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o3de/Code/CryEngine/RenderDll/Common/WaterUtils.h

61 lines
1.5 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#ifndef __WATERUTILS_H__
#define __WATERUTILS_H__
class CWaterSim;
// todo. refactor me - should be more general
class CWater
{
public:
CWater()
: m_pWaterSim(0)
{
}
~CWater()
{
Release();
}
// Create/Initialize simulation
void Create(float fA, float fWorldSizeX, float fWorldSizeY);
void Release();
void SaveToDisk(const char* pszFileName);
// Update water simulation
void Update(int nFrameID, float fTime, bool bOnlyHeight = false, void* pRawPtr = NULL);
// Get water simulation data
Vec3 GetPositionAt(int x, int y) const;
float GetHeightAt(int x, int y) const;
Vec4* GetDisplaceGrid() const;
const int GetGridSize() const;
void GetMemoryUsage(ICrySizer* pSizer) const;
bool NeedInit() const { return m_pWaterSim == NULL; }
private:
CWaterSim* m_pWaterSim;
};
CWater* WaterSimMgr();
#endif