Added support for wind.
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@ -15,8 +15,29 @@
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#include <osgUtil/CullVisitor>
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#include <osgProducer/Viewer>
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#include <osg/MatrixTransform>
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#include <osgUtil/TransformCallback>
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#include <osgParticle/PrecipitationEffect>
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class MyGustCallback : public osg::NodeCallback
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{
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public:
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MyGustCallback() {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgParticle::PrecipitationEffect* pe = dynamic_cast<osgParticle::PrecipitationEffect*>(node);
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float value = sin(nv->getFrameStamp()->getReferenceTime());
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if (value<-0.5) pe->getParameters()->wind.set(5.0,0.0,0.0);
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else pe->getParameters()->wind.set(1.0,0.0,0.0);
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traverse(node, nv);
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}
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};
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#if 0
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osg::Node* createModel(osg::Node* loadedModel, osgParticle::PrecipitationParameters& parameters)
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{
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@ -119,8 +140,10 @@ int main( int argc, char **argv )
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while (arguments.read("--particleColor", parameters.particleColour.r(), parameters.particleColour.g(), parameters.particleColour.b(), parameters.particleColour.a())) {}
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while (arguments.read("--particleColour", parameters.particleColour.r(), parameters.particleColour.g(), parameters.particleColour.b(), parameters.particleColour.a())) {}
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osg::Vec3 particleVelocity;
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while (arguments.read("--particleVelocity", particleVelocity.x(), particleVelocity.y(), particleVelocity.z() )) parameters.particleVelocity = particleVelocity;
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osg::Vec3 wind;
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while (arguments.read("--wind", wind.x(), wind.y(), wind.z())) parameters.wind = wind;
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while (arguments.read("--particleVelocity", parameters.particleVelocity)) {}
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while (arguments.read("--nearTransition", parameters.nearTransition )) {}
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while (arguments.read("--farTransition", parameters.farTransition )) {}
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@ -180,8 +203,8 @@ int main( int argc, char **argv )
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return 1;
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}
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#if 1
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// precipitationEffect->setUpdateCallback(new MyGustCallback);
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osg::ref_ptr<osg::Group> group = new osg::Group;
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group->addChild(precipitationEffect.get());
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group->addChild(loadedModel.get());
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@ -189,14 +212,6 @@ int main( int argc, char **argv )
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// set the scene to render
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viewer.setSceneData(group.get());
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#else
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loadedModel = createModel(loadedModel.get(), parameters);
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// set the scene to render
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viewer.setSceneData(loadedModel.get());
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#endif
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// create the windows and run the threads.
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viewer.realize();
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@ -34,8 +34,9 @@ namespace osgParticle
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void snow(float intensity);
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osg::Vec3 wind;
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osg::BoundingBox boundingBox;
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osg::Vec3 particleVelocity;
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float particleVelocity;
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float particleSize;
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osg::Vec4 particleColour;
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float particleDensity;
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@ -110,7 +110,8 @@ PrecipitationParameters::PrecipitationParameters()
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void PrecipitationParameters::rain(float intensity)
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{
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particleVelocity = osg::Vec3(0.0,0.0,-2.0) + osg::Vec3(0.0,0.0,-5.0)*intensity;
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wind.set(0.0f,0.0f,0.0f);
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particleVelocity = -2.0f + -5.0f*intensity;
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particleSize = 0.01 + 0.02*intensity;
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particleColour = osg::Vec4(0.6, 0.6, 0.6, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0)* intensity;
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particleDensity = intensity * 8.5f;
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@ -129,8 +130,9 @@ void PrecipitationParameters::rain(float intensity)
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void PrecipitationParameters::snow(float intensity)
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{
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particleVelocity = osg::Vec3(0.0,0.0,-0.75) + osg::Vec3(0.0,0.0,-0.25)*intensity;
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particleSize = 0.02 + 0.03*intensity;
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wind.set(0.0f,0.0f,0.0f);
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particleVelocity = -0.75f - 0.25f*intensity;
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particleSize = 0.02f + 0.03f*intensity;
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particleColour = osg::Vec4(0.85f, 0.85f, 0.85f, 1.0f) - osg::Vec4(0.1f, 0.1f, 0.1f, 1.0f)* intensity;
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particleDensity = intensity * 8.2f;
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cellSizeX = 5.0f / (0.25f+intensity);
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@ -149,6 +151,7 @@ void PrecipitationParameters::snow(float intensity)
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PrecipitationEffect::PrecipitationEffect()
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{
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setNumChildrenRequiringUpdateTraversal(1);
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setParameters(new PrecipitationParameters);
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update();
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}
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@ -156,14 +159,13 @@ PrecipitationEffect::PrecipitationEffect()
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PrecipitationEffect::PrecipitationEffect(const PrecipitationEffect& copy, const osg::CopyOp& copyop):
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osg::Group(copy,copyop)
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{
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setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
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setParameters(const_cast<PrecipitationParameters*>(copy._parameters.get()));
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update();
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}
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void PrecipitationEffect::compileGLObjects(osg::State& state) const
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{
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osg::notify(osg::NOTICE)<<"PrecipitationEffect::compileGLObjects()"<<this<<std::endl;
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if (_quadGeometry.valid())
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{
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_quadGeometry->compileGLObjects(state);
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@ -186,6 +188,21 @@ void PrecipitationEffect::compileGLObjects(osg::State& state) const
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void PrecipitationEffect::traverse(osg::NodeVisitor& nv)
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{
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if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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if (nv.getFrameStamp())
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{
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double currentTime = nv.getFrameStamp()->getReferenceTime();
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static double previousTime = currentTime;
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double delta = currentTime - previousTime;
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_origin += _parameters->wind * delta;
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previousTime = currentTime;
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}
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Group::traverse(nv);
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return;
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}
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if (nv.getVisitorType() == osg::NodeVisitor::NODE_VISITOR)
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{
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osgUtil::GLObjectsVisitor* globjVisitor = dynamic_cast<osgUtil::GLObjectsVisitor*>(&nv);
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@ -204,6 +221,7 @@ void PrecipitationEffect::traverse(osg::NodeVisitor& nv)
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if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
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{
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osg::notify(osg::NOTICE)<<"!CUll"<<std::endl;
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Group::traverse(nv);
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return;
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}
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@ -211,6 +229,7 @@ void PrecipitationEffect::traverse(osg::NodeVisitor& nv)
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
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if (!cv)
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{
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osg::notify(osg::NOTICE)<<"Cull cast failed"<<std::endl;
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Group::traverse(nv);
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return;
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}
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@ -326,7 +345,7 @@ void PrecipitationEffect::update()
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float cellVolume = length_u*length_v*length_w;
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// time taken to get from start to the end of cycle
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_period = fabsf(_parameters->cellSizeZ / _parameters->particleVelocity.z());
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_period = fabsf(_parameters->cellSizeZ / _parameters->particleVelocity);
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_du.set(length_u, 0.0f, 0.0f);
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_dv.set(0.0f, length_v, 0.0f);
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