Changeset 8771 in orxonox.OLD for branches/atmospheric_engine/src/lib/graphics/effects/rain_effect.cc
- Timestamp:
- Jun 24, 2006, 3:35:07 PM (18 years ago)
- File:
-
- 1 edited
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branches/atmospheric_engine/src/lib/graphics/effects/rain_effect.cc
r8734 r8771 1 1 /* 2 2 orxonox - the future of 3D-vertical-scrollers 3 3 4 4 Copyright (C) 2004 orx 5 5 6 6 This program is free software; you can redistribute it and/or modify 7 7 it under the terms of the GNU General Public License as published by 8 8 the Free Software Foundation; either version 2, or (at your option) 9 9 any later version. 10 10 11 11 ### File Specific: 12 12 main-programmer: hdavid, amaechler … … 29 29 #include "parser/tinyxml/tinyxml.h" 30 30 31 // Define shell commands 31 32 SHELL_COMMAND(activate, RainEffect, activateRain); 32 33 SHELL_COMMAND(deactivate, RainEffect, deactivateRain); … … 38 39 CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT); 39 40 40 /* TODO: 41 - test multiple rain emitters <-- doesn't work 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 41 /** 42 * @brief standard constructor 43 */ 44 RainEffect::RainEffect(const TiXmlElement* root) 45 { 46 this->setClassID(CL_RAIN_EFFECT, "RainEffect"); 47 48 this->init(); 49 50 if (root != NULL) 51 this->loadParams(root); 52 53 //load rain sound 54 if (this->rainBuffer != NULL) 55 ResourceManager::getInstance()->unload(this->rainBuffer); 56 this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV); 57 58 //load wind sound 59 if (this->rainWindForce != 0) 60 { 61 if (this->windBuffer != NULL) 62 ResourceManager::getInstance()->unload(this->windBuffer); 63 this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/wind.wav", WAV); 64 } 65 66 if(rainActivate) 67 { 68 this->activate(); 69 RainEffect::rainParticles->precache((int)this->rainLife * 2); 70 } 71 } 72 73 /** 74 * @brief standard deconstructor 75 */ 76 RainEffect::~RainEffect() 77 { 78 this->deactivate(); 79 80 if (this->rainBuffer != NULL) 81 ResourceManager::getInstance()->unload(this->rainBuffer); 82 83 if (this->windBuffer != NULL) 84 ResourceManager::getInstance()->unload(this->windBuffer); 85 } 86 87 /** 88 * @brief initalizes the rain effect with default values 89 */ 90 void RainEffect::init() 91 { 92 //Default values 93 this->rainActivate = false; 94 this->rainMove = false; 95 this->rainCoord = Vector(500, 500, 500); 96 this->rainSize = Vector2D(1000, 1000); 97 this->rainRate = 4000; 98 this->rainVelocity = -300; 99 this->rainLife = 4; 100 this->rainWindForce = 0; 101 this->rainFadeInDuration = 0; 102 this->rainFadeOutDuration = 0; 103 104 this->rainMaxParticles = this->rainRate * this->rainLife; 105 this->localTimer = 0; 106 this->soundRainVolume = 0.3f; 107 this->emitter = new PlaneEmitter(this->rainSize); 108 109 lightMan = LightManager::getInstance(); 110 this->rainAmbient = lightMan->getAmbientColor(); 111 } 112 113 /** 114 * @brief loads the rain effect parameters. 115 * @param root: the XML-Element to load the data from 116 */ 117 void RainEffect::loadParams(const TiXmlElement* root) 118 { 119 WeatherEffect::loadParams(root); 120 121 LoadParam(root, "coord", this, RainEffect, setRainCoord); 122 LoadParam(root, "size", this, RainEffect, setRainSize); 123 LoadParam(root, "rate", this, RainEffect, setRainRate); 124 LoadParam(root, "velocity", this, RainEffect, setRainVelocity); 125 LoadParam(root, "life", this, RainEffect, setRainLife); 126 LoadParam(root, "wind", this, RainEffect, setRainWind); 127 LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn); 128 LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut); 129 130 LOAD_PARAM_START_CYCLE(root, element); 131 { 132 LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption); 133 } 134 LOAD_PARAM_END_CYCLE(element); 135 } 136 137 SparkParticles* RainEffect::rainParticles = NULL; 138 139 /** 140 * @brief activates the rain effect 141 */ 142 void RainEffect::activate() 143 { 144 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" ); 145 146 this->rainActivate = true; 147 148 if (unlikely(RainEffect::rainParticles == NULL)) 149 { 150 RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles); 151 RainEffect::rainParticles->setName("RainParticles"); 152 RainEffect::rainParticles->setLifeSpan(this->rainLife, 