|
||||||
|
// Duration of weather transition (in days)
|
||||||
|
float mTransitionDelta;
|
||||||
|
|
||||||
|
// No idea what this one is used for?
|
||||||
|
float mWindSpeed;
|
||||||
|
|
||||||
|
// Cloud animation speed multiplier
|
||||||
|
float mCloudSpeed;
|
||||||
|
|
||||||
|
// Multiplier for clouds transparency
|
||||||
|
float mCloudsMaximumPercent;
|
||||||
|
|
||||||
|
// Value between 0 and 1, defines the strength of the sun glare effect
|
||||||
|
float mGlareView;
|
||||||
|
|
||||||
|
// Sound effect
|
||||||
|
// This is used for Blight, Ashstorm and Blizzard (Bloodmoon)
|
||||||
|
Ogre::String mAmbientLoopSoundID;
|
||||||
|
|
||||||
|
// Rain sound effect
|
||||||
|
Ogre::String mRainLoopSoundID;
|
||||||
|
|
||||||
|
/// \todo disease chance
|
||||||
|
};
|
||||||
|
|
||||||
|
///
|
||||||
|
/// Interface for weather settings
|
||||||
|
///
|
||||||
|
class WeatherManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
WeatherManager(MWRender::RenderingManager*, MWWorld::Environment*);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Change the weather in the specified region
|
||||||
|
* @param region that should be changed
|
||||||
|
* @param ID of the weather setting to shift to
|
||||||
|
*/
|
||||||
|
void changeWeather(const std::string& region, const unsigned int id);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Per-frame update
|
||||||
|
* @param duration
|
||||||
|
*/
|
||||||
|
void update(float duration);
|
||||||
|
|
||||||
|
void setHour(const float hour);
|
||||||
|
|
||||||
|
void setDate(const int day, const int month);
|
||||||
|
|
||||||
|
unsigned int getWeatherID() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
float mHour;
|
||||||
|
int mDay, mMonth;
|
||||||
|
|
||||||
|
MWRender::RenderingManager* mRendering;
|
||||||
|
MWWorld::Environment* mEnvironment;
|
||||||
|
|
||||||
|
std::map<Ogre::String, Weather> mWeatherSettings;
|
||||||
|
|
||||||
|
std::map<std::string, std::string> mRegionOverrides;
|
||||||
|
|
||||||
|
Ogre::String mCurrentWeather;
|
||||||
|
Ogre::String mNextWeather;
|
||||||
|
|
||||||
|
std::string mCurrentRegion;
|
||||||
|
|
||||||
|
bool mFirstUpdate;
|
||||||
|
|
||||||
|
float mWeatherUpdateTime;
|
||||||
|
|
||||||
|
float mRemainingTransitionTime;
|
||||||
|
|
||||||
|
float mThunderFlash;
|
||||||
|
float mThunderChance;
|
||||||
|
float mThunderChanceNeeded;
|
||||||
|
float mThunderSoundDelay;
|
||||||
|
|
||||||
|
WeatherResult transition(const float factor);
|
||||||
|
WeatherResult getResult(const Ogre::String& weather);
|
||||||
|
|
||||||
|
void setWeather(const Ogre::String& weather, bool instant=false);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // GAME_MWWORLD_WEATHER_H
|
Loading…
Reference in a new issue