#include <simgear/compiler.h>
-#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props.hxx>
#include <simgear/scene/model/model.hxx>
SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
{
+ // Set up a RNG that is repeatable within 10 minutes to ensure that clouds
+ // are synced up in multi-process deployments.
+ mt_init_time_10(&seed);
+
min_width = cld_def->getFloatValue("min-cloud-width-m", 500.0);
max_width = cld_def->getFloatValue("max-cloud-width-m", min_width*2);
min_height = cld_def->getFloatValue("min-cloud-height-m", 400.0);
#if 0
// return a random number between -n/2 and n/2, tending to 0
static float Rnd(float n) {
- return n * (-0.5f + (sg_random() + sg_random()) / 2.0f);
+ return n * (-0.5f + (mt_rand(&seed) + mt_rand(&seed)) / 2.0f);
}
#endif
// Determine how big this specific cloud instance is. Note that we subtract
// the sprite size because the width/height is used to define the limits of
// the center of the sprites, not their edges.
- float width = min_width + sg_random() * (max_width - min_width) - min_sprite_width;
- float height = min_height + sg_random() * (max_height - min_height) - min_sprite_height;
+ float width = min_width + mt_rand(&seed) * (max_width - min_width) - min_sprite_width;
+ float height = min_height + mt_rand(&seed) * (max_height - min_height) - min_sprite_height;
if (width < 0.0) { width = 0.0; }
if (height < 0.0) { height = 0.0; }
// Determine appropriate shading factors
- float top_factor = min_top_lighting_factor + sg_random() * (max_top_lighting_factor - min_top_lighting_factor);
- float middle_factor = min_middle_lighting_factor + sg_random() * (max_middle_lighting_factor - min_middle_lighting_factor);
- float bottom_factor = min_bottom_lighting_factor + sg_random() * (max_bottom_lighting_factor - min_bottom_lighting_factor);
- float shade_factor = min_shade_lighting_factor + sg_random() * (max_shade_lighting_factor - min_shade_lighting_factor);
+ float top_factor = min_top_lighting_factor + mt_rand(&seed) * (max_top_lighting_factor - min_top_lighting_factor);
+ float middle_factor = min_middle_lighting_factor + mt_rand(&seed) * (max_middle_lighting_factor - min_middle_lighting_factor);
+ float bottom_factor = min_bottom_lighting_factor + mt_rand(&seed) * (max_bottom_lighting_factor - min_bottom_lighting_factor);
+ float shade_factor = min_shade_lighting_factor + mt_rand(&seed) * (max_shade_lighting_factor - min_shade_lighting_factor);
//printf("Cloud: %2f, %2f, %2f, %2f\n", top_factor, middle_factor, bottom_factor, shade_factor);
float cull_distance_squared = min_sprite_height * min_sprite_height * 0.1f;
// The number of sprites we actually use is a function of the (user-controlled) density
- int n_sprites = num_sprites * sprite_density * (0.5f + sg_random());
+ int n_sprites = num_sprites * sprite_density * (0.5f + mt_rand(&seed));
for (int i = 0; i < n_sprites; i++)
{
y = 0;
z = height * 0.5;
} else {
- float theta = sg_random() * SGD_2PI;
- float elev = sg_random() * SGD_PI;
+ float theta = mt_rand(&seed) * SGD_2PI;
+ float elev = mt_rand(&seed) * SGD_PI;
x = width * cos(theta) * 0.5f * sin(elev);
y = width * sin(theta) * 0.5f * sin(elev);
z = height * cos(elev) * 0.5f + height * 0.5f;
}
// Determine the height and width
- float sprite_width = min_sprite_width + sg_random() * (max_sprite_width - min_sprite_width);
- float sprite_height = min_sprite_height + sg_random() * (max_sprite_height - min_sprite_height);
+ float sprite_width = min_sprite_width + mt_rand(&seed) * (max_sprite_width - min_sprite_width);
+ float sprite_height = min_sprite_height + mt_rand(&seed) * (max_sprite_height - min_sprite_height);
// Sprites are never taller than square.
if (sprite_height > sprite_width )
}
// Determine the sprite texture indexes.
- int index_x = (int) floor(sg_random() * num_textures_x);
+ int index_x = (int) floor(mt_rand(&seed) * num_textures_x);
if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
- int index_y = (int) floor(sg_random() * num_textures_y);
+ int index_y = (int) floor(mt_rand(&seed) * num_textures_y);
if (height_map_texture) {
// The y index depends on the position of the sprite within the cloud.
#include "cloudfield.hxx"
#include "newcloud.hxx"
-#include <simgear/math/sg_random.h>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/OsgMath.hxx>
#include <simgear/sg_inlines.h>
pre_transform = new osg::Group;
_ephTransform = new osg::MatrixTransform;
+
+ // Set up a RNG that is repeatable within 10 minutes to ensure that clouds
+ // are synced up in multi-process deployments.
+ mt_init_time_10(&seed);
}
if ( ratio < 1.0 ) {
if ( ! in_puff ) {
// calc chance of entering cloud puff
- double rnd = sg_random();
+ double rnd = mt_rand(&seed);
double chance = rnd * rnd * rnd;
if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
in_puff = true;
- puff_length = sg_random() * 2.0; // up to 2 seconds
+ puff_length = mt_rand(&seed) * 2.0; // up to 2 seconds
puff_progression = 0.0;
}
}