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source: orxonox.OLD/trunk/src/lib/graphics/effects/rain_effect.cc @ 8317

Last change on this file since 8317 was 8316, checked in by bensch, 18 years ago

trunk: fixed most -Wall warnings… but there are still many missing :/

File size: 6.4 KB
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1/*
2orxonox - the future of 3D-vertical-scrollers
3
4Copyright (C) 2004 orx
5
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.
10
11### File Specific:
12main-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
29#include "parser/tinyxml/tinyxml.h"
30
31SHELL_COMMAND(activate, RainEffect, activateRain);
32SHELL_COMMAND(deactivate, RainEffect, deactivateRain);
33
34SHELL_COMMAND(startRaining, RainEffect, startRaining);
35
36using namespace std;
37
38CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
39
40// TODO: Dim Light with Rain, Finish preCaching, check out if multiple rain emitters work,  Think about what happens with building poss. to hang movewithcam off, benchmark, possible to activate lightening, turn off visibility when in a building, variable emitter size depending on playable, also rain velocity
41
42RainEffect::RainEffect(const TiXmlElement* root)
43{
44        this->setClassID(CL_RAIN_EFFECT, "RainEffect");
45
46        this->init();
47
48        if (root != NULL)
49                this->loadParams(root);
50
51        //load rain sound
52        if (this->rainBuffer != NULL)
53                ResourceManager::getInstance()->unload(this->rainBuffer);
54        this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV);
55
56        //load wind sound
57        if (this->rainWindForce != 0) {
58                if (this->windBuffer != NULL)
59                        ResourceManager::getInstance()->unload(this->windBuffer);
60                this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/wind.wav", WAV);
61        }
62
63        if(rainActivate)
64                this->activate();
65}
66
67RainEffect::~RainEffect()
68{
69        this->deactivate();
70
71        if (this->rainBuffer != NULL)
72                ResourceManager::getInstance()->unload(this->rainBuffer);
73
74        if (this->windBuffer != NULL)
75                ResourceManager::getInstance()->unload(this->windBuffer);
76}
77
78void RainEffect::loadParams(const TiXmlElement* root)
79{
80        WeatherEffect::loadParams(root);
81
82        LoadParam(root, "coord", this, RainEffect, setRainCoord);
83        LoadParam(root, "size", this, RainEffect, setRainSize);
84        LoadParam(root, "rate", this, RainEffect, setRainRate);
85        LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
86        LoadParam(root, "life", this, RainEffect, setRainLife);
87        LoadParam(root, "wind", this, RainEffect, setRainWind);
88        LoadParam(root, "startraining", this, RainEffect, setRainStart);
89
90        LOAD_PARAM_START_CYCLE(root, element);
91        {
92                LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
93        }
94        LOAD_PARAM_END_CYCLE(element);
95
96}
97
98
99bool RainEffect::init()
100{
101        //Default values
102        this->rainActivate = false;
103        this->rainMove = false;
104        this->rainCoord = Vector(500, 500, 500);
105        this->rainSize = Vector2D(1000, 1000);
106        this->rainRate = 3000;
107        this->rainVelocity = -300;
108        this->rainLife = 4;
109        this->rainMaxParticles = this->rainRate * this->rainLife;
110        this->rainWindForce  = 0;
111        this->rainStartDuration = 0;
112        this->localTimer = 0;
113        this->soundRainVolume = 0.8f;
114
115        this->emitter = new PlaneEmitter(this->rainSize);
116
117        lightMan = LightManager::getInstance();
118        this->rainAmbient = lightMan->getAmbientColor();
119
120        return true;
121}
122
123
124SparkParticles* RainEffect::rainParticles = NULL;
125
126bool RainEffect::activate()
127{
128        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" );
129
130        this->rainActivate = true;
131
132        if (unlikely(RainEffect::rainParticles == NULL))
133        {
134                RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
135                RainEffect::rainParticles->setName("RainParticles");
136                RainEffect::rainParticles->precache((int)this->rainLife);
137                RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
138                RainEffect::rainParticles->setRadius(0, 0.03);
139                RainEffect::rainParticles->setRadius(0.2, 0.02);
140                RainEffect::rainParticles->setRadius(1, 0.01);
141                RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2);     // grey blue 1
142                RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2);   // grey blue 2
143                RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2);     // light grey
144        }
145
146        this->emitter->setSystem(RainEffect::rainParticles);
147
148        this->emitter->setRelCoor(this->rainCoord);
149
150        this->emitter->setEmissionRate(this->rainRate);
151        this->emitter->setEmissionVelocity(this->rainVelocity);
152
153        this->emitter->setSpread(this->rainWindForce / 50, 0.2);
154
155        this->soundSource.loop(this->rainBuffer, this->soundRainVolume);
156        if (this->rainWindForce != 0) this->soundSource.loop(this->windBuffer, 0.1f * this->rainWindForce);
157
158        lightMan->setAmbientColor(.1,.1,.1);
159
160        return true;
161}
162
163
164bool RainEffect::deactivate()
165{
166        PRINTF(0)("Deactivating RainEffect\n");
167
168        this->rainActivate = false;
169        this->emitter->setSystem(NULL);
170
171        // Stop Sound
172        this->soundSource.stop();
173
174        // Restore Light Ambient
175        lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient);
176
177        return true;
178}
179
180void RainEffect::tick (float dt)
181{
182        if (!this->rainActivate)
183                return;
184
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        }
189
190        if (this->rainStartDuration != 0 && this->localTimer < this->rainStartDuration) {
191                this->localTimer += dt;
192                float progress = this->localTimer / this->rainStartDuration;
193
194                // Dim Light
195                lightMan->setAmbientColor(1.1 - progress, 1.1 - progress, 1.1 - progress);
196
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
201
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);
206
207                // increase sound volume
208                // this->soundSource.fadein(this->rainBuffer, 10);
209        }
210
211}
212
213void RainEffect::startRaining() {
214
215        if (this->rainActivate)
216                this->deactivate();
217
218        this->rainStartDuration = 10;
219        this->localTimer = 0;
220        this->activate();
221
222}
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