JurassicParkTrespasser/jp2_pc/Source/GUIApp/WaterTest.cpp

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2018-01-01 22:07:24 +00:00
/***********************************************************************************************
*
* Copyright <EFBFBD> DreamWorks Interactive. 1996
*
* Contents:
* Implementation of 'WaterTest.hpp.'
*
* To do:
*
***********************************************************************************************
*
* $Log:: /JP2_PC/Source/GUIApp/WaterTest.cpp $
*
* 12 3/18/98 4:08p Pkeet
* Added the 'PartitionPriv.hpp' include.
*
* 11 1/22/98 2:47p Pkeet
* Added the camera include to accomodate the reduction in the number of includes in 'StdAfx.h.'
*
* 10 10/29/97 7:38p Gfavor
* Changed default size.
*
* 9 97/10/02 12:37 Speter
* Now always add water at camera position. Changed default size to be very wide water, for
* testing selective integration.
*
* 8 97/07/09 16:36 Speter
* Changed CMeshRect to CMeshPolygon.
*
* 7 97/02/16 16:58 Speter
* Removed unneeded includes. Removed code that sets render flags, as they're now set by
* default.
*
* 6 97/02/16 16:36 Speter
* Now call CEntityWater constructor with SInit object.
*
* 5 97/02/15 20:57 Speter
* Updated for new CSimWater2D constructor. Removed commented code which adds initial bump.
*
* 4 97/02/14 13:48 Speter
* Use new default parameters for water damping and restoring.
*
* 3 97/01/31 19:13 Speter
* Added constants. Now place water at suitable position for terrain interaction.
*
* 2 97/01/16 11:36 Speter
* Updated for change in CScreenRender.
*
* 1 96/12/31 17:31 Speter
* Moved from Test/WaterTest directory.
*
* 12 96/12/06 15:21 Speter
* When water is added, it now forces certain render states.
*
* 11 96/12/05 14:34 Speter
* Tweaked params some more.
*
* 10 96/12/04 20:29 Speter
* Construct CPresence3<> for Instance constructor.
* Changed water test size.
*
* 9 96/11/21 18:58 Speter
* Changed parameters for constructor.
*
* 8 11/21/96 11:54a Mlange
* Updated for changes to CPresence.
*
* 7 96/11/20 20:04 Speter
* Set damping back to a more reasonable value.
*
* 6 96/11/20 17:09 Speter
* Changed dimensions of water object from 100 to 10 meters. Changed scale of water entity to
* 1, now that camera clipping planes are realistic.
*
* 5 96/11/14 17:54 Speter
* Updated for change in CEntityWater, which now makes its own shape.
*
* 4 96/11/11 17:06 Speter
* Removed ExecuteWater() function, replaced with simple WaterLoad(), which adds a CEntityWater.
*
* 2 11/05/96 7:05p Pkeet
* Added capability to create a bumpmap without texture and heightfield files.
*
* 1 11/04/96 6:59p Pkeet
* Initial implementation.
*
**********************************************************************************************/
//
// Includes.
//
#include "stdafx.h"
#include "Lib/GeomDBase/PartitionPriv.hpp"
#include "WaterTest.hpp"
//
// Warning! If Water.hpp appears before Waves.hpp or Mesh.hpp, the linker pukes with an
// "unknown error". My guess is that this happens because opaque classes in CEntityWater
// are declared before actual definitions of those classes. --speter
//
#include "Lib/GeomDBase/Mesh.hpp"
#include "Lib/EntityDBase/Water.hpp"
#include "Lib/EntityDBase/WorldDBase.hpp"
#include "Lib/EntityDBase/Query/QRenderer.hpp"
#include "Lib/Renderer/Camera.hpp"
const TReal rWATER_LENGTH = 20;
const TReal rWATER_WIDTH = 10;
const TReal rWATER_HEIGHT = 1.25;
//*********************************************************************************************
void WaterLoad()
{
//
// Add pool to world database, at current camera position.
//
CPresence3<> pr3_water = CWDbQueryActiveCamera().tGet()->pr3Presence();
pr3_water.v3Pos.tZ -= rWATER_HEIGHT;
CEntityWater* petwater = new CEntityWater(CInstance::SInit
(
// Initial position of water.
pr3_water,
// Rectangular mesh specifying water dimensions.
rptr_cast(CRenderType, rptr_new CMeshPolygon(rWATER_LENGTH, rWATER_WIDTH))
));
wWorld.Add(petwater);
}