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source: orxonox.OLD/trunk/src/lib/graphics/effects/rain_effect.cc @ 8768

Last change on this file since 8768 was 8495, checked in by bensch, 18 years ago

merged the branche atmos back. no conflicts

File size: 8.4 KB
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[7561]1/*
[8255]2orxonox - the future of 3D-vertical-scrollers
[7561]3
[8255]4Copyright (C) 2004 orx
[7561]5
[8255]6This program is free software; you can redistribute it and/or modify
7it under the terms of the GNU General Public License as published by
8the Free Software Foundation; either version 2, or (at your option)
9any later version.
[7561]10
11### File Specific:
[8255]12main-programmer: hdavid, amaechler
[7561]13*/
14
15#include "rain_effect.h"
16
17#include "util/loading/load_param.h"
18#include "util/loading/factory.h"
[7646]19#include "util/loading/resource_manager.h"
[7561]20
21#include "glincl.h"
[7652]22#include "p_node.h"
[7562]23#include "state.h"
[7628]24#include "spark_particles.h"
25#include "plane_emitter.h"
[7696]26#include "shell_command.h"
[8255]27#include "light.h"
[7562]28
29#include "parser/tinyxml/tinyxml.h"
30
[7696]31SHELL_COMMAND(activate, RainEffect, activateRain);
32SHELL_COMMAND(deactivate, RainEffect, deactivateRain);
[8495]33SHELL_COMMAND(startraining, RainEffect, startRaining);
34SHELL_COMMAND(stopraining, RainEffect, stopRaining);
[7577]35
[7561]36using namespace std;
37
38CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
39
[8495]40/* TODO:
41  - test multiple rain emitters
42  - Think about what happens with building poss. to hang movewithcam off
43  - Possible to activate lightening
44  - turn off visibility when in a building
45  - variable emitter size depending on playable
46*/
[8255]47
[8495]48RainEffect::RainEffect(const TiXmlElement* root) {
49    this->setClassID(CL_RAIN_EFFECT, "RainEffect");
[7561]50
[8495]51    this->init();
[7561]52
[8495]53    if (root != NULL)
54        this->loadParams(root);
[7646]55
[8495]56    //load rain sound
57    if (this->rainBuffer != NULL)
58        ResourceManager::getInstance()->unload(this->rainBuffer);
59    this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV);
[7646]60
[8495]61    //load wind sound
62    if (this->rainWindForce != 0) {
63        if (this->windBuffer != NULL)
64            ResourceManager::getInstance()->unload(this->windBuffer);
65        this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/wind.wav", WAV);
66    }
[7696]67
[8495]68    if(rainActivate) {
69        this->activate();
70        RainEffect::rainParticles->precache((int)this->rainLife * 5); // TODO: Figure out the correct value
71    }
[7561]72}
73
[8495]74RainEffect::~RainEffect() {
75    this->deactivate();
[7696]76
[8495]77    if (this->rainBuffer != NULL)
78        ResourceManager::getInstance()->unload(this->rainBuffer);
[7696]79
[8495]80    if (this->windBuffer != NULL)
81        ResourceManager::getInstance()->unload(this->windBuffer);
[7561]82}
83
[8495]84void RainEffect::loadParams(const TiXmlElement* root) {
85    WeatherEffect::loadParams(root);
[7561]86
[8495]87    LoadParam(root, "coord", this, RainEffect, setRainCoord);
88    LoadParam(root, "size", this, RainEffect, setRainSize);
89    LoadParam(root, "rate", this, RainEffect, setRainRate);
90    LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
91    LoadParam(root, "life", this, RainEffect, setRainLife);
92    LoadParam(root, "wind", this, RainEffect, setRainWind);
93    LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn);
94    LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut);
[8255]95
[8495]96    LOAD_PARAM_START_CYCLE(root, element);
97    {
98        LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
99    }
100    LOAD_PARAM_END_CYCLE(element);
[8255]101
[7628]102}
[7561]103
104
[8495]105void RainEffect::init() {
106    //Default values
107    this->rainActivate = false;
108    this->rainMove = false;
109    this->rainCoord = Vector(500, 500, 500);
110    this->rainSize = Vector2D(1000, 1000);
111    this->rainRate = 4000;
112    this->rainVelocity = -300;
113    this->rainLife = 4;
114    this->rainMaxParticles = this->rainRate * this->rainLife;
115    this->rainWindForce  = 0;
116    this->rainFadeInDuration = 0;
117    this->rainFadeOutDuration = 0;
118    this->localTimer = 0;
119    this->soundRainVolume = 0.8f;
[7646]120
[8495]121    this->emitter = new PlaneEmitter(this->rainSize);
[8255]122
[8495]123    lightMan = LightManager::getInstance();
124    this->rainAmbient = lightMan->getAmbientColor();
[7561]125}
126
127
[7577]128SparkParticles* RainEffect::rainParticles = NULL;
[7561]129
[8495]130void RainEffect::activate() {
131    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" );
