#include <osg/MatrixTransform>
#include <simgear/constants.h>
-#include <simgear/math/SGMath.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/scene/sky/cloud.hxx>
+#include <simgear/scene/util/OsgMath.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
+#include <Viewer/renderer.hxx>
#include <Scenery/scenery.hxx>
#include "precipitation_mgr.hxx"
-
-extern SGSky *thesky;
-
-
/**
* @brief FGPrecipitation Manager constructor
*
// By default, no precipitation
precipitation->setRainIntensity(0);
precipitation->setSnowIntensity(0);
-
transform->addChild(precipitation->build());
group->addChild(transform.get());
}
SGGeod geod = SGGeod::fromDegM(fgGetDouble("/position/longitude-deg", 0.0),
fgGetDouble("/position/latitude-deg", 0.0),
0.0);
- osg::Matrix position(geod.makeZUpFrame());
+ osg::Matrix position(makeZUpFrame(geod));
// Move the precipitation object to player position
transform->setMatrix(position);
// Add to scene graph
osg::Group* scenery = globals->get_scenery()->get_scene_graph();
scenery->addChild(getObject());
+ fgGetNode("environment/params/precipitation-level-ft", true);
+}
+
+void FGPrecipitationMgr::bind ()
+{
+ _tiedProperties.setRoot( fgGetNode("/sim/rendering", true ) );
+ _tiedProperties.Tie("precipitation-enable", precipitation.get(),
+ &SGPrecipitation::getEnabled,
+ &SGPrecipitation::setEnabled);
+}
+
+void FGPrecipitationMgr::unbind ()
+{
+ _tiedProperties.Untie();
+}
+
+void FGPrecipitationMgr::setPrecipitationLevel(double a)
+{
+ fgSetDouble("environment/params/precipitation-level-ft",a);
}
/**
return this->group.get();
}
-
/**
* @brief Calculate the max alitutude with precipitation
*
int i;
int max;
float result;
+ SGPropertyNode *boundaryNode, *boundaryEntry;
// By default (not cloud layer)
max = SGCloudLayer::SG_MAX_CLOUD_COVERAGES;
result = 0;
+ SGSky* thesky = globals->get_renderer()->getSky();
+
// To avoid messing up
if (thesky == NULL)
return result;
}
}
+
+ // If we haven't found clouds layers, we read the bounday layers table.
+ if (result > 0)
+ return result;
+
+
+ // Read boundary layers node
+ boundaryNode = fgGetNode("/environment/config/boundary");
+
+ if (boundaryNode != NULL) {
+ i = 0;
+
+ // For each boundary layers
+ while ( ( boundaryEntry = boundaryNode->getNode( "entry", i ) ) != NULL ) {
+ double elev = boundaryEntry->getDoubleValue( "elevation-ft" );
+
+ if (elev > result)
+ result = elev;
+
+ ++i;
+ }
+ }
+
+ // Convert the result in meter
+ result = result * SG_FEET_TO_METER;
+
return result;
}
/**
* @brief Update the precipitation drawing
*
+ * To seem real, we stop the precipitation above the cloud or boundary layer.
+ * If METAR information doesn't give us this altitude, we will see precipitations
+ * in space...
+ * Moreover, below 0°C we change rain into snow.
*/
void FGPrecipitationMgr::update(double dt)
{
float altitudeAircraft;
float altitudeCloudLayer;
+ altitudeCloudLayer = this->getPrecipitationAtAltitudeMax() * SG_METER_TO_FEET;
+ setPrecipitationLevel(altitudeCloudLayer);
+
+ // Does the user enable the precipitation ?
+ if (!precipitation->getEnabled() ) {
+ // Disable precipitations
+ precipitation->setRainIntensity(0);
+ precipitation->setSnowIntensity(0);
+
+ // Update the drawing...
+ precipitation->update();
+
+ // Exit
+ return;
+ }
+
// Get the elevation of aicraft and of the cloud layer
altitudeAircraft = fgGetDouble("/position/altitude-ft", 0.0);
- altitudeCloudLayer = this->getPrecipitationAtAltitudeMax() * SG_METER_TO_FEET;
- if (altitudeAircraft > altitudeCloudLayer) {
+ if ((altitudeCloudLayer > 0) && (altitudeAircraft > altitudeCloudLayer)) {
// The aircraft is above the cloud layer
rain_intensity = 0;
snow_intensity = 0;
}
else {
// The aircraft is bellow the cloud layer
- rain_intensity = fgGetDouble("/environment/metar/rain-norm", 0.0);
- snow_intensity = fgGetDouble("/environment/metar/snow-norm", 0.0);
+ rain_intensity = fgGetDouble("/environment/rain-norm", 0.0);
+ snow_intensity = fgGetDouble("/environment/snow-norm", 0.0);
}
// Get the current and dew temperature