Precipitation

consoledoc.h

Defines a precipitation based storm (rain, snow, etc).

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Precipitation

int

Maximum number of drops allowed to exist in the precipitation box at any one time.

float

Width and depth (horizontal dimensions) of the precipitation box.

float

Height (vertical dimension) of the precipitation box.

Rendering

float

Size of each drop of precipitation. This will scale the texture.

float

Size of each splash animation when a drop collides with another surface.

int

Lifetime of splashes in milliseconds.

bool

Set to true to enable splash animations when drops collide with other surfaces.

int

Length (in milliseconds) to display each drop frame.

float

The distance at which drops begin to fade out.

float

The distance at which drops are completely faded out.

bool

Set to true to make drops true (non axis-aligned) billboards.

bool

Set to true to enable shading of the drops and splashes by the sun color.

LinearColorF

Set to 0 to disable the glow or or use it to control the intensity of each channel.

bool

This enables precipitation rendering during reflection passes.

bool

Set to true to include the camera velocity when calculating drop rotation speed.

Collision

bool

Allow drops to collide with world objects.

bool

Allow drops to collide with Player objects; only valid if doCollision is true.

bool

Allow drops to collide with Vehicle objects; only valid if doCollision is true.

Movement

bool

Controls whether the Precipitation system follows the camera or remains where it is first placed in the scene.

bool

Controls whether drops are affected by wind.

float

Minimum speed at which a drop will fall.

float

Maximum speed at which a drop will fall.

float

Minimum mass of a drop.

float

Maximum mass of a drop.

Turbulence

bool

Check to enable turbulence. This causes precipitation drops to spiral while falling.

float

Radius at which precipitation drops spiral when turbulence is enabled.

float

Speed at which precipitation drops spiral when turbulence is enabled.

Public Static Attributes

bool

Disables rendering of all instances of this type.

bool

Disables selection of all instances of this type.

Public Functions

void
modifyStorm(float percentage, float seconds)

Smoothly change the maximum number of drops in the effect (from current value to numDrops * percentage).

void
setPercentage(float percentage)

Sets the maximum number of drops in the effect, as a percentage of numDrops.

void
setTurbulence(float max, float speed, float seconds)

Smoothly change the turbulence parameters over a period of time.

Detailed Description

Defines a precipitation based storm (rain, snow, etc).

The Precipitation effect works by creating many 'drops' within a fixed size box. This box can be configured to move around with the camera (to simulate level-wide precipitation), or to remain in a fixed position (to simulate localized precipitation). When followCam is true, the box containing the droplets can be thought of as centered on the camera then pushed slightly forward in the direction the camera is facing so most of the box is in front of the camera (allowing more drops to be visible on screen at once).

The effect can also be configured to create a small 'splash' whenever a drop hits another world object.

// The following is added to a level file (.mis) by the World Editor
new Precipitation( TheRain )
{
   dropSize = "0.5";
   splashSize = "0.5";
   splashMS = "250";
   animateSplashes = "1";
   dropAnimateMS = "0";
   fadeDist = "0";
   fadeDistEnd = "0";
   useTrueBillboards = "0";
   useLighting = "0";
   glowIntensity = "0 0 0 0";
   reflect = "0";
   rotateWithCamVel = "1";
   doCollision = "1";
   hitPlayers = "0";
   hitVehicles = "0";
   followCam = "1";
   useWind = "0";
   minSpeed = "1.5";
   maxSpeed = "2";
   minMass = "0.75";
   maxMass = "0.85";
   useTurbulence = "0";
   maxTurbulence = "0.1";
   turbulenceSpeed = "0.2";
   numDrops = "1024";
   boxWidth = "200";
   boxHeight = "100";
   dataBlock = "HeavyRain";
};

Precipitation

int numDrops 

Maximum number of drops allowed to exist in the precipitation box at any one time.

The actual number of drops in the effect depends on the current percentage, which can change over time using modifyStorm().

float boxWidth 

Width and depth (horizontal dimensions) of the precipitation box.

float boxHeight 

Height (vertical dimension) of the precipitation box.

Rendering

float dropSize 

Size of each drop of precipitation. This will scale the texture.

float splashSize 

Size of each splash animation when a drop collides with another surface.

int splashMS 

Lifetime of splashes in milliseconds.

bool animateSplashes 

Set to true to enable splash animations when drops collide with other surfaces.

int dropAnimateMS 

Length (in milliseconds) to display each drop frame.

