|
|
|
@ -74,9 +74,11 @@ void FGClouds::init(void) {
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FGClouds::buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_def_root, const string& name, sgVec3 pos, SGCloudField *layer) {
|
|
|
|
|
// Build an invidual cloud. Returns the extents of the cloud for coverage calculations
|
|
|
|
|
double FGClouds::buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_def_root, const string& name, double grid_z_rand, SGCloudField *layer) {
|
|
|
|
|
SGPropertyNode *box_def=NULL;
|
|
|
|
|
SGPropertyNode *cld_def=NULL;
|
|
|
|
|
double extent = 0.0;
|
|
|
|
|
|
|
|
|
|
SGPath texture_root = globals->get_fg_root();
|
|
|
|
|
texture_root.append("Textures");
|
|
|
|
@ -90,55 +92,97 @@ void FGClouds::buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_de
|
|
|
|
|
box_def = box_def_root->getChild(base_name.c_str());
|
|
|
|
|
}
|
|
|
|
|
if( !box_def )
|
|
|
|
|
return;
|
|
|
|
|
return 0.0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
double x = sg_random() * SGCloudField::fieldSize - (SGCloudField::fieldSize / 2.0);
|
|
|
|
|
double y = sg_random() * SGCloudField::fieldSize - (SGCloudField::fieldSize / 2.0);
|
|
|
|
|
double z = grid_z_rand * (sg_random() - 0.5);
|
|
|
|
|
|
|
|
|
|
sgVec3 pos={x,y,z};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for(int i = 0; i < box_def->nChildren() ; i++) {
|
|
|
|
|
SGPropertyNode *abox = box_def->getChild(i);
|
|
|
|
|
if( strcmp(abox->getName(), "box") == 0) {
|
|
|
|
|
double x = abox->getDoubleValue("x") + pos[0];
|
|
|
|
|
double y = abox->getDoubleValue("y") + pos[1];
|
|
|
|
|
double z = abox->getDoubleValue("z") + pos[2];
|
|
|
|
|
SGVec3f newpos = SGVec3f(x, z, y);
|
|
|
|
|
|
|
|
|
|
string type = abox->getStringValue("type", "cu-small");
|
|
|
|
|
|
|
|
|
|
cld_def = cloud_def_root->getChild(type.c_str());
|
|
|
|
|
if ( !cld_def ) return;
|
|
|
|
|
if ( !cld_def ) return 0.0;
|
|
|
|
|
|
|
|
|
|
double min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
|
|
|
|
|
double max_width = cld_def->getDoubleValue("max-cloud-width-m", 1000.0);
|
|
|
|
|
double min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width);
|
|
|
|
|
double max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width);
|
|
|
|
|
double min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
|
|
|
|
|
double max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width);
|
|
|
|
|
double min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width);
|
|
|
|
|
double max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width);
|
|
|
|
|
int num_sprites = cld_def->getIntValue("num-sprites", 20);
|
|
|
|
|
int num_textures_x = cld_def->getIntValue("num-textures-x", 1);
|
|
|
|
|
int num_textures_y = cld_def->getIntValue("num-textures-y", 1);
|
|
|
|
|
double bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
|
|
|
|
|
string texture = cld_def->getStringValue("texture", "cl_cumulus.rgb");
|
|
|
|
|
double w = abox->getDoubleValue("width", 1000.0);
|
|
|
|
|
double h = abox->getDoubleValue("height", 1000.0);
|
|
|
|
|
int hdist = abox->getIntValue("hdist", 1);
|
|
|
|
|
int vdist = abox->getIntValue("vdist", 1);
|
|
|
|
|
|
|
|
|
|
SGNewCloud *cld =
|
|
|
|
|
new SGNewCloud(type,
|
|
|
|
|
texture_root,
|
|
|
|
|
texture,
|
|
|
|
|
min_width,
|
|
|
|
|
max_width,
|
|
|
|
|
min_height,
|
|
|
|
|
max_height,
|
|
|
|
|
min_sprite_width,
|
|
|
|
|
max_sprite_width,
|
|
|
|
|
min_sprite_height,
|
|
|
|
|
max_sprite_height,
|
|
|
|
|
bottom_shade,
|
|
|
|
|
num_sprites,
|
|
|
|
|
num_textures_x,
|
|
|
|
|
num_textures_y);
|
|
|
|
|
layer->addCloud(newpos, cld);
|
|
|
|
|
double c = abox->getDoubleValue("count", 5);
|
|
|
|
|
int count = (int) (c + (sg_random() - 0.5) * c);
|
|
|
|
|
|
|
|
|
|
extent = max(w*w, extent);
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < count; j++) {
|
|
|
|
|
|
|
|
|
|
// Locate the clouds randomly in the defined space. The hdist and
|
|
|
|
|
// vdist values control the horizontal and vertical distribution
|
|
|
|
|
// by simply summing random components.
