Stuart Buchanan:
Improvements to the cloudsystem: - A new xml format - Texture indexing based on the position of the sprite in the cloud mass, allowing more control over the texture set. - Improved fog and shading - Better sprite distribution - A more natural distribution of clouds, so no more obvious grids.
This commit is contained in:
parent
4023bdaf26
commit
47a7952f89
7 changed files with 117 additions and 79 deletions
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@ -33,6 +33,7 @@
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#include <string>
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#include <string>
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#include <math.h>
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#include <math.h>
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#include <time.h>
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#include <time.h>
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#ifdef _MSC_VER
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#ifdef _MSC_VER
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# include <float.h>
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# include <float.h>
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# define finite _finite
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# define finite _finite
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@ -74,9 +74,11 @@ void FGClouds::init(void) {
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}
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}
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}
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}
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void FGClouds::buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_def_root, const string& name, sgVec3 pos, SGCloudField *layer) {
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// Build an invidual cloud. Returns the extents of the cloud for coverage calculations
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double FGClouds::buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_def_root, const string& name, double grid_z_rand, SGCloudField *layer) {
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SGPropertyNode *box_def=NULL;
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SGPropertyNode *box_def=NULL;
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SGPropertyNode *cld_def=NULL;
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SGPropertyNode *cld_def=NULL;
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double extent = 0.0;
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SGPath texture_root = globals->get_fg_root();
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SGPath texture_root = globals->get_fg_root();
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texture_root.append("Textures");
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texture_root.append("Textures");
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@ -90,55 +92,97 @@ void FGClouds::buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_de
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box_def = box_def_root->getChild(base_name.c_str());
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box_def = box_def_root->getChild(base_name.c_str());
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}
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}
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if( !box_def )
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if( !box_def )
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return;
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return 0.0;
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}
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}
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double x = sg_random() * SGCloudField::fieldSize - (SGCloudField::fieldSize / 2.0);
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double y = sg_random() * SGCloudField::fieldSize - (SGCloudField::fieldSize / 2.0);
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double z = grid_z_rand * (sg_random() - 0.5);
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sgVec3 pos={x,y,z};
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for(int i = 0; i < box_def->nChildren() ; i++) {
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for(int i = 0; i < box_def->nChildren() ; i++) {
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SGPropertyNode *abox = box_def->getChild(i);
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SGPropertyNode *abox = box_def->getChild(i);
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if( strcmp(abox->getName(), "box") == 0) {
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if( strcmp(abox->getName(), "box") == 0) {
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double x = abox->getDoubleValue("x") + pos[0];
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double y = abox->getDoubleValue("y") + pos[1];
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double z = abox->getDoubleValue("z") + pos[2];
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SGVec3f newpos = SGVec3f(x, z, y);
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string type = abox->getStringValue("type", "cu-small");
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string type = abox->getStringValue("type", "cu-small");
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cld_def = cloud_def_root->getChild(type.c_str());
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cld_def = cloud_def_root->getChild(type.c_str());
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if ( !cld_def ) return;
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if ( !cld_def ) return 0.0;
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double min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
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double w = abox->getDoubleValue("width", 1000.0);
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double max_width = cld_def->getDoubleValue("max-cloud-width-m", 1000.0);
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double h = abox->getDoubleValue("height", 1000.0);
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double min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width);
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int hdist = abox->getIntValue("hdist", 1);
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double max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width);
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int vdist = abox->getIntValue("vdist", 1);
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double min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
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double max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width);
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double min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width);
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double max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width);
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int num_sprites = cld_def->getIntValue("num-sprites", 20);
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int num_textures_x = cld_def->getIntValue("num-textures-x", 1);
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int num_textures_y = cld_def->getIntValue("num-textures-y", 1);
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double bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
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string texture = cld_def->getStringValue("texture", "cl_cumulus.rgb");
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SGNewCloud *cld =
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double c = abox->getDoubleValue("count", 5);
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new SGNewCloud(type,
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int count = (int) (c + (sg_random() - 0.5) * c);
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texture_root,
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texture,
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extent = max(w*w, extent);
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min_width,
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max_width,
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for (int j = 0; j < count; j++) {
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min_height,
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max_height,
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// Locate the clouds randomly in the defined space. The hdist and
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min_sprite_width,
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// vdist values control the horizontal and vertical distribution
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max_sprite_width,
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// by simply summing random components.
