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"
28 //#include "visual_enviro.hxx"
30 #include <simgear/constants.h>
31 #include <osg/ClipNode>
34 * @brief SGPrecipitation constructor
36 * Build a new OSG object from osgParticle.
38 SGPrecipitation::SGPrecipitation() :
39 _freeze(false), _enabled(true), _snow_intensity(0.0), _rain_intensity(0.0), _clip_distance(5.0)
41 _precipitationEffect = new osgParticle::PrecipitationEffect;
44 void SGPrecipitation::setEnabled( bool value )
49 bool SGPrecipitation::getEnabled() const
55 * @brief Build and add the object "precipitationEffect"
57 * This function permits you to create an object precipitationEffect and initialize it.
58 * I define by default the color of water (for raining)
60 osg::Group* SGPrecipitation::build(void)
62 osg::Group* group = new osg::Group;
64 _precipitationEffect->snow(0);
65 _precipitationEffect->rain(0);
67 if (_clip_distance!=0.0)
69 osg::ref_ptr<osg::ClipNode> clipNode = new osg::ClipNode;
70 clipNode->addClipPlane( new osg::ClipPlane( 0 ) );
71 clipNode->getClipPlane(0)->setClipPlane( 0.0, 0.0, -1.0, -_clip_distance );
72 clipNode->setReferenceFrame(osg::ClipNode::ABSOLUTE_RF);
73 clipNode->addChild(_precipitationEffect.get());
75 group->addChild(clipNode.get());
79 group->addChild(_precipitationEffect.get());
87 * @brief Define the snow intensity
89 * This function permits you to define and change the snow intensity
90 * The param 'intensity' is normed (0 to 1).
92 void SGPrecipitation::setSnowIntensity(float intensity)
94 if (this->_snow_intensity < intensity-0.001)
95 this->_snow_intensity += 0.001;
96 else if (this->_snow_intensity > intensity+0.001)
97 this->_snow_intensity -= 0.001;
99 this->_snow_intensity = intensity;
104 * @brief Define the rain intensity
106 * This function permits you to define and change the rain intensity
107 * The param 'intensity' is normed (0 to 1).
109 void SGPrecipitation::setRainIntensity(float intensity)
111 if (this->_rain_intensity < intensity-0.001)
112 this->_rain_intensity += 0.001;
113 else if (this->_rain_intensity > intensity+0.001)
114 this->_rain_intensity -= 0.001;
116 this->_rain_intensity = intensity;
121 * @brief Freeze the rain to snow
123 * @param freeze Boolean
125 * This function permits you to turn off the rain to snow.
127 void SGPrecipitation::setFreezing(bool freeze)
129 this->_freeze = freeze;
134 * @brief Define the wind direction and speed
136 * This function permits you to define and change the wind direction
138 * After apply the MatrixTransform to the osg::Precipitation object,
139 * x points full south... From wind heading and speed, we can calculate
142 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)
169 if (this->_rain_intensity > 0)
170 this->_snow_intensity = this->_rain_intensity;
173 if (_enabled && this->_snow_intensity > 0) {
174 _precipitationEffect->setWind(_wind_vec);
175 _precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
177 _precipitationEffect->setParticleSize(0.02f + 0.03f*_snow_intensity);
178 _precipitationEffect->setMaximumParticleDensity(_snow_intensity * 7.2f);
179 _precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_snow_intensity), 5.0f / (0.25f+_snow_intensity), 5.0f));
181 _precipitationEffect->setNearTransition(25.f);
182 _precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_snow_intensity));
184 _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 (_enabled && 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));
198 _precipitationEffect->snow(0);
199 _precipitationEffect->rain(0);