2 * @file precipitation.cxx
3 * @author Nicolas VIVIEN
6 * @note Copyright (C) 2008 Nicolas VIVIEN
8 * @brief Precipitation effects to draw rain and snow.
11 * This program is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU General Public License as
13 * published by the Free Software Foundation; either version 2 of the
14 * License, or (at your option) any later version.
16 * This program is distributed in the hope that it will be useful, but
17 * WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * General Public License for more details.
21 * You should have received a copy of the GNU General Public License
22 * along with this program; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include "precipitation.hxx"
35 #include <simgear/constants.h>
36 #include <simgear/math/SGMath.hxx>
37 #include <simgear/math/point3d.hxx>
38 #include <simgear/scene/model/placement.hxx>
39 #include <simgear/misc/sg_path.hxx>
40 #include <simgear/structure/SGSharedPtr.hxx>
41 #include <simgear/structure/SGReferenced.hxx>
51 * @brief SGPrecipitation constructor
53 * Build a new OSG object from osgParticle.
55 SGPrecipitation::SGPrecipitation() {
56 this->setSnowIntensity(0.0);
57 this->setRainIntensity(0.0);
58 this->setFreezing(false);
59 this->setWindProperty(0.0, 0.0);
61 precipitationEffect = new osgParticle::PrecipitationEffect;
66 * @brief SGPrecipitation destructor
68 SGPrecipitation::~SGPrecipitation(void) {
73 * @brief Build and add the object "precipitationEffect"
75 * This function permits you to create an object precipitationEffect and initialize it.
76 * I define by default the color of water (for raining)
78 osg::Group* SGPrecipitation::build(void) {
79 group = new osg::Group;
81 precipitationEffect->snow(0);
82 precipitationEffect->rain(0);
84 group->addChild(precipitationEffect.get());
91 * @brief Define the snow intensity
93 * This function permits you to define and change the snow intensity
94 * The param 'intensity' is normed (0 to 1).
96 void SGPrecipitation::setSnowIntensity(float intensity) {
97 if (this->_snow_intensity < intensity-0.001)
98 this->_snow_intensity += 0.001;
99 else if (this->_snow_intensity > intensity+0.001)
100 this->_snow_intensity -= 0.001;
102 this->_snow_intensity = intensity;
107 * @brief Define the rain intensity
109 * This function permits you to define and change the rain intensity
110 * The param 'intensity' is normed (0 to 1).
112 void SGPrecipitation::setRainIntensity(float intensity) {
113 if (this->_rain_intensity < intensity-0.001)
114 this->_rain_intensity += 0.001;
115 else if (this->_rain_intensity > intensity+0.001)
116 this->_rain_intensity -= 0.001;
118 this->_rain_intensity = intensity;
123 * @brief Freeze the rain to snow
125 * @param freeze Boolean
127 * This function permits you to turn off the rain to snow.
129 void SGPrecipitation::setFreezing(bool freeze) {
130 this->_freeze = freeze;
135 * @brief Define the wind direction and speed
137 * This function permits you to define and change the wind direction
139 * After apply the MatrixTransform to the osg::Precipitation object,
140 * x points full south... From wind heading and speed, we can calculate
143 void SGPrecipitation::setWindProperty(double heading, double speed) {
146 heading = (heading + 180) * SGD_DEGREES_TO_RADIANS;
147 speed = speed * SG_FEET_TO_METER;
149 x = -cos(heading) * speed;
150 y = sin(heading) * speed;
153 this->_wind_vec = osg::Vec3(x, y, z);
158 * @brief Update the precipitation effects
160 * This function permits you to update the precipitation effects.
161 * Be careful, if snow and rain intensity are greater than '0', snow effect
164 * The settings come from the osgParticule/PrecipitationEffect.cpp exemple.
166 bool SGPrecipitation::update(void) {
168 if (this->_rain_intensity > 0)
169 this->_snow_intensity = this->_rain_intensity;
172 if (this->_snow_intensity > 0) {
173 precipitationEffect->setWind(_wind_vec);
174 precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
176 precipitationEffect->setParticleSize(0.02f + 0.03f*_snow_intensity);
177 precipitationEffect->setMaximumParticleDensity(_snow_intensity * 7.2f);
178 precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_snow_intensity), 5.0f / (0.25f+_snow_intensity), 5.0f));
180 precipitationEffect->setNearTransition(25.f);
181 precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_snow_intensity));
183 precipitationEffect->setParticleColor(osg::Vec4(0.85, 0.85, 0.85, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0) * _snow_intensity);
185 else if (this->_rain_intensity > 0){
186 precipitationEffect->setWind(_wind_vec);
187 precipitationEffect->setParticleSpeed( -2.0f + -5.0f*_rain_intensity);
189 precipitationEffect->setParticleSize(0.01 + 0.02*_rain_intensity);
190 precipitationEffect->setMaximumParticleDensity(_rain_intensity * 7.5f);
191 precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_rain_intensity), 5.0f / (0.25f+_rain_intensity), 5.0f));
193 precipitationEffect->setNearTransition(25.f);
194 precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_rain_intensity));
196 precipitationEffect->setParticleColor( osg::Vec4(0x7A, 0xCE, 0xFF, 0x80));
199 precipitationEffect->snow(0);
200 precipitationEffect->rain(0);