From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_terrain_region_8cpp_source.html | 383 ---------------------- 1 file changed, 383 deletions(-) delete mode 100644 Doc/doxygen/html/_terrain_region_8cpp_source.html (limited to 'Doc/doxygen/html/_terrain_region_8cpp_source.html') diff --git a/Doc/doxygen/html/_terrain_region_8cpp_source.html b/Doc/doxygen/html/_terrain_region_8cpp_source.html deleted file mode 100644 index 1f52b2c..0000000 --- a/Doc/doxygen/html/_terrain_region_8cpp_source.html +++ /dev/null @@ -1,383 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/TerrainRegion.cpp Source File - - - - - - - - - - - - - -
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Open source Starshatter engine
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TerrainRegion.cpp
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1 /* Project Starshatter 4.5
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2  Destroyer Studios LLC
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3  Copyright © 1997-2005. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: TerrainRegion.cpp
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7  AUTHOR: John DiCamillo
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8 
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9 
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10  OVERVIEW
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11  ========
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12  Various Heavenly Bodies
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13 */
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14 
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15 #include "MemDebug.h"
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16 #include "TerrainRegion.h"
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17 #include "Sky.h"
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18 #include "TerrainHaze.h"
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19 #include "TerrainLayer.h"
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20 #include "Sim.h"
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21 #include "Grid.h"
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22 #include "CameraDirector.h"
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23 #include "HUDView.h"
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24 
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25 #include "Game.h"
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26 #include "Sound.h"
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27 #include "Solid.h"
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28 #include "Sprite.h"
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29 #include "Light.h"
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30 #include "Bitmap.h"
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31 #include "DataLoader.h"
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32 #include "Scene.h"
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33 #include "ParseUtil.h"
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34 
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35 // +====================================================================+
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36 
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37 TerrainRegion::TerrainRegion(StarSystem* s, const char* n, double r, Orbital* p)
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38 : OrbitalRegion(s, n, 0.0, r, 0.0, p),
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39 scale(10e3),
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40 mtnscale(1e3),
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41 fog_density(0),
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42 fog_scale(0),
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43 day_phase(0),
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44 eclipsed(false)
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45 {
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46  type = TERRAIN;
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47 
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48  if (primary) {
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49  orbit = primary->Radius();
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50  period = primary->Rotation();
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51  }
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52 
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53  clouds_alt_high = 12.0e3;
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54  clouds_alt_low = 8.0e3;
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55 
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56  Update();
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57 }
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58 
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59 // +--------------------------------------------------------------------+
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60 
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62 {
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63  layers.destroy();
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64 }
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65 
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66 // +--------------------------------------------------------------------+
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67 
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68 void
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70 {
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71  if (system && primary) {
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73  loc = primary->Location() + Point((double) (orbit * cos(phase)),
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74  (double) (orbit * sin(phase)),
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75  0);
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76  }
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77 
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78  if (rep)
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79  rep->MoveTo(loc.OtherHand());
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80 
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81  // calc day phase:
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82  OrbitalBody* star = system->Bodies()[0];
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83 
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84  Point tvpn = Location() - primary->Location();
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85  Point tvst = star->Location() - primary->Location();
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86 
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87  tvpn.Normalize();
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88  tvst.Normalize();
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89 
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90  day_phase = acos(tvpn * tvst) + PI;
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91 
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92  Point meridian = tvpn.cross(tvst);
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93 
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94  if (meridian.z < 0) {
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95  day_phase = 2*PI - day_phase;
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96  }
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97 
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98  day_phase *= 24 / (2*PI);
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99 
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100  if (!system || system->ActiveRegion() != this)
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101  return;
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102 
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103  // set sky color:
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104  int base_hour = (int) day_phase;
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105  double fraction = day_phase - base_hour;
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106 
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107  sky_color[24] = Color::Scale(sky_color[base_hour], sky_color[base_hour+1], fraction);
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108  sun_color[24] = Color::Scale(sun_color[base_hour], sun_color[base_hour+1], fraction);
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109  fog_color[24] = Color::Scale(fog_color[base_hour], fog_color[base_hour+1], fraction);
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110  ambient[24] = Color::Scale(ambient[base_hour], ambient[base_hour+1], fraction);
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111  overcast[24] = Color::Scale(overcast[base_hour], overcast[base_hour+1], fraction);
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112  cloud_color[24] = Color::Scale(cloud_color[base_hour], cloud_color[base_hour+1], fraction);
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113  shade_color[24] = Color::Scale(shade_color[base_hour], shade_color[base_hour+1], fraction);
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114 
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116  Sim* sim = Sim::GetSim();
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117  double alt = 0;
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118  double dim = 1;
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119 
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120  if (cam_dir && cam_dir->GetCamera())
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121  alt = cam_dir->GetCamera()->Pos().y;
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122 
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123  if (alt > 0) {
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124  if (alt < TERRAIN_ALTITUDE_LIMIT) {
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125  if (weather.Ceiling() > 0) {
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126  fog_color[24] = overcast[24];
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127  sky_color[24] = overcast[24];
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128  dim = 0.125;
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129 
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130  /***
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131  if (alt < weather.Ceiling()) {
