}
}
-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");
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) {
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++) {
}
}
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);