source: OGRE/trunk/ogrenew/Samples/Water/include/WaterMesh.h @ 692

Revision 692, 2.0 KB checked in by mattausch, 18 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10You may use this sample code for anything you like, it is not covered by the
11LGPL like the rest of the engine.
12-----------------------------------------------------------------------------
13*/
14
15
16#ifndef _WATER_MESH_H_
17#define _WATER_MESH_H_
18
19#include "OgrePlatform.h"
20
21#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
22#   include <Ogre/Ogre.h>
23#else
24#   include "Ogre.h"
25#endif
26
27using namespace Ogre ;
28
29class WaterMesh
30{
31private:
32        MeshPtr mesh ;
33        SubMesh *subMesh ;
34        float *vertexBuffers[3] ; // we need 3 vertex buffers
35        int currentBuffNumber ;
36        int complexity ;
37        String meshName ;
38        int numFaces ;
39        int numVertices ;
40        Vector3* vNormals ;
41
42        HardwareVertexBufferSharedPtr posVertexBuffer ;
43        HardwareVertexBufferSharedPtr normVertexBuffer ;
44        HardwareVertexBufferSharedPtr texcoordsVertexBuffer ;
45        HardwareIndexBufferSharedPtr indexBuffer ;
46
47        Real lastTimeStamp ;
48        Real lastAnimationTimeStamp;
49        Real lastFrameTime ;
50       
51        void calculateFakeNormals();
52        void calculateNormals();
53public:
54        WaterMesh(const String& meshName, Real planeSize, int complexity) ;
55   
56    virtual ~WaterMesh ();
57
58
59        /** "pushes" a mesh at position [x,y]. Note, that x,y are float, hence
60        *       4 vertices are actually pushed
61        *       @note
62        *               This should be replaced by push with 'radius' parameter to simulate
63        *               big objects falling into water
64        */
65        void push(Real x, Real y, Real depth, bool absolute=false) ;
66
67        /** gets height at given x and y, takes average value of the closes nodes */
68        Real getHeight(Real x, Real y);
69
70        /** updates mesh */
71        void updateMesh(Real timeSinceLastFrame) ;
72       
73        Real PARAM_C ; // ripple speed
74        Real PARAM_D ; // distance
75        Real PARAM_U ; // viscosity
76        Real PARAM_T ; // time
77        bool useFakeNormals ;
78} ;
79
80#endif
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