* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
- * @par CVS
- * $Id$
*/
#include "precipitation.hxx"
-
-
-#include <string>
-#include <list>
+//#include "visual_enviro.hxx"
#include <simgear/constants.h>
-#include <simgear/math/SGMath.hxx>
-#include <simgear/math/point3d.hxx>
-#include <simgear/scene/model/placement.hxx>
-#include <simgear/misc/sg_path.hxx>
-#include <simgear/structure/SGSharedPtr.hxx>
-#include <simgear/structure/SGReferenced.hxx>
-
-
-
-
-SG_USING_STD(string);
-SG_USING_STD(list);
-
+#include <osg/ClipNode>
+#include <simgear/scene/util/RenderConstants.hxx>
/**
* @brief SGPrecipitation constructor
*
* Build a new OSG object from osgParticle.
*/
-SGPrecipitation::SGPrecipitation() {
- this->setSnowIntensity(0.0);
- this->setRainIntensity(0.0);
- this->setFreezing(false);
- this->setWindProperty(0.0, 0.0);
-
- precipitationEffect = new osgParticle::PrecipitationEffect;
+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;
+}
-/**
- * @brief SGPrecipitation destructor
- */
-SGPrecipitation::~SGPrecipitation(void) {
+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) {
- group = new osg::Group;
-
- precipitationEffect->snow(0);
- precipitationEffect->rain(0);
-
- group->addChild(precipitationEffect.get());
-
- return group;
+osg::Group* SGPrecipitation::build(void)
+{
+ 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;
+ clipNode->addClipPlane( new osg::ClipPlane( 0 ) );
+ 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;
}
* 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;
+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;
}
* 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;
+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 rain droplet size
+ * which is used if external droplet size control is enabled
+ */
+
+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 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::setClipDistance(float distance)
+{
+ _clip_distance = distance;
+}
+
+/**
* @brief Freeze the rain to snow
- *
- * @param freeze Boolean
- *
+ *
+ * @param freeze Boolean
+ *
* This function permits you to turn off the rain to snow.
*/
-void SGPrecipitation::setFreezing(bool freeze) {
- this->_freeze = freeze;
+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;
+void SGPrecipitation::setWindProperty(double heading, double speed)
+{
+ double x, y, z;
- heading = (heading + 180) * SGD_DEGREES_TO_RADIANS;
- speed = speed * SG_FEET_TO_METER;
+ heading = (heading + 180) * SGD_DEGREES_TO_RADIANS;
+ speed = speed * SG_FEET_TO_METER;
- x = -cos(heading) * speed;
- y = sin(heading) * speed;
- z = 0;
+ x = -cos(heading) * speed;
+ y = sin(heading) * speed;
+ z = 0;
- this->_wind_vec = osg::Vec3(x, y, z);
+ this->_wind_vec = osg::Vec3(x, y, z);
}
*
* The settings come from the osgParticule/PrecipitationEffect.cpp exemple.
*/
-bool SGPrecipitation::update(void) {
- if (this->_freeze) {
- if (this->_rain_intensity > 0)
- this->_snow_intensity = this->_rain_intensity;
+bool SGPrecipitation::update(void)
+{
+ 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 (this->_snow_intensity > 0) {
- precipitationEffect->setWind(_wind_vec);
- precipitationEffect->setParticleSpeed( -0.75f - 0.25f*_snow_intensity);
- precipitationEffect->setParticleSize(0.02f + 0.03f*_snow_intensity);
- precipitationEffect->setMaximumParticleDensity(_snow_intensity * 7.2f);
- precipitationEffect->setCellSize(osg::Vec3(5.0f / (0.25f+_snow_intensity), 5.0f / (0.25f+_snow_intensity), 5.0f));
+ 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->setNearTransition(25.f);
+ _precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_snow_intensity));
- precipitationEffect->setParticleColor(osg::Vec4(0.85, 0.85, 0.85, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0) * _snow_intensity);
- }
- else if (this->_rain_intensity > 0){
- precipitationEffect->setWind(_wind_vec);
- precipitationEffect->setParticleSpeed( -2.0f + -5.0f*_rain_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);
+
- precipitationEffect->setParticleSize(0.01 + 0.02*_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));
+ 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->setNearTransition(25.f);
- precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_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->setParticleColor( osg::Vec4(0x7A, 0xCE, 0xFF, 0x80));
- }
- else {
- precipitationEffect->snow(0);
- precipitationEffect->rain(0);
- }
+ _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;
+ return true;
}
-