irrlicht/source/Irrlicht/CWaterSurfaceSceneNode.h

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// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_WATER_SURFACE_SCENE_NODE_H_INCLUDED__
#define __C_WATER_SURFACE_SCENE_NODE_H_INCLUDED__
#include "CMeshSceneNode.h"
namespace irr
{
namespace scene
{
// TODO: It seems that we have to overwrite setMesh as it should replace
// OriginalMesh
class CWaterSurfaceSceneNode : public CMeshSceneNode
{
public:
//! constructor
CWaterSurfaceSceneNode(f32 waveHeight, f32 waveSpeed, f32 waveLength,
IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
//! destructor
virtual ~CWaterSurfaceSceneNode();
//! frame
virtual void OnRegisterSceneNode();
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_WATER_SURFACE; }
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options);
private:
void animateWaterSurface();
Changes in 1.6 TA - PixelBlend16 and PixelBlend16_simd are working for the new rules. - bugfix. CLightSceneNode didn't correctly update it's attributes Lighting Linear Attenuation. = 1.f / radius The Example loadirr files set the lightscene radius to 1000.f but stays on the previous default attentuation with the older radius 100 -> 1.f / 100 so the examples looks golden-brown. Now the radius is correctly!! set to the attenuation of 1.f/1000.f because the file doesn't have special attenuation. and now it looks more yellow. can anybody show me a correct screenshot for this file;-)? Niko? Or is this behavior the default lighting?. then it would be a fixed constant linear attenuation of 0.01f;-). Please clearify For now i didn't fixed it I encountered this behavior because i ( burning video ) used the original radius for calculations and so i've found that radius != 1.f / linearAttenuation but in the LightSceneNode this formula was used.. confused;-) - vector template and equals tests as working with the test suits i cleaned the template behavior (mixed types are used in the templates) and added all missing special math function with their coressponding type I also set the equal test for s32 to behave like the f32 routine. The function equals always implements a weak test. that means a tolerance MUST always be used if you use the equal function. default is 1. you can set it to zero a==b-> equals ( a, b, 0 ) but do it explicit like you have to for floating compare. This is important when irrlicht is going to use special hardware math acceleration on a per function base, like sse2, or the other way round fixpoint. - VideoDriver drawPixel The HW renderes are using the alpha components for blending. The Software Renderes and image loaders are using CImage::setPixel copy. so setPixel is engaged to either blends or copy the pixel default: false - Burningvideo added RenderMaterial EMT_SPHERE_MAP pushed burningsvideo to 0.43 added RenderMaterial EMT_REFLECTION_2_LAYER pushed burningsvideo to 0.44 set EMT_TRANSPARENT_ALPHA_CHANNEL_REF to use AlphaRef 0.5 like Direct3D One Note: in OpenGL there is know difference between sphere_map and reflection layer both using GL_TEXTURE_GEN_MODE GL_SPHERE_MAP, whereas in d3d one time using camera_normal on sphere and reflection on refletcion_layer. The visual difference is that on sphere map the "image is not moving" when you rotate the viewer. For Buring i took the opengl visual. always moving - rename quake3 SEntity to IEntity to be confom with IShader even IShader and IEntity are none pure virtual interfaces like most irrlicht objects git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2207 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-10 07:08:23 -08:00
void addWave(core::vector3df& dest, const core::vector3df &source, f32 time) const
{
dest.Y = source.Y +
(sinf(((source.X/WaveLength) + time)) * WaveHeight) +
(cosf(((source.Z/WaveLength) + time)) * WaveHeight);
}
f32 WaveLength;
f32 WaveSpeed;
f32 WaveHeight;
IMesh* OriginalMesh;
};
} // end namespace scene
} // end namespace irr
#endif