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simgear/simgear/environment/precipitation.cxx
T

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