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source/tools/atlas/GameInterface/Handlers/EnvironmentHandlers.cpp
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#include "simulation2/components/ICmpWaterManager.h" | #include "simulation2/components/ICmpWaterManager.h" | ||||
namespace AtlasMessage { | namespace AtlasMessage { | ||||
sEnvironmentSettings GetSettings() | sEnvironmentSettings GetSettings() | ||||
{ | { | ||||
sEnvironmentSettings s; | sEnvironmentSettings s; | ||||
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY); | CmpPtr<ICmpWaterManager> cmpWaterManager(*CGame::getGame()->GetSimulation2(), SYSTEM_ENTITY); | ||||
ENSURE(cmpWaterManager); | ENSURE(cmpWaterManager); | ||||
s.waterheight = cmpWaterManager->GetExactWaterLevel(0, 0) / (65536.f * HEIGHT_SCALE); | s.waterheight = cmpWaterManager->GetExactWaterLevel(0, 0) / (65536.f * HEIGHT_SCALE); | ||||
WaterManager* wm = g_Renderer.GetWaterManager(); | WaterManager* wm = g_Renderer.GetWaterManager(); | ||||
s.watertype = wm->m_WaterType; | s.watertype = wm->m_WaterType; | ||||
s.waterwaviness = wm->m_Waviness; | s.waterwaviness = wm->m_Waviness; | ||||
s.watermurkiness = wm->m_Murkiness; | s.watermurkiness = wm->m_Murkiness; | ||||
Show All 38 Lines | #define COLOR(A, B) A = Color((int)(B.X*255), (int)(B.Y*255), (int)(B.Z*255)) | ||||
COLOR(s.fogcolor, g_LightEnv.m_FogColor); | COLOR(s.fogcolor, g_LightEnv.m_FogColor); | ||||
#undef COLOR | #undef COLOR | ||||
return s; | return s; | ||||
} | } | ||||
void SetSettings(const sEnvironmentSettings& s) | void SetSettings(const sEnvironmentSettings& s) | ||||
{ | { | ||||
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY); | CmpPtr<ICmpWaterManager> cmpWaterManager(*CGame::getGame()->GetSimulation2(), SYSTEM_ENTITY); | ||||
ENSURE(cmpWaterManager); | ENSURE(cmpWaterManager); | ||||
cmpWaterManager->SetWaterLevel(entity_pos_t::FromFloat(s.waterheight * (65536.f * HEIGHT_SCALE))); | cmpWaterManager->SetWaterLevel(entity_pos_t::FromFloat(s.waterheight * (65536.f * HEIGHT_SCALE))); | ||||
WaterManager* wm = g_Renderer.GetWaterManager(); | WaterManager* wm = g_Renderer.GetWaterManager(); | ||||
wm->m_Waviness = s.waterwaviness; | wm->m_Waviness = s.waterwaviness; | ||||
wm->m_Murkiness = s.watermurkiness; | wm->m_Murkiness = s.watermurkiness; | ||||
wm->m_WindAngle = s.windangle; | wm->m_WindAngle = s.windangle; | ||||
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{ | { | ||||
void Do() | void Do() | ||||
{ | { | ||||
Redo(); | Redo(); | ||||
} | } | ||||
void Redo() | void Redo() | ||||
{ | { | ||||
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY); | CmpPtr<ICmpWaterManager> cmpWaterManager(*CGame::getGame()->GetSimulation2(), SYSTEM_ENTITY); | ||||
ENSURE(cmpWaterManager); | ENSURE(cmpWaterManager); | ||||
cmpWaterManager->RecomputeWaterData(); | cmpWaterManager->RecomputeWaterData(); | ||||
} | } | ||||
void Undo() | void Undo() | ||||
{ | { | ||||
Redo(); | Redo(); | ||||
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Wildfire Games · Phabricator