#include "CloudModelAltoCumulus.h" #include "NoiseGenerator.h" #include "Vector3.h" #include "CloudLayerDefinition.h" CloudModelAltoCumulus::CloudModelAltoCumulus(CloudLayerDefinition *layer) : BaseCloudsModel(layer) { noise = new NoiseGenerator(); } CloudModelAltoCumulus::~CloudModelAltoCumulus() { delete noise; } void CloudModelAltoCumulus::update() { noise->clearLevels(); noise->addLevelSimple(4.0, -1.0, 1.0); noise->addLevelSimple(1.0 / 2.0, -0.6, 0.6); noise->addLevelSimple(1.0 / 4.0, -0.3, 0.3); noise->addLevelSimple(1.0 / 10.0, -0.15, 0.15); noise->addLevelSimple(1.0 / 20.0, -0.09, 0.09); noise->addLevelSimple(1.0 / 40.0, -0.06, 0.06); noise->addLevelSimple(1.0 / 60.0, -0.03, 0.03); noise->addLevelSimple(1.0 / 80.0, -0.015, 0.015); noise->addLevelSimple(1.0 / 100.0, -0.06, 0.06); noise->normalizeAmplitude(-4.0, 3.0, 0); noise->setState(layer->getNoiseState()); } void CloudModelAltoCumulus::getAltitudeRange(double *min_altitude, double *max_altitude) const { *min_altitude = 15.0 + 10.0 * layer->altitude; *max_altitude = *min_altitude + 18.0 * layer->scaling; } double CloudModelAltoCumulus::getDensity(const Vector3 &location, double) const { double val; double min_altitude, max_altitude; double noise_scaling = 18.0 * layer->scaling; getAltitudeRange(&min_altitude, &max_altitude); if (location.y < min_altitude || location.y > max_altitude) { return 0.0; } else { double x = 0.6 * location.x / noise_scaling; double y = (location.y - min_altitude) / noise_scaling; double z = 0.6 * location.z / noise_scaling; // double coverage = layer->coverage * layer->_coverage_by_altitude->getValue((position.y - layer->altitude) / // layer->scaling); double coverage = layer->coverage; val = 0.5 * noise->get3DTotal(x, y, z); return val - 1.1 + coverage; } }