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.
27 #include "precipitation.hxx"
29 #include <simgear/constants.h>
32 * @brief SGPrecipitation constructor
34 * Build a new OSG object from osgParticle.
36 SGPrecipitation::SGPrecipitation() :
37 _freeze(false), _snow_intensity(0.0), _rain_intensity(0.0)
39 _precipitationEffect = new osgParticle::PrecipitationEffect;
44 * @brief Build and add the object "precipitationEffect"
46 * This function permits you to create an object precipitationEffect and initialize it.
47 * I define by default the color of water (for raining)
49 osg::Group* SGPrecipitation::build(void)
51 osg::Group* group = new osg::Group;
53 _precipitationEffect->snow(0);
54 _precipitationEffect->rain(0);
56 group->addChild(_precipitationEffect.get());
63 * @brief Define the snow intensity
65 * This function permits you to define and change the snow intensity
66 * The param 'intensity' is normed (0 to 1).
68 void SGPrecipitation::setSnowIntensity(float intensity)
70 if (this->_snow_intensity < intensity-0.001)
71 this->_snow_intensity += 0.001;
72 else if (this->_snow_intensity > intensity+0.001)
73 this->_snow_intensity -= 0.001;
75 this->_snow_intensity = intensity;
80 * @brief Define the rain intensity
82 * This function permits you to define and change the rain intensity
83 * The param 'intensity' is normed (0 to 1).
85 void SGPrecipitation::setRainIntensity(float intensity)
87 if (this->_rain_intensity < intensity-0.001)
88 this->_rain_intensity += 0.001;
89 else if (this->_rain_intensity > intensity+0.001)
90 this->_rain_intensity -= 0.001;
92 this->_rain_intensity = intensity;
97 * @brief Freeze the rain to snow
99 * @param freeze Boolean
101 * This function permits you to turn off the rain to snow.
103 void SGPrecipitation::setFreezing(bool freeze)
105 this->_freeze = freeze;
110 * @brief Define the wind direction and speed
112 * This function permits you to define and change the wind direction
114 * After apply the MatrixTransform to the osg::Precipitation object,
115 * x points full south... From wind heading and speed, we can calculate
118 void SGPrecipitation::setWindProperty(double heading, double speed)
122 heading = (heading + 180) * SGD_DEGREES_TO_RADIANS;
123 speed = speed * SG_FEET_TO_METER;
125 x = -cos(heading) * speed;
126 y = sin(heading) * speed;
129 this->_wind_vec = osg::Vec3(x, y, z);
134 * @brief Update the precipitation effects
136 * This function permits you to update the precipitation effects.
137 * Be careful, if snow and rain intensity are greater than '0', snow effect
140 * The settings come from the osgParticule/PrecipitationEffect.cpp exemple.
142 bool SGPrecipitation::update(void)
145 if (this->_rain_intensity > 0)
146 this->_snow_intensity = this->_rain_intensity;
149 if (this->_snow_intensity > 0) {
150 _precipitationEffect->setWind(_wind_vec);
151 _precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
153 _precipitationEffect->setParticleSize(0.02f + 0.03f*_snow_intensity);
154 _precipitationEffect->setMaximumParticleDensity(_snow_intensity * 7.2f);
155 _precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_snow_intensity), 5.0f / (0.25f+_snow_intensity), 5.0f));
157 _precipitationEffect->setNearTransition(25.f);
158 _precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_snow_intensity));
160 _precipitationEffect->setParticleColor(osg::Vec4(0.85, 0.85, 0.85, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0) * _snow_intensity);
161 } else if (this->_rain_intensity > 0){
162 _precipitationEffect->setWind(_wind_vec);
163 _precipitationEffect->setParticleSpeed( -2.0f + -5.0f*_rain_intensity);
165 _precipitationEffect->setParticleSize(0.01 + 0.02*_rain_intensity);
166 _precipitationEffect->setMaximumParticleDensity(_rain_intensity * 7.5f);
167 _precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_rain_intensity), 5.0f / (0.25f+_rain_intensity), 5.0f));
169 _precipitationEffect->setNearTransition(25.f);
170 _precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_rain_intensity));
172 _precipitationEffect->setParticleColor( osg::Vec4(0x7A, 0xCE, 0xFF, 0x80));
174 _precipitationEffect->snow(0);
175 _precipitationEffect->rain(0);