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132  sky_color[24] = overcast[24];
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133  dim = 0.125;
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134  }
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135  else if (alt < weather.Ceiling() + 500) {
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136  double thick = (weather.Ceiling() + 500.0 - alt) / 500.0;
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137  sky_color[24] = sky_color[24] * (1.0 - thick);
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138  sky_color[24] += overcast[24] * thick;
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139 
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140  dim = 1 - thick * 0.875;
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141  }
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142  else {
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143  sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT);
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144  }
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145  ***/
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146  }
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147 
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148  else {
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149  sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT);
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150  }
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151  }
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152  else {
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153  sky_color[24] = Color::Black;
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154  }
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155  }
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156 
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157  if (system) {
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158  system->SetSunlight(sun_color[24], dim);
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159  system->SetBacklight(sky_color[24], dim);
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160 
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161  HUDView* hud = HUDView::GetInstance();
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162  if (hud) {
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163  Color night_vision = hud->Ambient();
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164  sky_color[24] += night_vision * 0.15;
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165  }
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166  }
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167 }
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168 
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169 // +--------------------------------------------------------------------+
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170 
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171 void
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172 TerrainRegion::LoadSkyColors(const char* bmp_name)
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173 {
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174  Bitmap sky_colors_bmp;
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175 
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176  DataLoader* loader = DataLoader::GetLoader();
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177  loader->LoadBitmap(bmp_name, sky_colors_bmp);
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178 
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179  int max_color = sky_colors_bmp.Width();
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180 
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181  if (max_color > 24)
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182  max_color = 24;
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183 
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184  for (int i = 0; i < 25; i++) {
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185  sun_color[i] = Color::White;
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186  sky_color[i] = Color::Black;
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187  fog_color[i] = Color::White;
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191  }
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192 
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193  for (int i = 0; i < max_color; i++)
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194  sky_color[i] = sky_colors_bmp.GetColor(i, 0);
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195 
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196  if (sky_colors_bmp.Height() > 1)
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197  for (int i = 0; i < max_color; i++)
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198  fog_color[i].Set(sky_colors_bmp.GetColor(i, 1).Value() | Color(0,0,0,255).Value());
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199 
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200  if (sky_colors_bmp.Height() > 2)
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201  for (int i = 0; i < max_color; i++)
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202  ambient[i] = sky_colors_bmp.GetColor(i, 2);
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203 
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204  if (sky_colors_bmp.Height() > 3)
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205  for (int i = 0; i < max_color; i++)
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206  sun_color[i] = sky_colors_bmp.GetColor(i, 3);
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207 
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208  if (sky_colors_bmp.Height() > 4)
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209  for (int i = 0; i < max_color; i++)
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210  overcast[i] = sky_colors_bmp.GetColor(i, 4);
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211 
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212  if (sky_colors_bmp.Height() > 5)
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213  for (int i = 0; i < max_color; i++)
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214  cloud_color[i] = sky_colors_bmp.GetColor(i, 5);
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215 
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216  if (sky_colors_bmp.Height() > 6)
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217  for (int i = 0; i < max_color; i++)
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218  shade_color[i] = sky_colors_bmp.GetColor(i, 6);
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219 }
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220 
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221 // +--------------------------------------------------------------------+
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222 
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223 void
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224 TerrainRegion::AddLayer(double h, const char* tile, const char* detail)
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225 {
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226  TerrainLayer* layer = new(__FILE__,__LINE__) TerrainLayer;
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227 
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228  layer->min_height = h;
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229  layer->tile_name = tile;
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230 
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231  if (detail && *detail)
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232  layer->detail_name = detail;
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233 
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234  layers.append(layer);
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235 }
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236 
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237 const Text&
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239 {
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240  switch (face) {
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241  case 0: return env_texture_positive_x;
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242 
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243  case 1: if (env_texture_negative_x.length() > 0)
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244  return env_texture_negative_x;
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245  return env_texture_positive_x;
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246 
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247  case 2: return env_texture_positive_y;
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248 
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249  case 3: if (env_texture_negative_y.length() > 0)
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250  return env_texture_negative_y;
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251  return env_texture_positive_y;
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252 
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253  case 4: if (env_texture_positive_z.length() > 0)
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254  return env_texture_positive_z;
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255  return env_texture_positive_x;
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256 
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257  case 5: if (env_texture_negative_z.length() > 0)
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258  return env_texture_negative_z;
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259  if (env_texture_positive_z.length() > 0)
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260  return env_texture_positive_z;
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261  return env_texture_positive_x;
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262  }
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263 
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264  return env_texture_positive_x;
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265 }
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266 
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