[7577]132
[8495]133    this->rainActivate = true;
[8255]134
[8495]135    if (unlikely(RainEffect::rainParticles == NULL)) {
136        RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
137        RainEffect::rainParticles->setName("RainParticles");
138        RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
139        RainEffect::rainParticles->setRadius(0, 0.03);
140        RainEffect::rainParticles->setRadius(0.2, 0.02);
141        RainEffect::rainParticles->setRadius(1, 0.01);
142        RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1
143        RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2
144        RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey
145    }
[7577]146
[8495]147    this->emitter->setSystem(RainEffect::rainParticles);
[7577]148
[8495]149    this->emitter->setRelCoor(this->rainCoord);
[7577]150
[8495]151    this->emitter->setEmissionRate(this->rainRate);
152    this->emitter->setEmissionVelocity(this->rainVelocity);
[7628]153
[8495]154    this->emitter->setSpread(this->rainWindForce / 50, 0.2);
[8316]155
[8495]156    this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
[8255]157
[8495]158    if (this->rainWindForce != 0)
159        this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true);
[8316]160
[8495]161    if (this->rainFadeInDuration == 0)
162        lightMan->setAmbientColor(.1,.1,.1);
163
[7561]164}
165
166
[8495]167void RainEffect::deactivate() {
168    PRINTF(0)("Deactivating RainEffect\n");
[8316]169
[8495]170    this->rainActivate = false;
171    this->emitter->setSystem(NULL);
[7577]172
[8495]173    // Stop Sound
174    this->soundSource.stop();
[7646]175
[8495]176    // Restore Light Ambient
177    lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient);
[8316]178
[7696]179}
180
[8495]181void RainEffect::tick (float dt) {
182    if (!this->rainActivate)
183        return;
[8316]184
[8495]185    if (this->rainMove) {
186        this->rainCoord = State::getCameraNode()->getAbsCoor();
187        this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z);
188    }
[8255]189
[8495]190    if (this->rainFadeInDuration != 0 && this->localTimer < this->rainFadeInDuration) {
191        this->localTimer += dt;
192        float progress = this->localTimer / this->rainFadeInDuration;
[8255]193
[8495]194        // Dim Light
195        lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
[8255]196
[8495]197        // use alpha in color to fade in
198        RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
199        RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
200        RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
[8255]201
[8495]202        // increase radius for more "heavy" rain
203        RainEffect::rainParticles->setRadius(0, 0.03 * progress);
204        RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
205        RainEffect::rainParticles->setRadius(1, 0.01 * progress);
[8255]206
[8495]207        // increase sound volume
208        // this->soundSource.fadein(this->rainBuffer, 10);
209    } else if ( this->rainFadeOutDuration != 0 ) {
210        if ( this->localTimer < this->rainFadeOutDuration ) {
211            this->localTimer += dt;
212            float progress = 1 - (this->localTimer / this->rainFadeOutDuration);
[8316]213
[8495]214            // Fade In Light
215            lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
216
217            // use alpha in color to fade out
218            RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
219            RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
220            RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
221
222            // decrease radius
223            RainEffect::rainParticles->setRadius(0, 0.03 * progress);
224            RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
225            RainEffect::rainParticles->setRadius(1, 0.01 * progress);
226
227            // decrease sound volume
228            // this->soundSource.fadeout(this->rainBuffer, 10);
229        } else
230            this->deactivate();
231    }
232
[7646]233}
[8255]234
235void RainEffect::startRaining() {
236
[8495]237    if (this->rainActivate)
238        this->deactivate();
[8255]239
[8495]240    if (!this->rainFadeInDuration > 0)
241        this->rainFadeInDuration = 20;
[8255]242
[8495]243    this->localTimer = 0;
244
245    this->activate();
246
[8255]247}
[8495]248
249void RainEffect::stopRaining() {
250
251    if (!this->rainActivate)
252        this->activate();
253
254    if (!this->rainFadeOutDuration > 0)
255        this->rainFadeOutDuration = 20;
256
257    this->localTimer = 0;
258
259}
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