precipitation effects from Nicolas Vivien

This commit is contained in:
timoore
2008-03-04 08:54:00 +00:00
parent 600726976c
commit c724e5fb20
3 changed files with 279 additions and 2 deletions

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@@ -2,8 +2,8 @@ includedir = @includedir@/environment
lib_LIBRARIES = libsgenvironment.a
include_HEADERS = metar.hxx visual_enviro.hxx
include_HEADERS = metar.hxx visual_enviro.hxx precipitation.hxx
libsgenvironment_a_SOURCES = metar.cxx visual_enviro.cxx
libsgenvironment_a_SOURCES = metar.cxx visual_enviro.cxx precipitation.cxx
INCLUDES = -I$(top_srcdir)

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@@ -0,0 +1,205 @@
/**
* @file precipitation.cxx
* @author Nicolas VIVIEN
* @date 2008-02-10
*
* @note Copyright (C) 2008 Nicolas VIVIEN
*
* @brief Precipitation effects to draw rain and snow.
*
* @par Licences
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* @par CVS
* $Id$
*/
#include "precipitation.hxx"
#include <string>
#include <list>
#include <simgear/constants.h>
#include <simgear/math/SGMath.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/structure/SGReferenced.hxx>
SG_USING_STD(string);
SG_USING_STD(list);
/**
* @brief SGPrecipitation constructor
*
* Build a new OSG object from osgParticle.
*/
SGPrecipitation::SGPrecipitation() {
this->setSnowIntensity(0.0);
this->setRainIntensity(0.0);
this->setFreezing(false);
this->setWindProperty(0.0, 0.0);
precipitationEffect = new osgParticle::PrecipitationEffect;
}
/**
* @brief SGPrecipitation destructor
*/
SGPrecipitation::~SGPrecipitation(void) {
}
/**
* @brief Build and add the object "precipitationEffect"
*
* This function permits you to create an object precipitationEffect and initialize it.
* I define by default the color of water (for raining)
*/
osg::Group* SGPrecipitation::build(void) {
group = new osg::Group;
precipitationEffect->snow(0);
precipitationEffect->rain(0);
group->addChild(precipitationEffect.get());
return group;
}
/**
* @brief Define the snow intensity
*
* This function permits you to define and change the snow intensity
* The param 'intensity' is normed (0 to 1).
*/
void SGPrecipitation::setSnowIntensity(float intensity) {
if (this->_snow_intensity < intensity-0.001)
this->_snow_intensity += 0.001;
else if (this->_snow_intensity > intensity+0.001)
this->_snow_intensity -= 0.001;
else
this->_snow_intensity = intensity;
}
/**
* @brief Define the rain intensity
*
* This function permits you to define and change the rain intensity
* The param 'intensity' is normed (0 to 1).
*/
void SGPrecipitation::setRainIntensity(float intensity) {
if (this->_rain_intensity < intensity-0.001)
this->_rain_intensity += 0.001;
else if (this->_rain_intensity > intensity+0.001)
this->_rain_intensity -= 0.001;
else
this->_rain_intensity = intensity;
}
/**
* @brief Freeze the rain to snow
*
* @param freeze Boolean
*
* This function permits you to turn off the rain to snow.
*/
void SGPrecipitation::setFreezing(bool freeze) {
this->_freeze = freeze;
}
/**
* @brief Define the wind direction and speed
*
* This function permits you to define and change the wind direction
*
* After apply the MatrixTransform to the osg::Precipitation object,
* x points full south... From wind heading and speed, we can calculate
* the wind vector.
*/
void SGPrecipitation::setWindProperty(double heading, double speed) {
double x, y, z;
heading = (heading + 180) * SGD_DEGREES_TO_RADIANS;
speed = speed * SG_FEET_TO_METER;
x = -cos(heading) * speed;
y = sin(heading) * speed;
z = 0;
this->_wind_vec = osg::Vec3(x, y, z);
}
/**
* @brief Update the precipitation effects
*
* This function permits you to update the precipitation effects.
* Be careful, if snow and rain intensity are greater than '0', snow effect
* will be first.
*
* The settings come from the osgParticule/PrecipitationEffect.cpp exemple.
*/
bool SGPrecipitation::update(void) {
if (this->_freeze) {
if (this->_rain_intensity > 0)
this->_snow_intensity = this->_rain_intensity;
}
if (this->_snow_intensity > 0) {
precipitationEffect->setWind(_wind_vec);
precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
precipitationEffect->setParticleSize(0.02f + 0.03f*_snow_intensity);
precipitationEffect->setMaximumParticleDensity(_snow_intensity * 7.2f);
precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_snow_intensity), 5.0f / (0.25f+_snow_intensity), 5.0f));
precipitationEffect->setNearTransition(25.f);
precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_snow_intensity));
precipitationEffect->setParticleColor(osg::Vec4(0.85, 0.85, 0.85, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0) * _snow_intensity);
}
else if (this->_rain_intensity > 0){
precipitationEffect->setWind(_wind_vec);
precipitationEffect->setParticleSpeed( -2.0f + -5.0f*_rain_intensity);
precipitationEffect->setParticleSize(0.01 + 0.02*_rain_intensity);
precipitationEffect->setMaximumParticleDensity(_rain_intensity * 7.5f);
precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_rain_intensity), 5.0f / (0.25f+_rain_intensity), 5.0f));
precipitationEffect->setNearTransition(25.f);
precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_rain_intensity));
precipitationEffect->setParticleColor( osg::Vec4(0x7A, 0xCE, 0xFF, 0x80));
}
else {
precipitationEffect->snow(0);
precipitationEffect->rain(0);
}
return true;
}

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@@ -0,0 +1,72 @@
/**
* @file precipitation.hxx
* @author Nicolas VIVIEN
* @date 2008-02-10
*
* @note Copyright (C) 2008 Nicolas VIVIEN
*
* @brief Precipitation effects to draw rain and snow.
*
* @par Licences
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* @par CVS
* $Id$
*/
#ifndef _PRECIPITATION_HXX
#define _PRECIPITATION_HXX
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgUtil/Optimizer>
#include <osgUtil/CullVisitor>
#include <osgViewer/Viewer>
#include <osg/Depth>
#include <osg/Stencil>
#include <osg/ClipPlane>
#include <osg/ClipNode>
#include <osg/MatrixTransform>
#include <osgUtil/TransformCallback>
#include <osgParticle/PrecipitationEffect>
class SGPrecipitation {
private:
bool _freeze;
float _snow_intensity;
float _rain_intensity;
int _wind_dir;
osg::Vec3 _wind_vec;
osg::Group *group;
osg::ref_ptr<osgParticle::PrecipitationEffect> precipitationEffect;
public:
SGPrecipitation();
~SGPrecipitation();
osg::Group* build(void);
bool update(void);
void setWindProperty(double, double);
void setFreezing(bool);
void setRainIntensity(float);
void setSnowIntensity(float);
};
#endif