precipitation effects from Nicolas Vivien
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@@ -2,8 +2,8 @@ includedir = @includedir@/environment
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lib_LIBRARIES = libsgenvironment.a
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include_HEADERS = metar.hxx visual_enviro.hxx
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include_HEADERS = metar.hxx visual_enviro.hxx precipitation.hxx
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libsgenvironment_a_SOURCES = metar.cxx visual_enviro.cxx
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libsgenvironment_a_SOURCES = metar.cxx visual_enviro.cxx precipitation.cxx
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INCLUDES = -I$(top_srcdir)
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205
simgear/environment/precipitation.cxx
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205
simgear/environment/precipitation.cxx
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/**
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* @file precipitation.cxx
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* @author Nicolas VIVIEN
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* @date 2008-02-10
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*
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* @note Copyright (C) 2008 Nicolas VIVIEN
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*
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* @brief Precipitation effects to draw rain and snow.
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*
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* @par Licences
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* @par CVS
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* $Id$
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*/
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#include "precipitation.hxx"
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#include <string>
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#include <list>
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#include <simgear/constants.h>
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#include <simgear/math/SGMath.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/structure/SGSharedPtr.hxx>
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#include <simgear/structure/SGReferenced.hxx>
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SG_USING_STD(string);
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SG_USING_STD(list);
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/**
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* @brief SGPrecipitation constructor
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*
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* Build a new OSG object from osgParticle.
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*/
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SGPrecipitation::SGPrecipitation() {
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this->setSnowIntensity(0.0);
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this->setRainIntensity(0.0);
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this->setFreezing(false);
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this->setWindProperty(0.0, 0.0);
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precipitationEffect = new osgParticle::PrecipitationEffect;
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}
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/**
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* @brief SGPrecipitation destructor
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*/
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SGPrecipitation::~SGPrecipitation(void) {
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}
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/**
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* @brief Build and add the object "precipitationEffect"
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*
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* This function permits you to create an object precipitationEffect and initialize it.
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* I define by default the color of water (for raining)
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*/
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osg::Group* SGPrecipitation::build(void) {
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group = new osg::Group;
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precipitationEffect->snow(0);
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precipitationEffect->rain(0);
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group->addChild(precipitationEffect.get());
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return group;
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}
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/**
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* @brief Define the snow intensity
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*
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* This function permits you to define and change the snow intensity
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* The param 'intensity' is normed (0 to 1).
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*/
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void SGPrecipitation::setSnowIntensity(float intensity) {
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if (this->_snow_intensity < intensity-0.001)
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this->_snow_intensity += 0.001;
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else if (this->_snow_intensity > intensity+0.001)
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this->_snow_intensity -= 0.001;
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else
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this->_snow_intensity = intensity;
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}
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/**
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* @brief Define the rain intensity
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*
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* This function permits you to define and change the rain intensity
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* The param 'intensity' is normed (0 to 1).
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*/
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void SGPrecipitation::setRainIntensity(float intensity) {
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if (this->_rain_intensity < intensity-0.001)
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this->_rain_intensity += 0.001;
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else if (this->_rain_intensity > intensity+0.001)
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this->_rain_intensity -= 0.001;
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else
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this->_rain_intensity = intensity;
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}
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/**
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* @brief Freeze the rain to snow
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*
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* @param freeze Boolean
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*
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* This function permits you to turn off the rain to snow.
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*/
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void SGPrecipitation::setFreezing(bool freeze) {
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this->_freeze = freeze;
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}
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/**
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* @brief Define the wind direction and speed
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*
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* This function permits you to define and change the wind direction
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*
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* After apply the MatrixTransform to the osg::Precipitation object,
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* x points full south... From wind heading and speed, we can calculate
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* the wind vector.
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*/
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void SGPrecipitation::setWindProperty(double heading, double speed) {
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double x, y, z;
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heading = (heading + 180) * SGD_DEGREES_TO_RADIANS;
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speed = speed * SG_FEET_TO_METER;
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x = -cos(heading) * speed;
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y = sin(heading) * speed;
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z = 0;
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this->_wind_vec = osg::Vec3(x, y, z);
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}
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/**
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* @brief Update the precipitation effects
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*
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* This function permits you to update the precipitation effects.
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* Be careful, if snow and rain intensity are greater than '0', snow effect
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* will be first.
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*
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* The settings come from the osgParticule/PrecipitationEffect.cpp exemple.
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*/
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bool SGPrecipitation::update(void) {
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if (this->_freeze) {
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if (this->_rain_intensity > 0)
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this->_snow_intensity = this->_rain_intensity;
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}
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if (this->_snow_intensity > 0) {
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precipitationEffect->setWind(_wind_vec);
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precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
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precipitationEffect->setParticleSize(0.02f + 0.03f*_snow_intensity);
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precipitationEffect->setMaximumParticleDensity(_snow_intensity * 7.2f);
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precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_snow_intensity), 5.0f / (0.25f+_snow_intensity), 5.0f));
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precipitationEffect->setNearTransition(25.f);
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precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_snow_intensity));
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precipitationEffect->setParticleColor(osg::Vec4(0.85, 0.85, 0.85, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0) * _snow_intensity);
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}
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else if (this->_rain_intensity > 0){
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precipitationEffect->setWind(_wind_vec);
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precipitationEffect->setParticleSpeed( -2.0f + -5.0f*_rain_intensity);
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precipitationEffect->setParticleSize(0.01 + 0.02*_rain_intensity);
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precipitationEffect->setMaximumParticleDensity(_rain_intensity * 7.5f);
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precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_rain_intensity), 5.0f / (0.25f+_rain_intensity), 5.0f));
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precipitationEffect->setNearTransition(25.f);
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precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_rain_intensity));
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precipitationEffect->setParticleColor( osg::Vec4(0x7A, 0xCE, 0xFF, 0x80));
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}
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else {
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precipitationEffect->snow(0);
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precipitationEffect->rain(0);
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}
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return true;
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}
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72
simgear/environment/precipitation.hxx
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72
simgear/environment/precipitation.hxx
Normal file
@@ -0,0 +1,72 @@
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/**
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* @file precipitation.hxx
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* @author Nicolas VIVIEN
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* @date 2008-02-10
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*
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* @note Copyright (C) 2008 Nicolas VIVIEN
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*
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* @brief Precipitation effects to draw rain and snow.
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*
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* @par Licences
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* @par CVS
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* $Id$
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*/
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#ifndef _PRECIPITATION_HXX
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#define _PRECIPITATION_HXX
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgUtil/Optimizer>
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#include <osgUtil/CullVisitor>
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#include <osgViewer/Viewer>
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#include <osg/Depth>
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#include <osg/Stencil>
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#include <osg/ClipPlane>
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#include <osg/ClipNode>
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#include <osg/MatrixTransform>
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#include <osgUtil/TransformCallback>
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#include <osgParticle/PrecipitationEffect>
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class SGPrecipitation {
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private:
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bool _freeze;
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float _snow_intensity;
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float _rain_intensity;
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int _wind_dir;
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osg::Vec3 _wind_vec;
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osg::Group *group;
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osg::ref_ptr<osgParticle::PrecipitationEffect> precipitationEffect;
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public:
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SGPrecipitation();
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~SGPrecipitation();
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osg::Group* build(void);
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bool update(void);
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void setWindProperty(double, double);
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void setFreezing(bool);
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void setRainIntensity(float);
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void setSnowIntensity(float);
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};
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#endif
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