Changeset 8793 in orxonox.OLD for trunk/src/lib/graphics/effects/rain_effect.cc
- Timestamp:
- Jun 26, 2006, 3:36:16 PM (19 years ago)
- File:
-
- 1 edited
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trunk/src/lib/graphics/effects/rain_effect.cc
r8495 r8793 1 1 /* 2 orxonox - the future of 3D-vertical-scrollers3 4 Copyright (C) 2004 orx5 6 This program is free software; you can redistribute it and/or modify7 it under the terms of the GNU General Public License as published by8 the Free Software Foundation; either version 2, or (at your option)9 any later version.10 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 11 ### File Specific: 12 main-programmer: hdavid, amaechler12 main-programmer: hdavid, amaechler 13 13 */ 14 14 … … 26 26 #include "shell_command.h" 27 27 #include "light.h" 28 #include "cloud_effect.h" 28 29 29 30 #include "parser/tinyxml/tinyxml.h" 30 31 32 // Define shell commands 31 33 SHELL_COMMAND(activate, RainEffect, activateRain); 32 34 SHELL_COMMAND(deactivate, RainEffect, deactivateRain); … … 38 40 CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT); 39 41 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 42 /** 43 * @brief standard constructor 44 */ 45 RainEffect::RainEffect(const TiXmlElement* root) 46 { 47 this->setClassID(CL_RAIN_EFFECT, "RainEffect"); 48 49 this->init(); 50 51 if (root != NULL) 52 this->loadParams(root); 53 54 //load rain sound 55 if (this->rainBuffer != NULL) 56 ResourceManager::getInstance()->unload(this->rainBuffer); 57 this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV); 58 59 //load wind sound 60 if (this->rainWindForce != 0) 61 { 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 { 69 this->activate(); 70 RainEffect::rainParticles->precache((int)this->rainLife * 2); 71 } 72 } 73 74 /** 75 * @brief standard deconstructor 76 */ 77 RainEffect::~RainEffect() 78 { 79 this->deactivate(); 80 81 if (this->rainBuffer != NULL) 82 ResourceManager::getInstance()->unload(this->rainBuffer); 83 84 if (this->windBuffer != NULL) 85 ResourceManager::getInstance()->unload(this->windBuffer); 86 } 87 88 /** 89 * @brief initalizes the rain effect with default values 90 */ 91 void RainEffect::init() 92 { 93 //Default values 94 this->rainActivate = false; 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 = 0; 103 this->rainFadeOutDuration = 0; 104 105 this->cloudColor = Vector(0.8f, 0.8f, 0.8f); 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 lightMan = LightManager::getInstance(); 114 this->rainAmbient = lightMan->getAmbientColor(); 115 } 116 117 /** 118 * @brief loads the rain effect parameters. 119 * @param root: the XML-Element to load the data from 120 */ 121 void RainEffect::loadParams(const TiXmlElement* root) 122 { 123 WeatherEffect::loadParams(root); 124 125 LoadParam(root, "coord", this, RainEffect, setRainCoord); 126 LoadParam(root, "size", this, RainEffect, setRainSize); 127 LoadParam(root, "rate", this, RainEffect, setRainRate); 128 LoadParam(root, "velocity", this, RainEffect, setRainVelocity); 129 LoadParam(root, "life", this, RainEffect, setRainLife); 130 LoadParam(root, "wind", this, RainEffect, setRainWind); 131 LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn); 132 LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut); 133 LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor); 134 LoadParam(root, "skycolor", this, RainEffect, setSkyColor); 135 136 LOAD_PARAM_START_CYCLE(root, element); 137 { 138 LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption); 139 } 140 LOAD_PARAM_END_CYCLE(element); 141 } 142 143 SparkParticles* RainEffect::rainParticles = NULL; 144 145 /** 146 * @brief activates the rain effect 147 */ 148 void RainEffect::activate() 149 { 150 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" ); 151 152 this->rainActivate = true; 153 154 if (unlikely(RainEffect::rainParticles == NULL)) 155 { 156 RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles); 157 RainEffect::rainParticles->setName("RainParticles"); 158 RainEffect::rainParticles->setLifeSpan(this->rainLife, 2); 159 RainEffect::rainParticles->setRadius(0, 0.03); 160 RainEffect::rainParticles->setRadius(0.2, 0.02); 161 RainEffect::rainParticles->setRadius(1, 0.01); 162 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1 163 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2 164 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey 165 } 166 167 this->emitter->setSystem(RainEffect::rainParticles); 168 169 this->emitter->setRelCoor(this->rainCoord); 170 171 this->emitter->setEmissionRate(this->rainRate); 172 this->emitter->setEmissionVelocity(this->rainVelocity); 173 174 this->emitter->setSpread(this->rainWindForce / 50, 0.2); 175 176 // plays the rain sound and loops it 177 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 