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min_sprite_height,
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double x = 0.0;
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max_sprite_height,
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double y = 0.0;
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bottom_shade,
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double z = 0.0;
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num_sprites,
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num_textures_x,
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for (int k = 0; k < hdist; k++)
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num_textures_y);
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{
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layer->addCloud(newpos, cld);
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x += (sg_random() / hdist);
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y += (sg_random() / hdist);
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}
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for (int k = 0; k < vdist; k++)
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{
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z += (sg_random() / vdist);
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}
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x = w * (x - 0.5) + pos[0]; // N/S
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y = w * (y - 0.5) + pos[1]; // E/W
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z = h * z + pos[2]; // Up/Down. pos[2] is the cloudbase
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SGVec3f newpos = SGVec3f(x, y, z);
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double min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
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double max_width = cld_def->getDoubleValue("max-cloud-width-m", 1000.0);
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double min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width);
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double max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width);
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double min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
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double max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width);
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double min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width);
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double max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width);
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int num_sprites = cld_def->getIntValue("num-sprites", 20);
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int num_textures_x = cld_def->getIntValue("num-textures-x", 1);
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int num_textures_y = cld_def->getIntValue("num-textures-y", 1);
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double bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
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string texture = cld_def->getStringValue("texture", "cu.png");
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SGNewCloud *cld =
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new SGNewCloud(type,
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texture_root,
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texture,
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min_width,
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max_width,
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min_height,
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max_height,
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min_sprite_width,
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max_sprite_width,
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min_sprite_height,
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max_sprite_height,
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bottom_shade,
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num_sprites,
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num_textures_x,
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num_textures_y);
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layer->addCloud(newpos, cld);
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}
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}
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}
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}
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}
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// Return the maximum extent of the cloud
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return extent;
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}
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}
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void FGClouds::buildLayer(int iLayer, const string& name, double alt, double coverage) {
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void FGClouds::buildLayer(int iLayer, const string& name, double alt, double coverage) {
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@ -179,10 +223,6 @@ void FGClouds::buildLayer(int iLayer, const string& name, double alt, double cov
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// At this point, we know we've got some 3D clouds to generate.
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// At this point, we know we've got some 3D clouds to generate.
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thesky->get_cloud_layer(iLayer)->set_enable3dClouds(true);
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thesky->get_cloud_layer(iLayer)->set_enable3dClouds(true);
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double grid_x_size = layer_def->getDoubleValue("grid-x-size", 1000.0);
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double grid_y_size = layer_def->getDoubleValue("grid-y-size", 1000.0);
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double grid_x_rand = layer_def->getDoubleValue("grid-x-rand", grid_x_size);
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double grid_y_rand = layer_def->getDoubleValue("grid-y-rand", grid_y_size);
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double grid_z_rand = layer_def->getDoubleValue("grid-z-rand");
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double grid_z_rand = layer_def->getDoubleValue("grid-z-rand");
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for(int i = 0; i < layer_def->nChildren() ; i++) {
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for(int i = 0; i < layer_def->nChildren() ; i++) {
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}
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}
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totalCount = 1.0 / totalCount;
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totalCount = 1.0 / totalCount;
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for(double px = 0.0; px < SGCloudField::fieldSize; px += grid_x_size) {
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// Determine how much cloud coverage we need in m^2.
