# include "config.h"
#endif
+#include "fgclouds.hxx"
+
#include <cstring>
+#include <cstdio>
#include <Main/fg_props.hxx>
#include <simgear/constants.h>
#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/scene/sky/sky.hxx>
-#include <simgear/environment/visual_enviro.hxx>
+//#include <simgear/environment/visual_enviro.hxx>
#include <simgear/scene/sky/cloudfield.hxx>
#include <simgear/scene/sky/newcloud.hxx>
#include <simgear/structure/commands.hxx>
-#include <simgear/math/sg_random.h>
#include <simgear/props/props_io.hxx>
#include <Main/globals.hxx>
-#include <Airports/simple.hxx>
#include <Main/util.hxx>
+#include <Viewer/renderer.hxx>
+#include <Airports/airport.hxx>
-#include "fgclouds.hxx"
-
-extern SGSky *thesky;
-
+// RNG seed to ensure cloud synchronization across multi-process
+// deployments
+static mt seed;
FGClouds::FGClouds() :
- snd_lightning(0),
clouds_3d_enabled(false),
index(0)
{
FGClouds::~FGClouds()
{
+ globals->get_commands()->removeCommand("add-cloud");
+ globals->get_commands()->removeCommand("del-cloud");
+ globals->get_commands()->removeCommand("move-cloud");
+
}
int FGClouds::get_update_event(void) const {
buildCloudLayers();
}
-void FGClouds::Init(void) {
- if( snd_lightning == NULL ) {
- snd_lightning = new SGSoundSample("Sounds/thunder.wav", SGPath());
- snd_lightning->set_max_dist(7000.0f);
- snd_lightning->set_reference_dist(3000.0f);
- SGSoundMgr *smgr = globals->get_soundmgr();
- SGSampleGroup *sgr = smgr->find("weather", true);
- sgr->add( snd_lightning, "thunder" );
- sgEnviro.set_sampleGroup( sgr );
- }
+void FGClouds::Init(void)
+{
+ mt_init_time_10(&seed);
- globals->get_commands()->addCommand("add-cloud", do_add_3Dcloud);
- globals->get_commands()->addCommand("del-cloud", do_delete_3Dcloud);
- globals->get_commands()->addCommand("move-cloud", do_move_3Dcloud);
+ globals->get_commands()->addCommand("add-cloud", this, &FGClouds::add3DCloud);
+ globals->get_commands()->addCommand("del-cloud", this, &FGClouds::delete3DCloud);
+ globals->get_commands()->addCommand("move-cloud", this, &FGClouds::move3DCloud);
}
// 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) {
+double FGClouds::buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_def_root,
+ const std::string& name, double grid_z_rand, SGCloudField *layer)
+{
SGPropertyNode *box_def=NULL;
SGPropertyNode *cld_def=NULL;
double extent = 0.0;
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);
+ double x = mt_rand(&seed) * SGCloudField::fieldSize - (SGCloudField::fieldSize / 2.0);
+ double y = mt_rand(&seed) * SGCloudField::fieldSize - (SGCloudField::fieldSize / 2.0);
+ double z = grid_z_rand * (mt_rand(&seed) - 0.5);
float lon = fgGetNode("/position/longitude-deg", false)->getFloatValue();
float lat = fgGetNode("/position/latitude-deg", false)->getFloatValue();
int vdist = abox->getIntValue("vdist", 1);
double c = abox->getDoubleValue("count", 5);
- int count = (int) (c + (sg_random() - 0.5) * c);
+ int count = (int) (c + (mt_rand(&seed) - 0.5) * c);
- extent = max(w*w, extent);
+ extent = std::max(w*w, extent);
for (int j = 0; j < count; j++) {
for (int k = 0; k < hdist; k++)
{
- x += (sg_random() / hdist);
- y += (sg_random() / hdist);
+ x += (mt_rand(&seed) / hdist);
+ y += (mt_rand(&seed) / hdist);
}
for (int k = 0; k < vdist; k++)
{
- z += (sg_random() / vdist);
