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source: orxonox.OLD/branches/mountain_lake/src/lib/graphics/effects/rain_effect.cc @ 8903

Last change on this file since 8903 was 8837, checked in by hdavid, 18 years ago

branches/mountain_lake: fading sky/cloud colors works, RainEffect::stopRaining is a bit buggy

File size: 9.3 KB
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1/*
2  orxonox - the future of 3D-vertical-scrollers
3 
4  Copyright (C) 2004 orx
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2, or (at your option)
9  any later version.
10 
11### File Specific:
12  main-programmer: hdavid, amaechler
13*/
14
15#include "rain_effect.h"
16
17#include "util/loading/load_param.h"
18#include "util/loading/factory.h"
19#include "util/loading/resource_manager.h"
20
21#include "glincl.h"
22#include "p_node.h"
23#include "state.h"
24#include "spark_particles.h"
25#include "plane_emitter.h"
26#include "shell_command.h"
27#include "light.h"
28#include "cloud_effect.h"
29
30#include "parser/tinyxml/tinyxml.h"
31
32// Define shell commands
33SHELL_COMMAND(activate, RainEffect, activateRain);
34SHELL_COMMAND(deactivate, RainEffect, deactivateRain);
35SHELL_COMMAND(startraining, RainEffect, startRaining);
36SHELL_COMMAND(stopraining, RainEffect, stopRaining);
37
38using namespace std;
39
40CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
41
42/**
43 * @brief standard constructor
44 */
45RainEffect::RainEffect(const TiXmlElement* root)
46{
47  this->setClassID(CL_RAIN_EFFECT, "RainEffect");
48
49  this->init();
50
51  if (root != NULL)
52    this->loadParams(root);
53
54  //load rain sound
55  if (this->rainBuffer != NULL)
56    ResourceManager::getInstance()->unload(this->rainBuffer);
57  this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV);
58
59  //load wind sound
60  if (this->rainWindForce != 0)
61  {
62    if (this->windBuffer != NULL)
63      ResourceManager::getInstance()->unload(this->windBuffer);
64    this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/wind.wav", WAV);
65  }
66
67  if(rainActivate)
68  {
69    this->activate();
70    RainEffect::rainParticles->precache((int)this->rainLife * 2);
71  }
72}
73
74/**
75 * @brief standard deconstructor
76 */
77RainEffect::~RainEffect()
78{
79  this->deactivate();
80
81  if (this->rainBuffer != NULL)
82    ResourceManager::getInstance()->unload(this->rainBuffer);
83
84  if (this->windBuffer != NULL)
85    ResourceManager::getInstance()->unload(this->windBuffer);
86}
87
88/**
89 * @brief initalizes the rain effect with default values
90 */
91void RainEffect::init()
92{
93  //Default values
94  this->rainActivate = false;
95  this->rainMove = false;
96  this->rainCoord = Vector(500, 500, 500);
97  this->rainSize = Vector2D(1000, 1000);
98  this->rainRate = 4000;
99  this->rainVelocity = -300;
100  this->rainLife = 4;
101  this->rainWindForce  = 0;
102  this->rainFadeInDuration = 0;
103  this->rainFadeOutDuration = 0;
104 
105  this->cloudColor = Vector(0.6f, 0.6f, 0.6f);
106  this->skyColor = Vector(0.0f, 0.0f, 0.0f);
107
108  this->rainMaxParticles = this->rainRate * this->rainLife;
109  this->localTimer = 0;
110  this->soundRainVolume = 0.3f;
111  this->emitter = new PlaneEmitter(this->rainSize);
112
113  lightMan = LightManager::getInstance();
114  this->rainAmbient = lightMan->getAmbientColor();
115}
116
117/**
118 * @brief loads the rain effect parameters.
119 * @param root: the XML-Element to load the data from
120 */
121void RainEffect::loadParams(const TiXmlElement* root)
122{
123  WeatherEffect::loadParams(root);
124
125  LoadParam(root, "coord", this, RainEffect, setRainCoord);
126  LoadParam(root, "size", this, RainEffect, setRainSize);
127  LoadParam(root, "rate", this, RainEffect, setRainRate);
128  LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
129  LoadParam(root, "life", this, RainEffect, setRainLife);
130  LoadParam(root, "wind", this, RainEffect, setRainWind);
131  LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn);
132  LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut);
133  LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor);
134  LoadParam(root, "skycolor", this, RainEffect, setSkyColor);
135
136  LOAD_PARAM_START_CYCLE(root, element);
137  {
138    LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
139  }
140  LOAD_PARAM_END_CYCLE(element);
141}
142
143SparkParticles* RainEffect::rainParticles = NULL;
144
145/**
146 * @brief activates the rain effect
147 */
148void RainEffect::activate()
149{
150  PRINTF(0)( "Activating RainEffect, coord: %f, %f, %f, size: %f, %f, rate: %f, velocity: %f, moveRain: %s\n", this->rainCoord.x, this->rainCoord.y, this->rainCoord.z, this->rainSize.x, this-> rainSize.y, this->rainRate, this->rainVelocity, this->rainMove ? "true" : "false" );
151
152  this->rainActivate = true;
153
154  if (unlikely(RainEffect::rainParticles == NULL))
155  {
156    RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
157    RainEffect::rainParticles->setName("RainParticles");
