Package org.spout.vanilla.component.world.sky

Source Code of org.spout.vanilla.component.world.sky.NormalSky

/*
* This file is part of Vanilla.
*
* Copyright (c) 2011 Spout LLC <http://www.spout.org/>
* Vanilla is licensed under the Spout License Version 1.
*
* Vanilla is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* In addition, 180 days after any changes are published, you can use the
* software, incorporating those changes, under the terms of the MIT license,
* as described in the Spout License Version 1.
*
* Vanilla is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License,
* the MIT license and the Spout License Version 1 along with this program.
* If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
* License and see <http://spout.in/licensev1> for the full license, including
* the MIT license.
*/
package org.spout.vanilla.component.world.sky;

import org.spout.api.Client;
import org.spout.api.Spout;
import org.spout.api.component.world.SkydomeComponent;
import org.spout.api.entity.Player;
import org.spout.api.model.Model;

import org.spout.vanilla.data.Weather;
import org.spout.vanilla.event.world.TimeUpdateEvent;
import org.spout.vanilla.event.world.WeatherChangeEvent;
import org.spout.vanilla.render.VanillaEffects;
import org.spout.vanilla.util.MathHelper;
import org.spout.vanilla.world.WeatherSimulator;

public class NormalSky extends Sky {
  public NormalSky() {
    super();
    setHasWeather(true);
  }

  @Override
  public void onAttached() {
    super.onAttached();
    if (getOwner().getEngine() instanceof Client) {
      final SkydomeComponent skydome = getOwner().add(SkydomeComponent.class);
      final Model model = Spout.getFileSystem().getResource("model://Vanilla/materials/sky/skydome.spm");
      skydome.setModel(model);
      model.getRenderMaterial().addRenderEffect(VanillaEffects.SKY);
    }
    getOwner().setSkyLight(MAX_SKY_LIGHT);
  }

  @Override
  public void updateTime(long time) {
    this.updateCelestialTime(time, 1.0f);
  }

  @Override
  public void updateWeather(Weather oldWeather, Weather newWeather) {
    WeatherChangeEvent event = getOwner().getEngine().getEventManager().callEvent(new WeatherChangeEvent(getOwner(), oldWeather, newWeather));
    if (event.isCancelled()) {
      return;
    }
    if (oldWeather != newWeather) {
      for (Player player : getOwner().getPlayers()) {
        player.getNetwork().callProtocolEvent(event, player);
      }
    }
  }

  /**
   * Updates the time as a celestial sky system
   *
   * @param time to use
   * @param timeFactor unknown factor, use 1.0f
   */
  public void updateCelestialTime(long time, float timeFactor) {
    float celestial = MathHelper.getRealCelestialAngle(time, timeFactor);
    WeatherSimulator weather = this.getWeatherSimulator();
    if (weather != null) {
      celestial = (float) ((double) celestial * (1.0d - (double) (weather.getRainStrength(timeFactor) * 5f) / 16d));
      celestial = (float) ((double) celestial * (1.0d - (double) (weather.getThunderStrength(timeFactor) * 5f) / 16d));
    }
    getOwner().setSkyLight((byte) (celestial * (float) SKY_LIGHT_RANGE + MIN_SKY_LIGHT));

    TimeUpdateEvent event = new TimeUpdateEvent(getOwner(), time);
    for (Player player : getOwner().getPlayers()) {
      player.getNetwork().callProtocolEvent(event, player);
    }
  }

  @Override
  public void updatePlayer(Player player) {
    TimeUpdateEvent event = new TimeUpdateEvent(getOwner(), getTime());
    player.getNetwork().callProtocolEvent(event, player);
    if (Weather.CLEAR != getWeather()) {
      WeatherChangeEvent weatherEvent = new WeatherChangeEvent(getOwner(), Weather.CLEAR, getWeather());
      player.getNetwork().callProtocolEvent(weatherEvent, player);
    }
  }
}
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