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for(double py = 0.0; py < SGCloudField::fieldSize; py += grid_y_size) {
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double cov = coverage * SGCloudField::fieldSize * SGCloudField::fieldSize;
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double x = px + grid_x_rand * (sg_random() - 0.5) - (SGCloudField::fieldSize / 2.0);
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double y = py + grid_y_rand * (sg_random() - 0.5) - (SGCloudField::fieldSize / 2.0);
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double z = grid_z_rand * (sg_random() - 0.5);
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if (sg_random() < coverage) {
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while (cov > 0.0f) {
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double choice = sg_random();
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double choice = sg_random();
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for(int i = 0; i < CloudVarietyCount ; i ++) {
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for(int i = 0; i < CloudVarietyCount ; i ++) {
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choice -= tCloudVariety[i].count * totalCount;
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choice -= tCloudVariety[i].count * totalCount;
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if( choice <= 0.0 ) {
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if( choice <= 0.0 ) {
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sgVec3 pos={x,z,y};
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cov -= buildCloud(cloud_def_root,
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box_def_root,
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buildCloud(cloud_def_root,
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tCloudVariety[i].name,
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box_def_root,
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grid_z_rand,
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tCloudVariety[i].name,
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layer);
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pos,
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break;
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layer);
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break;
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}
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}
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}
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}
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}
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}
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}
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}
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// Now we've built any clouds, enable them and set the density (coverage)
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// Now we've built any clouds, enable them and set the density (coverage)
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//layer->setCoverage(coverage);
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//layer->setCoverage(coverage);
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@ -42,7 +42,7 @@ class FGEnvironmentCtrl;
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class FGClouds {
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class FGClouds {
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private:
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private:
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void buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_def_root, const string& name, sgVec3 pos, SGCloudField *layer);
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double buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_def_root, const string& name, double grid_z_rand, SGCloudField *layer);
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void buildLayer(int iLayer, const string& name, double alt, double coverage);
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void buildLayer(int iLayer, const string& name, double alt, double coverage);
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void buildCloudLayers(void);
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void buildCloudLayers(void);
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/* Get wind vector */
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/* Get wind vector */
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double windmag = 0; //Wind magnitude
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double windmag = 0; //Wind magnitude
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double a = 0; //Parabola: Altitude = a*windmag^2 + zoff
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double a = 0; //Parabola: Altitude = a*windmag^2 + zoff
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double x = pow(uref,2.);
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a = zref/pow(uref,2.);
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if (x) {
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if (Altitude >= zoff)
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a = zref/x;
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}
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if ((Altitude >= zoff) && (a > 0))
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windmag = sqrt(Altitude/a);
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windmag = sqrt(Altitude/a);
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else
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else
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windmag = 0.;
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windmag = 0.;
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#define PACKAGE "FlightGear"
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#define PACKAGE "FlightGear"
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/* Define to package version - use in main.cxx */
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/* Define to package version - use in main.cxx */
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#define FLIGHTGEAR_VERSION "MSVC6-WIN32-1.9.0"
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#define FLIGHTGEAR_VERSION "MSVC6-WIN32-1.9.1"
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/* Define as the return type of signal handlers (int or void). */
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/* Define as the return type of signal handlers (int or void). */
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#define RETSIGTYPE void
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#define RETSIGTYPE void
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#define TM_IN_SYS_TIME 1
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#define TM_IN_SYS_TIME 1
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/* Define to version number */
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/* Define to version number */
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#define VERSION "1.9.0"
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#define VERSION "1.9.1"
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/* Define if compiling on a Winbloze (95, NT, etc.) platform */
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/* Define if compiling on a Winbloze (95, NT, etc.) platform */
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#define WIN32 1
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#define WIN32 1
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#define PACKAGE "FlightGear"
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#define PACKAGE "FlightGear"
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/* Define to package version - use in main.cxx */
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/* Define to package version - use in main.cxx */
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#define FLIGHTGEAR_VERSION "MSVC7.1-WIN32-1.9.0"
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#define FLIGHTGEAR_VERSION "MSVC7.1-WIN32-1.9.1"
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/* Define as the return type of signal handlers (int or void). */
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/* Define as the return type of signal handlers (int or void). */
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#define RETSIGTYPE void
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#define RETSIGTYPE void
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#define TM_IN_SYS_TIME 1
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#define TM_IN_SYS_TIME 1
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/* Define to version number */
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/* Define to version number */
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#define VERSION "1.9.0"
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#define VERSION "1.9.1"
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#ifndef FG_VERSION /* allow override */
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#ifndef FG_VERSION /* allow override */
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#define FG_VERSION 7
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#define FG_VERSION 7
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#endif /* FG_VERSION */
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#endif /* FG_VERSION */
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#define PACKAGE "FlightGear"
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#define PACKAGE "FlightGear"
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/* Define to package version - use in main.cxx */
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/* Define to package version - use in main.cxx */
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#define FLIGHTGEAR_VERSION "MSVC8-WIN32-1.9.0"
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#define FLIGHTGEAR_VERSION "MSVC8-WIN32-1.9.1"
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/* Define as the return type of signal handlers (int or void). */
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/* Define as the return type of signal handlers (int or void). */
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#define RETSIGTYPE void
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#define RETSIGTYPE void
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#define TM_IN_SYS_TIME 1
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#define TM_IN_SYS_TIME 1
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/* Define to version number */
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/* Define to version number */
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#define VERSION "1.9.0"
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#define VERSION "1.9.1"
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/* Define if compiling on a Winbloze (95, NT, etc.) platform */
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/* Define if compiling on a Winbloze (95, NT, etc.) platform */
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#define WIN32 1
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#define WIN32 1
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