158    RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
159    RainEffect::rainParticles->setRadius(0, 0.03);
160    RainEffect::rainParticles->setRadius(0.2, 0.02);
161    RainEffect::rainParticles->setRadius(1, 0.01);
162    RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1
163    RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2
164    RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey
165  }
166
167  this->emitter->setSystem(RainEffect::rainParticles);
168
169  this->emitter->setRelCoor(this->rainCoord);
170
171  this->emitter->setEmissionRate(this->rainRate);
172  this->emitter->setEmissionVelocity(this->rainVelocity);
173
174  this->emitter->setSpread(this->rainWindForce / 50, 0.2);
175
176  // plays the rain sound and loops it
177  this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
178
179  // if there is wind, play the wind sound
180  if (this->rainWindForce != 0)
181    this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true);
182 
183  // Change the cloudcolor,skycolor
184  this->oldCloudColor = CloudEffect::cloudColor;
185  this->oldSkyColor = CloudEffect::skyColor;
186  CloudEffect::changeCloudColor(this->cloudColor, this->rainFadeInDuration);
187  CloudEffect::changeSkyColor(this->skyColor, this->rainFadeInDuration);
188}
189
190/**
191 * @brief deactivates the rain effect
192 */
193void RainEffect::deactivate()
194{
195  PRINTF(0)("Deactivating RainEffect\n");
196
197  this->rainActivate = false;
198  this->emitter->setSystem(NULL);
199
200  // Stop Sound
201  this->soundSource.stop();
202
203  // Restore Light Ambient
204  lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient);
205 
206  CloudEffect::changeCloudColor(this->oldCloudColor, this->rainFadeOutDuration);
207  CloudEffect::changeSkyColor(this->oldSkyColor, this->rainFadeOutDuration);
208}
209
210/**
211 * @brief ticks the rain effect
212 * @param dt: tick float
213 */
214void RainEffect::tick (float dt)
215{
216  if (!this->rainActivate)
217    return;
218
219  if (this->rainMove)
220  {
221    this->rainCoord = State::getCameraNode()->getAbsCoor();
222    this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z);
223  }
224
225  if (this->rainFadeInDuration != 0 && this->localTimer < this->rainFadeInDuration)
226  {
227    this->localTimer += dt;
228    float progress = this->localTimer / this->rainFadeInDuration;
229
230    // Dim Light
231    lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
232
233    // use alpha in color to fade in
234    RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
235    RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
236    RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
237
238    // increase radius for more "heavy" rain
239    RainEffect::rainParticles->setRadius(0, 0.03 * progress);
240    RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
241    RainEffect::rainParticles->setRadius(1, 0.01 * progress);
242
243    // increase sound volume
244    if (!this->soundSource.isPlaying())
245      this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
246
247    this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
248  }
249  else if ( this->rainFadeOutDuration != 0 )
250  {
251    if ( this->localTimer < this->rainFadeOutDuration )
252    {
253      this->localTimer += dt;
254      float progress = 1 - (this->localTimer / this->rainFadeOutDuration);
255
256      // Fade In Light
257      lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
258
259      // use alpha in color to fade out
260      RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
261      RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
262      RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
263
264      // decrease radius
265      RainEffect::rainParticles->setRadius(0, 0.03 * progress);
266      RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
267      RainEffect::rainParticles->setRadius(1, 0.01 * progress);
268
269      // decrease sound volume
270      if (!this->soundSource.isPlaying())
271        this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
272
273      this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
274    }
275    else
276      this->deactivate();
277  }
278}
279
280/**
281 * @brief starts raining slowly
282*/
283void RainEffect::startRaining()
284{
285
286  if (this->rainActivate)
287    this->deactivate();
288
289  if (!this->rainFadeInDuration > 0)
290    this->rainFadeInDuration = 10;
291
292  this->localTimer = 0;
293
294  this->activate();
295}
296
297/**
298 * @brief stops raining slowly
299 */
300void RainEffect::stopRaining()
301{
302
303  if (!this->rainActivate)
304    this->activate();
305
306  if (!this->rainFadeOutDuration > 0)
307    this->rainFadeOutDuration = 10;
308
309  this->localTimer = 0;
310}
311
312/**
313 * @brief hides the rain
314 */
315void RainEffect::hideRain()
316{
317  RainEffect::rainParticles->setColor(0, 0,0,0, 0);
318  RainEffect::rainParticles->setColor(0, 0,0,0, 0);
319}
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