178 179 // if there is wind, play the wind sound 180 if (this->rainWindForce != 0) 181 this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true); 182 183 if (this->rainFadeInDuration == 0) 184 lightMan->setAmbientColor(.1,.1,.1); 185 186 // Change the cloudcolor,skycolor 187 this->oldCloudColor = CloudEffect::cloudColor; 188 this->oldSkyColor = CloudEffect::skyColor; 189 CloudEffect::changeCloudColor(this->cloudColor); 190 CloudEffect::changeSkyColor(this->skyColor); 191 } 192 193 /** 194 * @brief deactivates the rain effect 195 */ 196 void RainEffect::deactivate() 197 { 198 PRINTF(0)("Deactivating RainEffect\n"); 199 200 this->rainActivate = false; 201 this->emitter->setSystem(NULL); 202 203 // Stop Sound 204 this->soundSource.stop(); 205 206 // Restore Light Ambient 207 lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient); 208 209 CloudEffect::changeCloudColor(this->oldCloudColor); 210 CloudEffect::changeSkyColor(this->oldSkyColor); 211 } 212 213 /** 214 * @brief ticks the rain effect 215 * @param dt: tick float 216 */ 217 void RainEffect::tick (float dt) 218 { 219 if (!this->rainActivate) 220 return; 221 222 if (this->rainMove) 223 { 224 this->rainCoord = State::getCameraNode()->getAbsCoor(); 225 this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z); 226 } 227 228 if (this->rainFadeInDuration != 0 && this->localTimer < this->rainFadeInDuration) 229 { 230 this->localTimer += dt; 231 float progress = this->localTimer / this->rainFadeInDuration; 232 233 // Dim Light 234 lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9); 235 236 // use alpha in color to fade in 237 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 238 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 239 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey 240 241 // increase radius for more "heavy" rain 242 RainEffect::rainParticles->setRadius(0, 0.03 * progress); 243 RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); 244 RainEffect::rainParticles->setRadius(1, 0.01 * progress); 245 246 // increase sound volume 247 if (!this->soundSource.isPlaying()) 248 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 249 250 this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); 251 } 252 else if ( this->rainFadeOutDuration != 0 ) 253 { 254 if ( this->localTimer < this->rainFadeOutDuration ) 255 { 256 this->localTimer += dt; 257 float progress = 1 - (this->localTimer / this->rainFadeOutDuration); 258 259 // Fade In Light 260 lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9); 261 262 // use alpha in color to fade out 263 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 264 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 265 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey 266 267 // decrease radius 268 RainEffect::rainParticles->setRadius(0, 0.03 * progress); 269 RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); 270 RainEffect::rainParticles->setRadius(1, 0.01 * progress); 271 272 // decrease sound volume 273 if (!this->soundSource.isPlaying()) 274 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 275 276 this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); 277 } 278 else 279 this->deactivate(); 280 } 281 } 282 283 /** 284 * @brief starts raining slowly 46 285 */ 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() { 286 void RainEffect::startRaining() 287 { 288 289 if (this->rainActivate) 75 290 this->deactivate(); 76 291 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 = 0.8f; 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 } else if ( this->rainFadeOutDuration != 0 ) { 210 if ( this->localTimer < this->rainFadeOutDuration ) { 211 this->localTimer += dt; 212 float progress = 1 - (this->localTimer / this->rainFadeOutDuration); 213 214 // 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 } 232 233 } 234 235 void RainEffect::startRaining() { 236 237 if (this->rainActivate) 238 this->deactivate(); 239 240 if (!this->rainFadeInDuration > 0) 241 this->rainFadeInDuration = 20; 242 243 this->localTimer = 0; 244 292 if (!this->rainFadeInDuration > 0) 293 this->rainFadeInDuration = 20; 294 295 this->localTimer = 0; 296 297 this->activate(); 298 } 299 300 /** 301 * @brief stops raining slowly 302 */ 303 void RainEffect::stopRaining() 304 { 305 306 if (!this->rainActivate) 245 307 this->activate(); 246 308 247 } 248 249 void 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 } 309 if (!this->rainFadeOutDuration > 0) 310 this->rainFadeOutDuration = 20; 311 312 this->localTimer = 0; 313 } 314 315 /** 316 * @brief hides the rain 317 */ 318 void RainEffect::hideRain() 319 { 320 RainEffect::rainParticles->setColor(0, 0,0,0, 0); 321 RainEffect::rainParticles->setColor(0, 0,0,0, 0); 322 }
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