316 lines
8.9 KiB
C++
316 lines
8.9 KiB
C++
/**
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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 License
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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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*/
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#include "precipitation.hxx"
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#include <simgear/constants.h>
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#include <osg/ClipNode>
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#include <simgear/scene/util/RenderConstants.hxx>
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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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_freeze(false), _enabled(true), _droplet_external(false), _snow_intensity(0.0), _rain_intensity(0.0), _clip_distance(5.0), _rain_droplet_size(0.0), _snow_flake_size(0.0), _illumination(1.0)
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{
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_precipitationEffect = new osgParticle::PrecipitationEffect;
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}
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void SGPrecipitation::setEnabled( bool value )
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{
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_enabled = value;
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if (!_enabled) {
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_precipitationEffect->snow(0);
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_precipitationEffect->rain(0);
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}
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}
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void SGPrecipitation::setDropletExternal( bool value )
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{
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_droplet_external = value;
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}
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bool SGPrecipitation::getEnabled() const
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{
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return _enabled;
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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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{
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if (!_enabled)
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return nullptr;
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osg::ref_ptr<osg::Group> group = new osg::Group;
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_precipitationEffect->snow(0);
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_precipitationEffect->rain(0);
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if (_clip_distance!=0.0)
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{
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osg::ref_ptr<osg::ClipNode> clipNode = new osg::ClipNode;
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osg::ref_ptr<osg::ClipPlane> clipPlane = new osg::ClipPlane(0);
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clipNode->addClipPlane(clipPlane.get());
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clipNode->getClipPlane(0)->setClipPlane(0.0, 0.0, -1.0, -_clip_distance);
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clipNode->setReferenceFrame(osg::ClipNode::ABSOLUTE_RF);
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clipNode->addChild(_precipitationEffect.get());
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group->addChild(clipNode.get());
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}
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else
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{
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group->addChild(_precipitationEffect.get());
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}
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group->setNodeMask( ~(simgear::CASTSHADOW_BIT | simgear::MODELLIGHT_BIT) );
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return group.release();
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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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{
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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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{
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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 Define the rain droplet size
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*
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* This function permits you to define and change the rain droplet size
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* which is used if external droplet size control is enabled
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*/
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void SGPrecipitation::setRainDropletSize(float size)
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{
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_rain_droplet_size = size;
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}
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/**
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* @brief Define the illumination multiplier
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*
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* This function permits you to define and change the brightness
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* of the precipitation.
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*/
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void SGPrecipitation::setIllumination(float illumination)
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{
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_illumination = illumination;
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}
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/**
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* @brief Define the snow flake size
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*
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* This function permits you to define and change the snow flake size
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* which is used if external droplet size control is enabled
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*/
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void SGPrecipitation::setSnowFlakeSize(float size)
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{
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_snow_flake_size = size;
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}
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/**
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* @brief Define the clip plane distance
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*
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* This function permits you to define and change the clip plane distance.
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*/
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void SGPrecipitation::setClipDistance(float distance)
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{
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_clip_distance = distance;
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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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{
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if ((this->_freeze)&&(!freeze)) // rain freezes suddenly, so we need to unfreeze
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{
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this->_rain_intensity = this->_snow_intensity;
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this->_snow_intensity = 0.0;
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}
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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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{
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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 osgParticle/PrecipitationEffect.cpp example.
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*/
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bool SGPrecipitation::update(void)
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{
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if (!_enabled)
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return false;
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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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}
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if (_enabled && this->_snow_intensity > 0) {
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_precipitationEffect->setWind(_wind_vec);
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if(_droplet_external)
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{
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if ((_freeze) && (_rain_droplet_size > 0.03)) // this is hail or sleet
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{
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_precipitationEffect->setParticleSize(_rain_droplet_size*1.5f);
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_precipitationEffect->setParticleSpeed( -1.0f - 22.36f*sqrtf(_rain_droplet_size));
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_precipitationEffect->setMaximumParticleDensity(_snow_intensity * 4.8f);
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}
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else if (_freeze) // this is snow from frozen small rain droplets
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{
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_precipitationEffect->setParticleSize(_rain_droplet_size*1.3f);
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_precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
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_precipitationEffect->setMaximumParticleDensity(_snow_intensity * 10.0f);
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}
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else // this was snow in the first place
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{
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_precipitationEffect->setParticleSize(_snow_flake_size);
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_precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
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_precipitationEffect->setMaximumParticleDensity(_snow_intensity * 7.2f);
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}
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}
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else
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{
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_precipitationEffect->setMaximumParticleDensity(_snow_intensity * 7.2f);
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_precipitationEffect->setParticleSize(0.02f + 0.03f*_snow_intensity);
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_precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
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}
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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 * _illumination, 0.85 * _illumination, 0.85 * _illumination, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0) * _snow_intensity);
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} else if (_enabled && this->_rain_intensity > 0) {
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_precipitationEffect->setWind(_wind_vec);
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if(_droplet_external)
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{
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_precipitationEffect->setParticleSize(_rain_droplet_size);
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_precipitationEffect->setParticleSpeed( -1.0f - 22.36f*sqrtf(_rain_droplet_size));
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}
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else
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{
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_precipitationEffect->setParticleSize(0.01 + 0.02*_rain_intensity);
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_precipitationEffect->setParticleSpeed( -2.0f + -5.0f*_rain_intensity);
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}
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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(0.64 * _illumination, 0.64 * _illumination, 0.64 * _illumination, 0.5));
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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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