void make_bad ( void );
// Generate the unique scenery tile index for this bucket
- long int gen_index();
+ long int gen_index() const;
string gen_index_str() const;
// Build the path name for this bucket
// 3 bits - to represent x (0 to 7)
// 3 bits - to represent y (0 to 7)
-inline long int FGBucket::gen_index() {
+inline long int FGBucket::gen_index() const {
return ((lon + 180) << 14) + ((lat + 90) << 6) + (y << 3) + x;
}
}
-// offset a bucket struct by the specified tile units in the X & Y
-// direction
+// offset a bucket specified by dlon, dlat by the specified tile units
+// in the X & Y direction
FGBucket fgBucketOffset( double dlon, double dlat, int x, int y );