The precipitation branch of the OSG scene graph is now centrally managed by the
scenery manager rather the precipitation manager itself. The scene graph
initialisation from the constructor has also been shifted into the new
FGPrecipitationMgr::sceneGraphSetup() function.
required SimGear commit 75271c44a82ae0fb1ff9c91e93a12fa8b10099fd
Since the consensus seems to be that the precipitation clipping issue is with the panel code, attached is my proposed update for the precipitation system in SG and FG
* without corresponding control structures in FGData it falls back to default, except I have fixed an inconsistency in freezing behavior - previously rain changed suddenly to snow when the temperature dropped below zero, but the reverse transition was dragged out and gave odd visible motion with the wind as snow gradually changed back to rain with the particle speed not well defined. Now both transitions are sudden. And I see no more particles flow against the wind
* with
<!-- definitions for the detailed precipitation manager -->
<precipitation-control>
<rain-droplet-size type="float" userarchive="n">0.015</rain-droplet-size>
<snow-flake-size type="float" userarchive="n">0.03</snow-flake-size>
<detailed-precipitation type="bool" userarchive="n">false</detailed-precipitation>
<illumination type="float" userarchive="n">1.0</illumination>
<clip-distance type="float" userarchive="n">5.0</clip-distance>
</precipitation-control>
added to Environment/environment.xml, the new system allows to switch more detailed management on. This provides
* explicit setting of rain droplet size and snow flake size by the weather system
* automatic sqrt(r) scaling of the vertical speed of raindrops
* automatic transition to snow when freezing for small droplets but hail for large droplet sizes (looks like snow, but has different particle dynamics)
* an illumination scaling factor to dim the precipitating based on the light we have in the scene (I still need to devise a property rule to set this automatically)
The clip distance is also exposed now and considered at startup of the system - might be useful for e.g. airships when the gas bag provides rain cover (?) or to be simply off for open airplanes
- initialize uninitialized properties
- use prefix instead of postfix increments
- reduce visibility of variables
- use empty() instead of size() == 0 for vector and string
- pass string by reference, not by value
This class and their source files visual_enviro.[h|c]xx were
unused since OSG transition. It's only functionality was to
keep a variable for the enable-state of rendering of precipitation.
This has now been moved to SGPrecipitation.
This patch also removes all references to this class and
visual_enviro.hxx. Wxradar needs a new implementation for cloud
echoes which probably should be part of fgclouds.
See also SimGear commit 4e6159aa07f2817c09fad72db64d713e47f6f3da
Reindent to Stroustrup style.
Make FGPrecipitationMgr an SGSubsystem and remove all references to it
in main.cxx and renderer.cxx.
Use SGGeod::makeZUpFrame instead of a private function in
tileentry.cxx. Rewrite that function, WorldCoordinate, to use
makeZUpFrame too.