paysages3d/src/definition/AtmosphereDefinition.cpp

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#include "AtmosphereDefinition.h"
#include <cmath>
#include "Maths.h"
#include "Scenery.h"
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#include "PackStream.h"
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#include "RandomGenerator.h"
#include "FloatNode.h"
#include "NoiseNode.h"
#include "GodRaysDefinition.h"
#include "CelestialBodyDefinition.h"
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AtmosphereDefinition::AtmosphereDefinition(DefinitionNode *parent)
: DefinitionNode(parent, "atmosphere", "atmosphere") {
model = ATMOSPHERE_MODEL_DISABLED;
godrays = new GodRaysDefinition(this);
sun = new CelestialBodyDefinition(this, "sun");
moon = new CelestialBodyDefinition(this, "moon");
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humidity = new FloatNode(this, "humidity");
sun_color = COLOR_RED;
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}
void AtmosphereDefinition::save(PackStream *stream) const {
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DefinitionNode::save(stream);
stream->write((int *)&model);
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sun_color.save(stream);
stream->write(&dome_lighting);
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int star_count = stars.size();
stream->write(&star_count);
for (const auto &star : stars) {
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star.location.save(stream);
star.col.save(stream);
stream->write(&star.radius);
}
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}
void AtmosphereDefinition::load(PackStream *stream) {
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DefinitionNode::load(stream);
stream->read((int *)&model);
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sun_color.load(stream);
stream->read(&dome_lighting);
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int star_count;
stream->read(&star_count);
for (int i = 0; i < star_count; i++) {
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Star star;
star.location.load(stream);
star.col.load(stream);
stream->read(&star.radius);
stars.push_back(star);
}
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validate();
}
void AtmosphereDefinition::copy(DefinitionNode *_destination) const {
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DefinitionNode::copy(_destination);
AtmosphereDefinition *destination = static_cast<AtmosphereDefinition *>(_destination);
if (destination) {
destination->model = model;
destination->sun_color = sun_color;
destination->dome_lighting = dome_lighting;
destination->stars = stars;
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destination->validate();
}
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}
void AtmosphereDefinition::setDayTime(double value) {
sun->propTheta()->setValue((value + 0.75) * Maths::TWOPI);
}
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void AtmosphereDefinition::setDayTime(int hour, int minute, int second) {
setDayTime(to_double(hour) / 24.0 + to_double(minute) / 1440.0 + (to_double(second) + 0.1) / 86400.0);
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}
double AtmosphereDefinition::getDaytime() const {
double value = (sun->propTheta()->getValue() / Maths::TWOPI) - 0.75;
if (value >= 0.0) {
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value = fmod(value, 1.0);
} else {
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value = 1.0 - fmod(-value, 1.0);
}
return value;
}
void AtmosphereDefinition::getHMS(int *hour, int *minute, int *second) const {
double value = getDaytime() * 86400.0;
*hour = round_to_int(value / 3600.0);
value -= 3600.0 * to_double(*hour);
*minute = round_to_int(value / 60.0);
*second = round_to_int(value - to_double(*minute) * 60.0);
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}
void AtmosphereDefinition::applyPreset(AtmospherePreset preset, RandomGenerator &random) {
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sun_color.r = 1.0;
sun_color.g = 0.95;
sun_color.b = 0.9;
sun_color.a = 1.0;
sun->propDistance()->setValue(Scenery::SUN_DISTANCE_SCALED);
sun->propRadius()->setValue(Scenery::SUN_RADIUS_SCALED);
moon->propDistance()->setValue(384403.0 * Scenery::KM_TO_UNIT);
moon->propRadius()->setValue(1737.4 * Scenery::KM_TO_UNIT);
moon->propPhi()->setValue(0.5);
moon->propTheta()->setValue(0.3);
moon->propNoise()->setConfig(0.4, 0.2, 0.8, 1.1);
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model = ATMOSPHERE_MODEL_BRUNETON;
switch (preset) {
case ATMOSPHERE_PRESET_CLEAR_DAY:
setDayTime(15);
humidity->setValue(0.1);
dome_lighting = 0.2;
break;
case ATMOSPHERE_PRESET_CLEAR_SUNSET:
setDayTime(17, 45);
humidity->setValue(0.1);
dome_lighting = 0.3;
break;
case ATMOSPHERE_PRESET_HAZY_MORNING:
setDayTime(8, 30);
humidity->setValue(0.4);
dome_lighting = 0.25;
break;
case ATMOSPHERE_PRESET_FOGGY:
setDayTime(15);
humidity->setValue(0.7);
dome_lighting = 0.1;
break;
case ATMOSPHERE_PRESET_STORMY:
setDayTime(15);
humidity->setValue(0.9);
dome_lighting = 0.05;
break;
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}
generateStars(2000, random);
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validate();
}
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void AtmosphereDefinition::generateStars(int count, RandomGenerator &random) {
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stars.clear();
for (int i = 0; i < count; ++i) {
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Star star;
star.location = Vector3((random.genDouble() - 0.5) * 100000.0, (random.genDouble() * 0.5) * 100000.0,
(random.genDouble() - 0.5) * 100000.0);
if (star.location.getNorm() < 30000.0) {
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i--;
continue;
}
double brillance = random.genDouble() * 0.05 + 0.1;
star.col = Color(brillance + random.genDouble() * 0.03, brillance + random.genDouble() * 0.03,
brillance + random.genDouble() * 0.03, 1.0);
star.radius = 30.0 + random.genDouble() * 20.0;
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stars.push_back(star);
}
}