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@ -18,8 +18,6 @@
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#include <osg/PolygonOffset>
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#include <osg/observer_ptr>
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#include <OpenThreads/ReadWriteMutex>
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#include <osgParticle/ParticleSystem>
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#include <osgParticle/ParticleSystemUpdater>
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#include <osgParticle/ModularEmitter>
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@ -27,6 +25,9 @@
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#include <osgParticle/ConstantRateCounter>
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#include <osgParticle/RadialShooter>
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#include <osgParticle/Operator>
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#include <osgParticle/ModularProgram>
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#include <components/misc/rng.hpp>
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#include <components/misc/resourcehelpers.hpp>
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@ -1094,6 +1095,7 @@ private:
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SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager)
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: mSceneManager(sceneManager)
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, mCamera(NULL)
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, mAtmosphereNightRoll(0.f)
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, mCreated(false)
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, mIsStorm(false)
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@ -1338,76 +1340,85 @@ protected:
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osg::Uniform* mRainIntensityUniform;
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};
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class WeatherParticleDrawCallback : public osg::Drawable::DrawCallback
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void SkyManager::setCamera(osg::Camera *camera)
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{
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mCamera = camera;
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}
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class WrapAroundOperator : public osgParticle::Operator
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{
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public:
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WeatherParticleDrawCallback(osg::Vec3 &wrapRange) : osg::Drawable::DrawCallback()
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WrapAroundOperator(osg::Camera *camera, const osg::Vec3 &wrapRange): osgParticle::Operator()
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{
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mCamera = camera;
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mWrapRange = wrapRange;
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mHalfWrapRange = mWrapRange / 2.0;
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mPreviousCameraPosition = getCameraPosition();
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}
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virtual void drawImplementation(osg::RenderInfo& renderInfo, const osg::Drawable *drawable) const
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virtual osg::Object *cloneType() const override
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{
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return NULL;
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}
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osgParticle::ParticleSystem *ps = (osgParticle::ParticleSystem *) drawable;
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osgParticle::ParticleSystem::ScopedReadLock *lock = new osgParticle::ParticleSystem::ScopedReadLock(*ps->getReadWriteMutex());
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osg::Vec3 cameraPos = renderInfo.getCurrentCamera()->getInverseViewMatrix().getTrans();
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virtual osg::Object *clone(const osg::CopyOp &op) const override
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{
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return NULL;
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}
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osg::Vec3 cameraOffset = osg::Vec3(
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fmod(cameraPos.x(), mWrapRange.x()),
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fmod(cameraPos.y(), mWrapRange.y()),
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fmod(cameraPos.z(), mWrapRange.z()));
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virtual void operate(osgParticle::Particle *P, double dt) override
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{
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}
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std::vector<osg::Vec3> positionBackups;
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virtual void operateParticles(osgParticle::ParticleSystem *ps, double dt) override
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{
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osg::Vec3 position = getCameraPosition();
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osg::Vec3 positionDifference = position - mPreviousCameraPosition;
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osg::Matrix toWorld, toLocal;
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std::vector<osg::Matrix> worldMatrices = drawable->getWorldMatrices();
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std::vector<osg::Matrix> worldMatrices = ps->getWorldMatrices();
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if (!worldMatrices.empty())
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{
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toWorld = worldMatrices[0];
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toLocal.invert(toWorld);
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}
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for (int i = 0; i < ps->numParticles(); i++)
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for (int i = 0; i < ps->numParticles(); ++i)
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{
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osgParticle::Particle *particle = ps->getParticle(i);
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positionBackups.push_back(particle->getPosition());
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particle->setPosition(toWorld.preMult(particle->getPosition()));
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particle->setPosition(particle->getPosition() - cameraOffset);
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osgParticle::Particle *p = ps->getParticle(i);
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p->setPosition(toWorld.preMult(p->getPosition()));
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p->setPosition(p->getPosition() - positionDifference);
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for (int j = 0; j < 3; j++) // wrap-around effect in all 3 directions
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{
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osg::Vec3 newPosition = particle->getPosition();
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for (int j = 0; j < 3; ++j) // wrap-around in all 3 dimensions