2); 153 RainEffect::rainParticles->setRadius(0, 0.03); 154 RainEffect::rainParticles->setRadius(0.2, 0.02); 155 RainEffect::rainParticles->setRadius(1, 0.01); 156 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1 157 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2 158 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey 159 } 160 161 this->emitter->setSystem(RainEffect::rainParticles); 162 163 this->emitter->setRelCoor(this->rainCoord); 164 165 this->emitter->setEmissionRate(this->rainRate); 166 this->emitter->setEmissionVelocity(this->rainVelocity); 167 168 this->emitter->setSpread(this->rainWindForce / 50, 0.2); 169 170 // plays the rain sound and loops it 171 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 172 173 // if there is wind, play the wind sound 174 if (this->rainWindForce != 0) 175 this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true); 176 177 if (this->rainFadeInDuration == 0) 178 lightMan->setAmbientColor(.1,.1,.1); 179 } 180 181 /** 182 * @brief deactivates the rain effect 183 */ 184 void RainEffect::deactivate() 185 { 186 PRINTF(0)("Deactivating RainEffect\n"); 187 188 this->rainActivate = false; 189 this->emitter->setSystem(NULL); 190 191 // Stop Sound 192 this->soundSource.stop(); 193 194 // Restore Light Ambient 195 lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient); 196 } 197 198 /** 199 * @brief ticks the rain effect 200 * @param dt: tick float 201 */ 202 void RainEffect::tick (float dt) 203 { 204 if (!this->rainActivate) 205 return; 206 207 if (this->rainMove) 208 { 209 this->rainCoord = State::getCameraNode()->getAbsCoor(); 210 this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z); 211 } 212 213 if (this->rainFadeInDuration != 0 && this->localTimer < this->rainFadeInDuration) 214 { 215 this->localTimer += dt; 216 float progress = this->localTimer / this->rainFadeInDuration; 217 218 // Dim Light 219 lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9); 220 221 // use alpha in color to fade in 222 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 223 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 224 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey 225 226 // increase radius for more "heavy" rain 227 RainEffect::rainParticles->setRadius(0, 0.03 * progress); 228 RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); 229 RainEffect::rainParticles->setRadius(1, 0.01 * progress); 230 231 // increase sound volume 232 if (!this->soundSource.isPlaying()) 233 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 234 235 this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); 236 } 237 else if ( this->rainFadeOutDuration != 0 ) 238 { 239 if ( this->localTimer < this->rainFadeOutDuration ) 240 { 241 this->localTimer += dt; 242 float progress = 1 - (this->localTimer / this->rainFadeOutDuration); 243 244 // Fade In Light 245 lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9); 246 247 // use alpha in color to fade out 248 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 249 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 250 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey 251 252 // decrease radius 253 RainEffect::rainParticles->setRadius(0, 0.03 * progress); 254 RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); 255 RainEffect::rainParticles->setRadius(1, 0.01 * progress); 256 257 // decrease sound volume 258 if (!this->soundSource.isPlaying()) 259 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 260 261 this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); 262 } 263 else 264 this->deactivate(); 265 } 266 } 267 268 /** 269 * @brief starts raining slowly 46 270 */ 47 48 RainEffect::RainEffect(const TiXmlElement* root) { 49 this->setClassID(CL_RAIN_EFFECT, "RainEffect"); 50 51 this->init(); 52 53 if (root != NULL) 54 this->loadParams(root); 55 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); 60 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 } 67 68 if(rainActivate) { 69 this->activate(); 70 RainEffect::rainParticles->precache((int)this->rainLife * 5); // TODO: Figure out the correct value 71 } 72 } 73 74 RainEffect::~RainEffect() { 271 void RainEffect::startRaining() 272 { 273 274 if (this->rainActivate) 75 275 this->deactivate(); 76 276 77 if (this->rainBuffer != NULL) 78 ResourceManager::getInstance()->unload(this->rainBuffer); 79 80 if (this->windBuffer != NULL) 81 ResourceManager::getInstance()->unload(this->windBuffer); 82 } 83 84 void RainEffect::loadParams(const TiXmlElement* root) { 85 WeatherEffect::loadParams(root); 86 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); 95 96 LOAD_PARAM_START_CYCLE(root, element); 97 { 98 LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption); 99 } 100 LOAD_PARAM_END_CYCLE(element); 101 102 } 103 104 105 void 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 = 0.3f; 120 121 this->emitter = new PlaneEmitter(this->rainSize); 122 123 lightMan = LightManager::getInstance(); 124 this->rainAmbient = lightMan->getAmbientColor(); 125 } 126 127 128 SparkParticles* RainEffect::rainParticles = NULL; 129 130 void 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" ); 132 133 this->rainActivate = true; 134 135 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 } 146 147 this->emitter->setSystem(RainEffect::rainParticles); 148 149 this->emitter->setRelCoor(this->rainCoord); 150 151 this->emitter->setEmissionRate(this->rainRate); 152 this->emitter->setEmissionVelocity(this->rainVelocity); 153 154 this->emitter->setSpread(this->rainWindForce / 50, 0.2); 155 156 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 157 158 if (this->rainWindForce != 0) 159 this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true); 160 161 if (this->rainFadeInDuration == 0) 162 lightMan->setAmbientColor(.1,.1,.1); 163 164 } 165 166 167 void RainEffect::deactivate() { 168 PRINTF(0)("Deactivating RainEffect\n"); 169 170 this->rainActivate = false; 171 this->emitter->setSystem(NULL); 172 173 // Stop Sound 174 this->soundSource.stop(); 175 176 // Restore Light Ambient 177 lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient); 178 179 } 180 181 void RainEffect::tick (float dt) { 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->rainFadeInDuration != 0 && this->localTimer < this->rainFadeInDuration) { 191 this->localTimer += dt; 192 float progress = this->localTimer / this->rainFadeInDuration; 193 194 // Dim Light 195 lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9); 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 } else if ( this->rainFadeOutDuration != 0 ) { 211 if ( this->localTimer < this->rainFadeOutDuration ) { 212 this->localTimer += dt; 213 float progress = 1 - (this->localTimer / this->rainFadeOutDuration); 214 215 // Fade In Light 216 lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9); 217 218 // use alpha in color to fade out 219 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 220 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 221 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey 222 223 // decrease radius 224 RainEffect::rainParticles->setRadius(0, 0.03 * progress); 225 RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); 226 RainEffect::rainParticles->setRadius(1, 0.01 * progress); 227 228 // decrease sound volume 229 // this->soundSource.fadeout(this->rainBuffer, 10); 230 231 } else 232 this->deactivate(); 233 } 234 235 } 236 237 void RainEffect::startRaining() { 238 239 if (this->rainActivate) 240 this->deactivate(); 241 242 if (!this->rainFadeInDuration > 0) 243 this->rainFadeInDuration = 20; 244 245 this->localTimer = 0; 246 277 if (!this->rainFadeInDuration > 0) 278 this->rainFadeInDuration = 20; 279 280 this->localTimer = 0; 281 282 this->activate(); 283 } 284 285 /** 286 * @brief stops raining slowly 287 */ 288 void RainEffect::stopRaining() 289 { 290 291 if (!this->rainActivate) 247 292 this->activate(); 248 293 249 } 250 251 void RainEffect::stopRaining() { 252 253 if (!this->rainActivate) 254 this->activate(); 255 256 if (!this->rainFadeOutDuration > 0) 257 this->rainFadeOutDuration = 20; 258 259 this->localTimer = 0; 260 261 } 262 263 void RainEffect::hideRain() { 264 294 if (!this->rainFadeOutDuration > 0) 295 this->rainFadeOutDuration = 20; 296 297 this->localTimer = 0; 298 } 299 300 /** 301 * @brief hides the rain 302 */ 303 void RainEffect::hideRain() 304 { 265 305 RainEffect::rainParticles->setColor(0, 0,0,0, 0); 266 306 RainEffect::rainParticles->setColor(0, 0,0,0, 0); 267 268 } 307 }
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