1 | /** |
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2 | * @file rain_effect.h |
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3 | * Generates rain using the particle engine |
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4 | */ |
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5 | |
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6 | #ifndef _RAIN_EFFECT |
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7 | #define _RAIN_EFFECT |
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8 | |
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9 | #include "weather_effect.h" |
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10 | |
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11 | #include "vector.h" |
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12 | #include "vector2D.h" |
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13 | #include <string> |
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14 | |
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15 | #include "particle_system.h" |
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16 | |
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17 | class SparkParticles; |
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18 | class PlainEmitter; |
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19 | class LightManager; |
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20 | class CloudEffect; |
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21 | |
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22 | #include "sound_buffer.h" |
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23 | #include "sound_source.h" |
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24 | |
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25 | class RainEffect : public WeatherEffect |
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26 | { |
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27 | public: |
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28 | RainEffect(const TiXmlElement* root = NULL); |
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29 | virtual ~RainEffect(); |
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30 | |
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31 | virtual void loadParams(const TiXmlElement* root); |
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32 | |
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33 | virtual void init(); |
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34 | |
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35 | virtual void activate(); |
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36 | virtual void deactivate(); |
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37 | |
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38 | inline void activateRain() |
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39 | { |
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40 | this->activate(); |
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41 | } |
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42 | |
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43 | inline void deactivateRain() |
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44 | { |
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45 | this->deactivate(); |
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46 | } |
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47 | |
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48 | virtual void tick(float dt); |
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49 | |
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50 | void startRaining(); |
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51 | void stopRaining(); |
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52 | |
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53 | void hideRain(); |
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54 | |
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55 | inline void setRainCoord(float x, float y, float z) |
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56 | { |
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57 | this->rainCoord = Vector(x, y, z); |
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58 | } |
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59 | inline void setRainSize(float x, float y) |
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60 | { |
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61 | this->rainSize = Vector2D(x, y); |
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62 | } |
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63 | inline void setRainRate(float rate) |
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64 | { |
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65 | this->rainRate = rate; |
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66 | } |
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67 | inline void setRainVelocity(float velocity) |
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68 | { |
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69 | this->rainVelocity = -velocity; |
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70 | } |
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71 | inline void setRainLife(float life) |
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72 | { |
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73 | this->rainLife = life; |
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74 | } |
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75 | inline void setRainWind(int force) |
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76 | { |
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77 | this->rainWindForce = force; |
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78 | } |
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79 | |
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80 | inline void setRainFadeIn(float fadein) |
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81 | { |
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82 | this->rainFadeInDuration = fadein; |
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83 | } |
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84 | inline void setRainFadeOut(float fadeout) |
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85 | { |
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86 | this->rainFadeOutDuration = fadeout; |
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87 | } |
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88 | |
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89 | inline void setCloudColor(float colorX, float colorY, float colorZ) |
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90 | { |
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91 | this->cloudColor = Vector(colorX, colorY, colorZ); |
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92 | } |
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93 | inline void setSkyColor(float colorX, float colorY, float colorZ) |
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94 | { |
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95 | this->skyColor = Vector(colorX, colorY, colorZ); |
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96 | } |
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97 | |
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98 | inline void setRainOption(const std::string& option) |
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99 | { |
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100 | if (option == "moverain") |
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101 | this->rainMove = true; |
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102 | if (option == "activate") |
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103 | this->rainActivate = true; |
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104 | } |
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105 | |
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106 | |
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107 | private: |
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108 | static SparkParticles* rainParticles; |
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109 | ParticleEmitter* emitter; |
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110 | |
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111 | float localTimer; |
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112 | |
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113 | GLfloat rainFadeInDuration; |
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114 | GLfloat rainFadeOutDuration; |
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115 | bool rainFadeInActivate; |
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116 | bool rainFadeOutActivate; |
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117 | |
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118 | Vector rainCoord; |
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119 | Vector2D rainSize; |
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120 | GLfloat rainRate; |
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121 | GLfloat rainVelocity; |
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122 | GLfloat rainLife; |
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123 | GLfloat rainMaxParticles; |
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124 | int rainWindForce; |
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125 | bool rainMove; |
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126 | bool rainActivate; |
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127 | |
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128 | OrxSound::SoundSource soundSource; |
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129 | OrxSound::SoundBuffer* rainBuffer; |
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130 | OrxSound::SoundBuffer* windBuffer; |
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131 | |
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132 | float soundRainVolume; |
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133 | |
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134 | Vector oldSkyColor; |
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135 | Vector oldCloudColor; |
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136 | Vector skyColor; |
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137 | Vector cloudColor; |
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138 | |
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139 | LightManager* lightMan; |
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140 | |
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141 | }; |
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142 | |
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143 | #endif /* _RAIN_EFFECT */ |
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