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{
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osg::Vec3 pos = p->getPosition();
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if (particle->getPosition()[j] > mWrapRange[j] / 2.0)
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newPosition[j] -= mWrapRange[j];
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else if (particle->getPosition()[j] < -mWrapRange[j] / 2.0)
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newPosition[j] += mWrapRange[j];
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if (pos[j] < -mHalfWrapRange[j])
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pos[j] = mHalfWrapRange[j] + fmod(pos[j] - mHalfWrapRange[j],mWrapRange[j]);
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else if (pos[j] > mHalfWrapRange[j])
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pos[j] = fmod(pos[j] + mHalfWrapRange[j],mWrapRange[j]) - mHalfWrapRange[j];
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particle->setPosition(newPosition);
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}
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p->setPosition(pos);
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}
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particle->setPosition(toLocal.preMult(particle->getPosition()));
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p->setPosition(toLocal.preMult(p->getPosition()));
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}
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delete lock; // unlock the mutex as ps will try to lock it in the following command
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ps->drawImplementation(renderInfo);
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lock = new osgParticle::ParticleSystem::ScopedReadLock(*ps->getReadWriteMutex());
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for (int i = 0; i < ps->numParticles(); i++) // restore positions
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ps->getParticle(i)->setPosition(positionBackups[i]);
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delete lock;
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mPreviousCameraPosition = position;
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}
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protected:
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osg::Camera *mCamera;
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osg::Vec3 mPreviousCameraPosition;
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osg::Vec3 mWrapRange;
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osg::Vec3 mHalfWrapRange;
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osg::Vec3 getCameraPosition()
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{
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return mCamera->getInverseViewMatrix().getTrans();
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}
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};
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void SkyManager::createRain()
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@ -1419,12 +1430,10 @@ void SkyManager::createRain()
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mRainParticleSystem = new osgParticle::ParticleSystem;
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osg::Vec3 rainRange = osg::Vec3(600,600,600);
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mRainParticleSystem->setDrawCallback(new WeatherParticleDrawCallback(rainRange));
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mRainParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED);
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mRainParticleSystem->setAlignVectorX(osg::Vec3f(0.1,0,0));
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mRainParticleSystem->setAlignVectorY(osg::Vec3f(0,0,1));
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mRainParticleSystem->setCullingActive(false);
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osg::ref_ptr<osg::StateSet> stateset (mRainParticleSystem->getOrCreateStateSet());
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@ -1463,6 +1472,11 @@ void SkyManager::createRain()
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osg::ref_ptr<osgParticle::ParticleSystemUpdater> updater (new osgParticle::ParticleSystemUpdater);
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updater->addParticleSystem(mRainParticleSystem);
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osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
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program->addOperator(new WrapAroundOperator(mCamera,rainRange));
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program->setParticleSystem(mRainParticleSystem);
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mRainNode->addChild(program);
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mRainNode->addChild(emitter);
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mRainNode->addChild(mRainParticleSystem);
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mRainNode->addChild(updater);
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@ -1638,14 +1652,20 @@ void SkyManager::setWeather(const WeatherResult& weather)
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SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor;
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mParticleEffect->accept(disableFreezeOnCullVisitor);
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SceneUtil::FindByClassVisitor findPSVisitor(std::string("ParticleSystem"));
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mParticleEffect->accept(findPSVisitor);
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for (unsigned int i = 0; i < findPSVisitor.mFoundNodes.size(); i++)
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if (!weather.mIsStorm)
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{
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osgParticle::ParticleSystem *ps = static_cast<osgParticle::ParticleSystem *>(findPSVisitor.mFoundNodes[i]);
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osg::Vec3 weatherRange = osg::Vec3(1024,1024,800);
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ps->setDrawCallback(new WeatherParticleDrawCallback(weatherRange));
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SceneUtil::FindByClassVisitor findPSVisitor(std::string("ParticleSystem"));
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mParticleEffect->accept(findPSVisitor);
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for (unsigned int i = 0; i < findPSVisitor.mFoundNodes.size(); ++i)
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{
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osgParticle::ParticleSystem *ps = static_cast<osgParticle::ParticleSystem *>(findPSVisitor.mFoundNodes[i]);
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osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
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program->addOperator(new WrapAroundOperator(mCamera,osg::Vec3(1024,1024,800)));
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program->setParticleSystem(ps);
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mParticleNode->addChild(program);
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}
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}
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}
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}
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