+ z += (mt_rand(&seed) / 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);
- SGNewCloud cld = SGNewCloud(texture_root, cld_def);
+ //SGVec3f newpos = SGVec3f(x, y, z);
+ SGNewCloud cld(texture_root, cld_def, &seed);
//layer->addCloud(newpos, cld.genCloud());
layer->addCloud(lon, lat, z, x, y, index++, cld.genCloud());
int CloudVarietyCount = 0;
double totalCount = 0.0;
+ SGSky* thesky = globals->get_renderer()->getSky();
+
SGPropertyNode *cloud_def_root = fgGetNode("/environment/cloudlayers/clouds", false);
SGPropertyNode *box_def_root = fgGetNode("/environment/cloudlayers/boxes", false);
SGPropertyNode *layer_def_root = fgGetNode("/environment/cloudlayers/layers", false);
double count = acloud->getDoubleValue("count", 1.0);
tCloudVariety[CloudVarietyCount].count = count;
int variety = 0;
- cloud_name = cloud_name + "-%d";
char variety_name[50];
do {
variety++;
- snprintf(variety_name, sizeof(variety_name) - 1, cloud_name.c_str(), variety);
+ snprintf(variety_name, sizeof(variety_name) - 1, "%s-%d", cloud_name.c_str(), variety);
} while( box_def_root->getChild(variety_name, 0, false) );
totalCount += count;
double cov = coverage * SGCloudField::fieldSize * SGCloudField::fieldSize;
while (cov > 0.0f) {
- double choice = sg_random();
+ double choice = mt_rand(&seed);
for(int i = 0; i < CloudVarietyCount ; i ++) {
choice -= tCloudVariety[i].count * totalCount;
double cumulus_base = 122.0 * (temperature_degc - dewpoint_degc);
double stratus_base = 100.0 * (100.0 - rel_humidity) * SG_FEET_TO_METER;
+ SGSky* thesky = globals->get_renderer()->getSky();
for(int iLayer = 0 ; iLayer < thesky->get_cloud_layer_count(); iLayer++) {
SGPropertyNode *cloud_root = fgGetNode("/environment/clouds/layer", iLayer, true);
* (Various) - cloud definition properties. See README.3DClouds
*
*/
- static bool
- do_add_3Dcloud (const SGPropertyNode *arg)
+ bool FGClouds::add3DCloud(const SGPropertyNode *arg)
{
int l = arg->getIntValue("layer", 0);
int index = arg->getIntValue("index", 0);
float x = arg->getFloatValue("x-offset-m", 0.0f);
float y = arg->getFloatValue("y-offset-m", 0.0f);
-
+ SGSky* thesky = globals->get_renderer()->getSky();
SGCloudField *layer = thesky->get_cloud_layer(l)->get_layer3D();
- SGNewCloud cld = SGNewCloud(texture_root, arg);
- bool success = layer->addCloud(lon, lat, alt, x, y, index, cld.genCloud());
+ SGNewCloud cld(texture_root, arg, &seed);
+ bool success = layer->addCloud(lon, lat, alt, x, y, index, cld.genCloud());
// Adding a 3D cloud immediately makes this layer 3D.
thesky->get_cloud_layer(l)->set_enable3dClouds(true);
* index - the cloud index
*
*/
- static bool
- do_delete_3Dcloud (const SGPropertyNode *arg)
+ bool FGClouds::delete3DCloud(const SGPropertyNode *arg)
{
int l = arg->getIntValue("layer", 0);
int i = arg->getIntValue("index", 0);
+ SGSky* thesky = globals->get_renderer()->getSky();
SGCloudField *layer = thesky->get_cloud_layer(l)->get_layer3D();
return layer->deleteCloud(i);
}
* lon/lat/alt - the position for the cloud
*
*/
- static bool
- do_move_3Dcloud (const SGPropertyNode *arg)
+bool FGClouds::move3DCloud(const SGPropertyNode *arg)
{
int l = arg->getIntValue("layer", 0);
int i = arg->getIntValue("index", 0);
-
+ SGSky* thesky = globals->get_renderer()->getSky();
+
float lon = arg->getFloatValue("lon-deg", 0.0f);
float lat = arg->getFloatValue("lat-deg", 0.0f);
float alt = arg->getFloatValue("alt-ft", 0.0f);