#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 <Main/renderer.hxx>
#include <Airports/simple.hxx>
#include <Main/util.hxx>
#include "fgclouds.hxx"
-extern SGSky *thesky;
-
+static bool do_delete_3Dcloud (const SGPropertyNode *arg);
+static bool do_move_3Dcloud (const SGPropertyNode *arg);
+static bool do_add_3Dcloud (const SGPropertyNode *arg);
FGClouds::FGClouds() :
+#if 0
snd_lightning(0),
- clouds_3d_enabled(false)
+#endif
+ clouds_3d_enabled(false),
+ index(0)
{
update_event = 0;
}
-FGClouds::~FGClouds() {
+FGClouds::~FGClouds()
+{
}
int FGClouds::get_update_event(void) const {
buildCloudLayers();
}
-void FGClouds::init(void) {
+void FGClouds::Init(void) {
+#if 0
if( snd_lightning == NULL ) {
snd_lightning = new SGSoundSample("Sounds/thunder.wav", SGPath());
snd_lightning->set_max_dist(7000.0f);
SGSoundMgr *smgr = globals->get_soundmgr();
SGSampleGroup *sgr = smgr->find("weather", true);
sgr->add( snd_lightning, "thunder" );
- sgEnviro.set_sampleGroup( sgr );
}
+#endif
+
+ 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);
}
// Build an invidual cloud. Returns the extents of the cloud for coverage calculations
texture_root.append("Sky");
box_def = box_def_root->getChild(name.c_str());
-
+
string base_name = name.substr(0,2);
if( !box_def ) {
if( name[2] == '-' ) {
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);
-
+
+ float lon = fgGetNode("/position/longitude-deg", false)->getFloatValue();
+ float lat = fgGetNode("/position/latitude-deg", false)->getFloatValue();
+
SGVec3f 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) {
string type = abox->getStringValue("type", "cu-small");
cld_def = cloud_def_root->getChild(type.c_str());
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);
double c = abox->getDoubleValue("count", 5);
int count = (int) (c + (sg_random() - 0.5) * c);
- extent = max(w*w, extent);
+ extent = std::max(w*w, extent);
for (int j = 0; j < count; j++) {
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);
+ //SGVec3f newpos = SGVec3f(x, y, z);
+ SGNewCloud cld = SGNewCloud(texture_root, cld_def);
+
+ //layer->addCloud(newpos, cld.genCloud());
+ layer->addCloud(lon, lat, z, x, y, index++, cld.genCloud());
}
}
}
return extent;
}
-void FGClouds::buildLayer(int iLayer, const string& name, double alt, double coverage) {
+void FGClouds::buildLayer(int iLayer, const string& name, double coverage) {
struct {
string name;
double count;
} tCloudVariety[20];
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);
- SGCloudField *layer = thesky->get_cloud_layer(iLayer)->get_layer3D();
+ SGCloudField *layer = thesky->get_cloud_layer(iLayer)->get_layer3D();
layer->clear();
-
+
// If we don't have the required properties, then render the cloud in 2D
if ((! clouds_3d_enabled) || coverage == 0.0 ||
layer_def_root == NULL || cloud_def_root == NULL || box_def_root == NULL) {
thesky->get_cloud_layer(iLayer)->set_enable3dClouds(false);
return;
}
-
+
// If we can't find a definition for this cloud type, then render the cloud in 2D
SGPropertyNode *layer_def=NULL;
layer_def = layer_def_root->getChild(name.c_str());
}
totalCount = 1.0 / totalCount;
- // Determine how much cloud coverage we need in m^2.
- double cov = coverage * SGCloudField::fieldSize * SGCloudField::fieldSize;
+ // Determine how much cloud coverage we need in m^2.
+ double cov = coverage * SGCloudField::fieldSize * SGCloudField::fieldSize;
- while (cov > 0.0f) {
+ while (cov > 0.0f) {
double choice = sg_random();
-
+
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,
+ grid_z_rand,
layer);
break;
}
}
-
- }
+ }
// Now we've built any clouds, enable them and set the density (coverage)
//layer->setCoverage(coverage);
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);
double alt_ft = cloud_root->getDoubleValue("elevation-ft");
double alt_m = alt_ft * SG_FEET_TO_METER;
string coverage = cloud_root->getStringValue("coverage");
-
+
double coverage_norm = 0.0;
if( coverage == "few" )
coverage_norm = 2.0/8.0; // <1-2
coverage_norm = 8.0/8.0; // 8
string layer_type = "nn";
+
if( coverage == "cirrus" ) {
layer_type = "ci";
} else if( alt_ft > 16500 ) {
layer_type = "sc";
}
}
-
+
cloud_root->setStringValue("layer-type",layer_type);
- buildLayer(iLayer, layer_type, alt_m, coverage_norm);
+ buildLayer(iLayer, layer_type, coverage_norm);
}
}
void FGClouds::set_3dClouds(bool enable)
{
- if (enable != clouds_3d_enabled) {
- clouds_3d_enabled = enable;
- buildCloudLayers();
- }
+ if (enable != clouds_3d_enabled) {
+ clouds_3d_enabled = enable;
+ buildCloudLayers();
+ }
}
-bool FGClouds::get_3dClouds() const {
- return clouds_3d_enabled;
+bool FGClouds::get_3dClouds() const
+{
+ return clouds_3d_enabled;
}
-
+
+/**
+ * Adds a 3D cloud to a cloud layer.
+ *
+ * Property arguments
+ * layer - the layer index to add this cloud to. (Defaults to 0)
+ * index - the index for this cloud (to be used later)
+ * lon/lat/alt - the position for the cloud
+ * (Various) - cloud definition properties. See README.3DClouds
+ *
+ */
+ static bool
+ do_add_3Dcloud (const SGPropertyNode *arg)
+ {
+ int l = arg->getIntValue("layer", 0);
+ int index = arg->getIntValue("index", 0);
+
+ SGPath texture_root = globals->get_fg_root();
+ texture_root.append("Textures");
+ texture_root.append("Sky");
+
+ float lon = arg->getFloatValue("lon-deg", 0.0f);
+ float lat = arg->getFloatValue("lat-deg", 0.0f);
+ float alt = arg->getFloatValue("alt-ft", 0.0f);
+ 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());
+
+ // Adding a 3D cloud immediately makes this layer 3D.
+ thesky->get_cloud_layer(l)->set_enable3dClouds(true);
+
+ return success;
+ }
+
+ /**
+ * Removes a 3D cloud from a cloud layer
+ *
+ * Property arguments
+ *
+ * layer - the layer index to remove this cloud from. (defaults to 0)
+ * index - the cloud index
+ *
+ */
+ static bool
+ do_delete_3Dcloud (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);
+ }
+
+/**
+ * Move a cloud within a 3D layer
+ *
+ * Property arguments
+ * layer - the layer index to add this cloud to. (Defaults to 0)
+ * index - the cloud index to move.
+ * lon/lat/alt - the position for the cloud
+ *
+ */
+ static bool
+ do_move_3Dcloud (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);
+ float x = arg->getFloatValue("x-offset-m", 0.0f);
+ float y = arg->getFloatValue("y-offset-m", 0.0f);
+
+ SGCloudField *layer = thesky->get_cloud_layer(l)->get_layer3D();
+ return layer->repositionCloud(i, lon, lat, alt, x, y);
+ }