Beispiel #1
0
/*
 * Method: Number
 *
 * Generates a real (non-integer) number.
 *
 * > number = rand:Number()
 * > number = rand:Number(max)
 * > number = rand:Number(min, max)
 *
 * Parameters:
 *
 *   min - optional, the minimum possible value for the generated number. If
 *         omitted, defaults to 0
 *
 *   max - optional, the maximum possible value for the generated number. If
 *         omitted, defaults to a very large number (currently 2^32-1)
 *
 * Return:
 *
 *   number - the random number
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   stable
 */
static int l_rand_number(lua_State *l)
{
	MTRand *rand = LuaObject<MTRand>::CheckFromLua(1);

	double min, max;
	if (lua_isnumber(l, 2) && lua_isnumber(l, 3)) {
		min = lua_tonumber(l, 2);
		max = lua_tonumber(l, 3);
	}
	else if (lua_isnumber(l, 2)) {
		min = 0.0;
		max = lua_tonumber(l, 2);
	}
	else {
        lua_pushnumber(l, rand->Double());
        return 1;
	}

	if (min > max)
		luaL_error(l, "Max must be bigger than min in random number range");

	lua_pushnumber(l, rand->Double(min, max));
	return 1;
}
Beispiel #2
0
	void GenCol(float col[4], MTRand &rng) const {
		float ma = 1 + float(rng.Double(modAll*2)-modAll);
		for (int i=0; i<4; i++) col[i] = baseCol[i] + float(rng.Double(-modCol[i], modCol[i]));
		for (int i=0; i<3; i++) col[i] = Clamp(ma*col[i], 0.0f, 1.0f);
	}
Beispiel #3
0
void CityOnPlanet::PutCityBit(MTRand &rand, const matrix4x4d &rot, vector3d p1, vector3d p2, vector3d p3, vector3d p4)
{
	double rad = (p1-p2).Length()*0.5;
	LmrModel *model(0);
	double modelRadXZ(0);
	const LmrCollMesh *cmesh(0);
	vector3d cent = (p1+p2+p3+p4)*0.25;

	cityflavourdef_t *flavour(0);
	citybuildinglist_t *buildings(0);

	// pick a building flavour (city, windfarm, etc)
	for (int flv=0; flv<CITYFLAVOURS; flv++) {
		flavour = &cityflavour[flv];
		buildings = &s_buildingLists[flavour->buildingListIdx];
       
		int tries;
		for (tries=20; tries--; ) {
			const citybuilding_t &bt = buildings->buildings[rand.Int32(buildings->numBuildings)];
			model = bt.resolvedModel;
			modelRadXZ = bt.xzradius;
			cmesh = bt.collMesh;
			if (modelRadXZ < rad) break;
			if (tries == 0) return;
		}
		
		bool tooDistant = ((flavour->center - cent).Length()*(1.0/flavour->size) > rand.Double());
		if (!tooDistant) break;
		else flavour = 0;
	}

	if (flavour == 0) {
		if (rad > MIN_SEG_SIZE) goto always_divide;
		else return;
	}

	if (rad > modelRadXZ*2.0) {
always_divide:
		vector3d a = (p1+p2)*0.5;
		vector3d b = (p2+p3)*0.5;
		vector3d c = (p3+p4)*0.5;
		vector3d d = (p4+p1)*0.5;
		vector3d e = (p1+p2+p3+p4)*0.25;
		PutCityBit(rand, rot, p1, a, e, d);
		PutCityBit(rand, rot, a, p2, b, e);
		PutCityBit(rand, rot, e, b, p3, c);
		PutCityBit(rand, rot, d, e, c, p4);
	} else {
		cent = cent.Normalized();
		double height = m_planet->GetTerrainHeight(cent);
		/* don't position below sealevel! */
		if (height - m_planet->GetSBody()->GetRadius() <= 0.0) return;
		cent = cent * height;

		assert(cmesh);
		Geom *geom = new Geom(cmesh->geomTree);
		int rotTimes90 = rand.Int32(4);
		matrix4x4d grot = rot * matrix4x4d::RotateYMatrix(M_PI*0.5*double(rotTimes90));
		geom->MoveTo(grot, cent);
		geom->SetUserData(this);
//		f->AddStaticGeom(geom);

		BuildingDef def = { model, cmesh->GetBoundingRadius(), rotTimes90, cent, geom, false };
		m_buildings.push_back(def);
	}
}