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source: orxonox.OLD/branches/mountain_lake/src/lib/graphics/effects/rain_effect.cc @ 9013

Last change on this file since 9013 was 9006, checked in by bensch, 18 years ago

orxonox/trunk: merged the mountain_lake branche back to the trunk
merged with command:
svn merge -r8799:HEAD https://svn.orxonox.net/orxonox/branches/mountain_lake .

conflicts in script taken from the branche, since they are indentation-problems.

also fixed the delete-bug for the lightning-effect

File size: 10.3 KB
Line 
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#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
16
17#include "rain_effect.h"
18
19#include "util/loading/load_param.h"
20#include "util/loading/factory.h"
21#include "util/loading/resource_manager.h"
22
23#include "glincl.h"
24#include "p_node.h"
25#include "state.h"
26#include "spark_particles.h"
27#include "plane_emitter.h"
28#include "shell_command.h"
29#include "light.h"
30#include "cloud_effect.h"
31
32#include "parser/tinyxml/tinyxml.h"
33
34// Define shell commands
35SHELL_COMMAND(activate, RainEffect, activateRain);
36SHELL_COMMAND(deactivate, RainEffect, deactivateRain);
37SHELL_COMMAND(startraining, RainEffect, startRaining);
38SHELL_COMMAND(stopraining, RainEffect, stopRaining);
39
40using namespace std;
41
42CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
43
44/**
45 * @brief standard constructor
46 */
47RainEffect::RainEffect(const TiXmlElement* root) {
48    this->setClassID(CL_RAIN_EFFECT, "RainEffect");
49
50    this->init();
51
52    if (root != NULL)
53        this->loadParams(root);
54
55    //load rain sound
56    if (this->rainBuffer != NULL)
57        ResourceManager::getInstance()->unload(this->rainBuffer);
58    this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV);
59
60    //load wind sound
61    if (this->rainWindForce != 0) {
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        this->activate();
69        RainEffect::rainParticles->precache((int)this->rainLife * 2);
70    }
71}
72
73/**
74 * @brief standard deconstructor
75 */
76RainEffect::~RainEffect() {
77    this->deactivate();
78
79    if (this->rainBuffer != NULL)
80        ResourceManager::getInstance()->unload(this->rainBuffer);
81
82    if (this->windBuffer != NULL)
83        ResourceManager::getInstance()->unload(this->windBuffer);
84}
85
86/**
87 * @brief initalizes the rain effect with default values
88 */
89void RainEffect::init() {
90    //Default values
91    this->rainActivate = false;
92    this->rainFadeInActivate = false;
93    this->rainFadeOutActivate = false;
94
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 = 10;
103    this->rainFadeOutDuration = 10;
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}
114
115/**
116 * @brief loads the rain effect parameters.
117 * @param root: the XML-Element to load the data from
118 */
119void RainEffect::loadParams(const TiXmlElement* root) {
120    WeatherEffect::loadParams(root);
121
122    LoadParam(root, "coord", this, RainEffect, setRainCoord);
123    LoadParam(root, "size", this, RainEffect, setRainSize);
124    LoadParam(root, "rate", this, RainEffect, setRainRate);
125    LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
126    LoadParam(root, "life", this, RainEffect, setRainLife);
127    LoadParam(root, "wind", this, RainEffect, setRainWind);
128    LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn);
129    LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut);
130    LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor);
131    LoadParam(root, "skycolor", this, RainEffect, setSkyColor);
132
133    LOAD_PARAM_START_CYCLE(root, element);
134    {
135        LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
136    }
137    LOAD_PARAM_END_CYCLE(element);
138}
139
140SparkParticles* RainEffect::rainParticles = NULL;
141
142/**
143 * @brief activates the rain effect
144 */
145void RainEffect::activate() {
146    PRINTF(3)( "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" );
147
148    this->rainActivate = true;
149
150    if (unlikely(RainEffect::rainParticles == NULL)) {
151        RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
152        RainEffect::rainParticles->setName("RainParticles");
153        RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
154        RainEffect::rainParticles->setRadius(0, 0.03);
155        RainEffect::rainParticles->setRadius(0.2, 0.02);
156        RainEffect::rainParticles->setRadius(1, 0.01);
157        RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2);   // grey blue 1
158        RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2
159        RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2);   // light grey
160    }
161
162    this->emitter->setSystem(RainEffect::rainParticles);
163    this->emitter->setRelCoor(this->rainCoord);
164    this->emitter->setEmissionRate(this->rainRate);
165    this->emitter->setEmissionVelocity(this->rainVelocity);
166    this->emitter->setSpread(this->rainWindForce / 50, 0.2);
167
168    // play rain sound and loop it
169    this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