|
|
|
|
|
double x = 0.0;
|
|
|
|
|
double y = 0.0;
|
|
|
|
|
double z = 0.0;
|
|
|
|
|
|
|
|
|
|
for (int k = 0; k < hdist; k++)
|
|
|
|
|
{
|
|
|
|
|
x += (sg_random() / hdist);
|
|
|
|
|
y += (sg_random() / hdist);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int k = 0; k < vdist; k++)
|
|
|
|
|
{
|
|
|
|
|
z += (sg_random() / vdist);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
x = w * (x - 0.5) + pos[0]; // N/S
|
|
|
|
|
y = w * (y - 0.5) + pos[1]; // E/W
|
|
|
|
|
z = h * z + pos[2]; // Up/Down. pos[2] is the cloudbase
|
|
|
|
|
|
|
|
|
|
SGVec3f newpos = SGVec3f(x, y, z);
|
|
|
|
|
|
|
|
|
|
double min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
|
|
|
|
|
double max_width = cld_def->getDoubleValue("max-cloud-width-m", 1000.0);
|
|
|
|
|
double min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width);
|
|
|
|
|
double max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width);
|
|
|
|
|
double min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
|
|
|
|
|
double max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width);
|
|
|
|
|
double min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width);
|
|
|
|
|
double max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width);
|
|
|
|
|
int num_sprites = cld_def->getIntValue("num-sprites", 20);
|
|
|
|
|
int num_textures_x = cld_def->getIntValue("num-textures-x", 1);
|
|
|
|
|
int num_textures_y = cld_def->getIntValue("num-textures-y", 1);
|
|
|
|
|
double bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
|
|
|
|
|
string texture = cld_def->getStringValue("texture", "cu.png");
|
|
|
|
|
|
|
|
|
|
SGNewCloud *cld =
|
|
|
|
|
new SGNewCloud(type,
|
|
|
|
|
texture_root,
|
|
|
|
|
texture,
|
|
|
|
|
min_width,
|
|
|
|
|
max_width,
|
|
|
|
|
min_height,
|
|
|
|
|
max_height,
|
|
|
|
|
min_sprite_width,
|
|
|
|
|
max_sprite_width,
|
|
|
|
|
min_sprite_height,
|
|
|
|
|
max_sprite_height,
|
|
|
|
|
bottom_shade,
|
|
|
|
|
num_sprites,
|
|
|
|
|
num_textures_x,
|
|
|
|
|
num_textures_y);
|
|
|
|
|
layer->addCloud(newpos, cld);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Return the maximum extent of the cloud
|
|
|
|
|
return extent;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FGClouds::buildLayer(int iLayer, const string& name, double alt, double coverage) {
|
|
|
|
@ -179,10 +223,6 @@ void FGClouds::buildLayer(int iLayer, const string& name, double alt, double cov
|
|
|
|
|
// At this point, we know we've got some 3D clouds to generate.
|
|
|
|
|
thesky->get_cloud_layer(iLayer)->set_enable3dClouds(true);
|
|
|
|
|
|
|
|
|
|
double grid_x_size = layer_def->getDoubleValue("grid-x-size", 1000.0);
|
|
|
|
|
double grid_y_size = layer_def->getDoubleValue("grid-y-size", 1000.0);
|
|
|
|
|
double grid_x_rand = layer_def->getDoubleValue("grid-x-rand", grid_x_size);
|
|
|
|
|
double grid_y_rand = layer_def->getDoubleValue("grid-y-rand", grid_y_size);
|
|
|
|
|
double grid_z_rand = layer_def->getDoubleValue("grid-z-rand");
|
|
|
|
|
|
|
|
|
|
for(int i = 0; i < layer_def->nChildren() ; i++) {
|
|
|
|
@ -207,31 +247,25 @@ void FGClouds::buildLayer(int iLayer, const string& name, double alt, double cov
|
|
|
|
|
}
|
|
|
|
|
totalCount = 1.0 / totalCount;
|
|
|
|
|
|
|
|
|
|
for(double px = 0.0; px < SGCloudField::fieldSize; px += grid_x_size) {
|
|
|
|
|
for(double py = 0.0; py < SGCloudField::fieldSize; py += grid_y_size) {
|
|
|
|
|
double x = px + grid_x_rand * (sg_random() - 0.5) - (SGCloudField::fieldSize / 2.0);
|
|
|
|
|
double y = py + grid_y_rand * (sg_random() - 0.5) - (SGCloudField::fieldSize / 2.0);
|
|
|
|
|
double z = grid_z_rand * (sg_random() - 0.5);
|
|
|
|
|
// Determine how much cloud coverage we need in m^2.
|
|
|
|
|
double cov = coverage * SGCloudField::fieldSize * SGCloudField::fieldSize;
|
|
|
|
|
|
|
|
|
|
if (sg_random() < coverage) {
|
|
|
|
|
double choice = sg_random();
|
|
|
|
|
while (cov > 0.0f) {
|
|
|
|
|
double choice = sg_random();
|
|
|
|
|
|
|
|
|
|
for(int i = 0; i < CloudVarietyCount ; i ++) {
|
|
|
|
|
choice -= tCloudVariety[i].count * totalCount;
|
|
|
|
|
if( choice <= 0.0 ) {
|
|
|
|
|
sgVec3 pos={x,z,y};
|
|
|
|
|
|
|
|
|
|
buildCloud(cloud_def_root,
|
|
|
|
|
box_def_root,
|
|
|
|
|
tCloudVariety[i].name,
|
|
|
|
|
pos,
|
|
|
|
|
layer);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for(int i = 0; i < CloudVarietyCount ; i ++) {
|
|
|
|
|
choice -= tCloudVariety[i].count * totalCount;
|
|
|
|
|
if( choice <= 0.0 ) {
|
|
|
|
|
cov -= buildCloud(cloud_def_root,
|
|
|
|
|
box_def_root,
|
|
|
|
|
tCloudVariety[i].name,
|
|
|
|
|
grid_z_rand,
|
|
|
|
|
layer);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Now we've built any clouds, enable them and set the density (coverage)
|
|
|
|
|
//layer->setCoverage(coverage);
|
|
|
|
|