#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 <Viewer/renderer.hxx>
+#include <Airports/simple.hxx>
#include "fgclouds.hxx"
index(0)
{
update_event = 0;
+ mt_init_time_10(&seed);
}
FGClouds::~FGClouds()
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 = std::max(w*w, extent);
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
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);
+ SGNewCloud cld(texture_root, cld_def);
//layer->addCloud(newpos, cld.genCloud());
layer->addCloud(lon, lat, z, x, y, index++, cld.genCloud());
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;
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);
+ 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);