170
171    // if there's wind, play wind sound
172    if (this->rainWindForce > 0)
173        this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true);
174
175    // Store cloud- and sky color before the rain;
176    this->oldCloudColor = CloudEffect::cloudColor;
177    this->oldSkyColor   = CloudEffect::skyColor;
178
179    // If we're not fading, change color immediately
180    if (!this->rainFadeInActivate || !this->rainFadeOutActivate) {
181        CloudEffect::changeCloudColor(this->cloudColor, 0);
182        CloudEffect::changeSkyColor(this->skyColor, 0);
183    }
184}
185
186/**
187 * @brief deactivates the rain effect
188 */
189void RainEffect::deactivate() {
190    PRINTF(3)("Deactivating RainEffect\n");
191
192    this->rainActivate = false;
193    this->rainFadeInActivate = false;
194    this->rainFadeOutActivate = false;
195
196    this->emitter->setSystem(NULL);
197
198    // Stop Sound
199    this->soundSource.stop();
200
201    // Restore the old cloud- and sky color
202    CloudEffect::changeCloudColor(this->oldCloudColor, 0);
203    CloudEffect::changeSkyColor(this->oldSkyColor, 0);
204}
205
206/**
207 * @brief ticks the rain effect
208 * @param dt: tick float
209 */
210void RainEffect::tick (float dt) {
211    if (!this->rainActivate)
212        return;
213
214    if (this->rainMove) {
215        this->rainCoord = State::getCameraNode()->getAbsCoor();
216        this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z);
217    }
218
219    if (this->rainFadeInActivate) {
220        PRINTF(4)("tick fading IN RainEffect\n");
221
222        this->localTimer += dt;
223        float progress = this->localTimer / this->rainFadeInDuration;
224
225        // use alpha in color to fade in rain
226        RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
227        RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
228        RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
229
230        // increase radius for more "heavy" rain
231        RainEffect::rainParticles->setRadius(0, 0.03 * progress);
232        RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
233        RainEffect::rainParticles->setRadius(1, 0.01 * progress);
234
235        // increase sound volume
236        if (!this->soundSource.isPlaying())
237            this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
238        this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
239
240        if (progress >= 1)
241            this->rainFadeInActivate = false;
242    }
243
244    if (this->rainFadeOutActivate) {
245        PRINTF(4)("tick fading OUT RainEffect\n");
246
247        this->localTimer += dt;
248        float progress = 1 - (this->localTimer / this->rainFadeOutDuration);
249
250        // use alpha in color to fade out
251        RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
252        RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
253        RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
254
255        // decrease radius
256        RainEffect::rainParticles->setRadius(0, 0.03 * progress);
257        RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
258        RainEffect::rainParticles->setRadius(1, 0.01 * progress);
259
260        // decrease sound volume
261        if (!this->soundSource.isPlaying())
262            this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
263        this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
264
265        if (progress <= 0) {
266            PRINTF(4)("tick fading OUT RainEffect COMPLETED! Deactivating...\n");
267            this->rainFadeOutActivate = false;
268            this->deactivate();
269        }
270    }
271}
272
273/**
274 * @brief starts raining slowly
275*/
276void RainEffect::startRaining() {
277    PRINTF(4)("startRaining function;\n");
278
279    // If it is already raining, do nothing
280    if (this->rainActivate)
281        return;
282
283    this->localTimer = 0;
284    this->rainFadeInActivate = true;
285
286    PRINTF(4)("startRaining function complete; fadedur: %f\n", this->rainFadeInDuration);
287    this->activate();
288
289    CloudEffect::changeCloudColor(this->cloudColor, this->rainFadeInDuration);
290    CloudEffect::changeSkyColor(this->skyColor, this->rainFadeInDuration);
291}
292
293/**
294 * @brief stops raining slowly
295 */
296void RainEffect::stopRaining() {
297    PRINTF(4)("stopRaining function;\n");
298
299    // If it is not raining, do nothing
300    if (!this->rainActivate)
301        return;
302
303    this->localTimer = 0;
304    this->rainFadeOutActivate = true;
305
306    PRINTF(4)("stopRaining function completed; fadedur: %f\n", this->rainFadeOutDuration);
307
308    CloudEffect::changeCloudColor(this->oldCloudColor, this->rainFadeOutDuration);
309    CloudEffect::changeSkyColor(this->oldSkyColor, this->rainFadeOutDuration);
310}
311
312/**
313 * @brief hides the rain
314 */
315void RainEffect::hideRain() {
316    RainEffect::rainParticles->setColor(0, 0,0,0, 0);
317    RainEffect::rainParticles->setColor(0, 0,0,0, 0);
318}
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