]> git.mxchange.org Git - flightgear.git/blobdiff - src/Environment/fgclouds.cxx
Merge branch 'next' of gitorious.org:fg/flightgear into next
[flightgear.git] / src / Environment / fgclouds.cxx
index 867798af467765c7aeec6959479dd77debc8c41a..606a4973e8a5e2ae964b619a46dfefcf07e6a514 100644 (file)
@@ -68,15 +68,18 @@ void FGClouds::init(void) {
                snd_lightning = new SGSoundSample(globals->get_fg_root().c_str(), "Sounds/thunder.wav");
                snd_lightning->set_max_dist(7000.0f);
                snd_lightning->set_reference_dist(3000.0f);
-               SGSoundMgr *soundMgr = globals->get_soundmgr();
-               soundMgr->add( snd_lightning, "thunder" );
-               sgEnviro.set_soundMgr( soundMgr );
+               SGSoundMgr *smgr = globals->get_soundmgr();
+               SGSampleGroup *sgr = smgr->find("weather", true);
+               sgr->add( snd_lightning, "thunder" );
+               sgEnviro.set_sampleGroup( sgr );
        }
 }
 
-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 +93,97 @@ 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;
-                        
-                       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");
-
-                       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);
+                       if ( !cld_def ) return 0.0;
+                       
+                       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);
+
+                       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) {
@@ -175,14 +220,10 @@ void FGClouds::buildLayer(int iLayer, const string& name, double alt, double cov
                        return;
                }
        }
-        
+
        // 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++) {
@@ -206,32 +247,26 @@ 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);
-                        
-                       if (sg_random() < coverage) {
-                               double choice = sg_random();
+
+        // Determine how much cloud coverage we need in m^2.
+        double cov = coverage * SGCloudField::fieldSize * SGCloudField::fieldSize;
+
+        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);