--- /dev/null
+/**
+ * @file precipitation.cxx
+ * @author Nicolas VIVIEN
+ * @date 2008-02-10
+ *
+ * @note Copyright (C) 2008 Nicolas VIVIEN
+ *
+ * @brief Precipitation effects to draw rain and snow.
+ *
+ * @par Licences
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License as
+ * published by the Free Software Foundation; either version 2 of the
+ * License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * 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 <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);
+
+
+/**
+ * @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;
+}
+
+
+/**
+ * @brief SGPrecipitation destructor
+ */
+SGPrecipitation::~SGPrecipitation(void) {
+}
+
+
+/**
+ * @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;
+}
+
+
+/**
+ * @brief Define the snow intensity
+ *
+ * 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;
+}
+
+
+/**
+ * @brief Define the rain 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;
+}
+
+
+/**
+ * @brief Freeze the rain to snow
+ *
+ * @param freeze Boolean
+ *
+ * This function permits you to turn off the rain to snow.
+ */
+void SGPrecipitation::setFreezing(bool freeze) {
+ 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;
+
+ heading = (heading + 180) * SGD_DEGREES_TO_RADIANS;
+ speed = speed * SG_FEET_TO_METER;
+
+ x = -cos(heading) * speed;
+ y = sin(heading) * speed;
+ z = 0;
+
+ this->_wind_vec = osg::Vec3(x, y, z);
+}
+
+
+/**
+ * @brief Update the precipitation effects
+ *
+ * This function permits you to update the precipitation effects.
+ * Be careful, if snow and rain intensity are greater than '0', snow effect
+ * will be first.
+ *
+ * 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;
+ }
+
+ 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));
+
+ 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->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));
+
+ precipitationEffect->setNearTransition(25.f);
+ precipitationEffect->setFarTransition(100.0f - 60.0f*sqrtf(_rain_intensity));
+
+ precipitationEffect->setParticleColor( osg::Vec4(0x7A, 0xCE, 0xFF, 0x80));
+ }
+ else {
+ precipitationEffect->snow(0);
+ precipitationEffect->rain(0);
+ }
+
+ return true;
+}
+
--- /dev/null
+/**
+ * @file precipitation.hxx
+ * @author Nicolas VIVIEN
+ * @date 2008-02-10
+ *
+ * @note Copyright (C) 2008 Nicolas VIVIEN
+ *
+ * @brief Precipitation effects to draw rain and snow.
+ *
+ * @par Licences
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License as
+ * published by the Free Software Foundation; either version 2 of the
+ * License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * 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
+ * $Id$
+ */
+
+#ifndef _PRECIPITATION_HXX
+#define _PRECIPITATION_HXX
+
+#include <osgDB/ReadFile>
+#include <osgDB/FileUtils>
+#include <osgUtil/Optimizer>
+#include <osgUtil/CullVisitor>
+#include <osgViewer/Viewer>
+
+#include <osg/Depth>
+#include <osg/Stencil>
+#include <osg/ClipPlane>
+#include <osg/ClipNode>
+#include <osg/MatrixTransform>
+#include <osgUtil/TransformCallback>
+#include <osgParticle/PrecipitationEffect>
+
+
+class SGPrecipitation {
+private:
+ bool _freeze;
+
+ float _snow_intensity;
+ float _rain_intensity;
+
+ int _wind_dir;
+ osg::Vec3 _wind_vec;
+
+ osg::Group *group;
+ osg::ref_ptr<osgParticle::PrecipitationEffect> precipitationEffect;
+
+public:
+ SGPrecipitation();
+ ~SGPrecipitation();
+ osg::Group* build(void);
+ bool update(void);
+
+ void setWindProperty(double, double);
+ void setFreezing(bool);
+ void setRainIntensity(float);
+ void setSnowIntensity(float);
+};
+
+#endif