If dropAnimateMS <= 0, drops select a single random frame at creation that does not change throughout the drop's lifetime. If dropAnimateMS > 0, each drop cycles through the the available frames in the drop texture at the given rate.

float fadeDist 

The distance at which drops begin to fade out.

float fadeDistEnd 

The distance at which drops are completely faded out.

bool useTrueBillboards 

Set to true to make drops true (non axis-aligned) billboards.

bool useLighting 

Set to true to enable shading of the drops and splashes by the sun color.

LinearColorF glowIntensity 

Set to 0 to disable the glow or or use it to control the intensity of each channel.

bool reflect 

This enables precipitation rendering during reflection passes.

note:

This is expensive.

bool rotateWithCamVel 

Set to true to include the camera velocity when calculating drop rotation speed.

Collision

bool doCollision 

Allow drops to collide with world objects.

If animateSplashes is true, drops that collide with another object will produce a simple splash animation.

note:

This can be expensive as each drop will perform a raycast when it is created to determine where it will hit.

bool hitPlayers 

Allow drops to collide with Player objects; only valid if doCollision is true.

bool hitVehicles 

Allow drops to collide with Vehicle objects; only valid if doCollision is true.

Movement

bool followCam 

Controls whether the Precipitation system follows the camera or remains where it is first placed in the scene.

Set to true to make it seem like it is raining everywhere in the level (ie. the Player will always be in the rain). Set to false to have a single area affected by rain (ie. the Player can move in and out of the rainy area).

bool useWind 

Controls whether drops are affected by wind.

float minSpeed 

Minimum speed at which a drop will fall.

On creation, the drop will be assigned a random speed between minSpeed and maxSpeed.

float maxSpeed 

Maximum speed at which a drop will fall.

On creation, the drop will be assigned a random speed between minSpeed and maxSpeed.

float minMass 

Minimum mass of a drop.

Drop mass determines how strongly the drop is affected by wind and turbulence. On creation, the drop will be assigned a random speed between minMass and minMass.

float maxMass 

Maximum mass of a drop.

Drop mass determines how strongly the drop is affected by wind and turbulence. On creation, the drop will be assigned a random speed between minMass and minMass.

Turbulence

bool useTurbulence 

Check to enable turbulence. This causes precipitation drops to spiral while falling.

float maxTurbulence 

Radius at which precipitation drops spiral when turbulence is enabled.

float turbulenceSpeed 

Speed at which precipitation drops spiral when turbulence is enabled.

Public Static Attributes

bool isRenderable 

Disables rendering of all instances of this type.

bool isSelectable 

Disables selection of all instances of this type.

Public Functions

modifyStorm(float percentage, float seconds)

Smoothly change the maximum number of drops in the effect (from current value to numDrops * percentage).

This method can be used to simulate a storm building or fading in intensity as the number of drops in the Precipitation box changes. Parameters:

percentage

New maximum number of drops value (as a percentage of numDrops). Valid range is 0-1.

seconds

Length of time (in seconds) over which to increase the drops percentage value. Set to 0 to change instantly.

%percentage = 0.5;  // The percentage, from 0 to 1, of the maximum drops to display
%seconds = 5.0;     // The length of time over which to make the change.
%precipitation.modifyStorm( %percentage, %seconds );

setPercentage(float percentage)

Sets the maximum number of drops in the effect, as a percentage of numDrops.

The change occurs instantly (use modifyStorm() to change the number of drops over a period of time. Parameters:

percentage

New maximum number of drops value (as a percentage of numDrops). Valid range is 0-1.

%percentage = 0.5;  // The percentage, from 0 to 1, of the maximum drops to display
%precipitation.setPercentage( %percentage );

setTurbulence(float max, float speed, float seconds)

Smoothly change the turbulence parameters over a period of time.

Parameters:

max

New maxTurbulence value. Set to 0 to disable turbulence.

speed

New turbulenceSpeed value.

seconds

Length of time (in seconds) over which to interpolate the turbulence settings. Set to 0 to change instantly.

%turbulence = 0.5;     // Set the new turbulence value. Set to 0 to disable turbulence.
%speed = 5.0;          // The new speed of the turbulance effect.
%seconds = 5.0;        // The length of time over which to make the change.
%precipitation.setTurbulence( %turbulence, %speed, %seconds );