Renamed fg_random -> sg_random.
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@@ -10,24 +10,24 @@ lib_LIBRARIES = libsgmath.a
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include_HEADERS = \
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fg_memory.h \
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fg_random.h \
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interpolater.hxx \
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leastsqs.hxx \
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localconsts.hxx \
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point3d.hxx \
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polar3d.hxx \
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sg_geodesy.hxx \
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sg_random.h \
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sg_types.hxx \
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vector.hxx
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EXTRA_DIST = linintp2.h linintp2.inl sphrintp.h sphrintp.inl
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libsgmath_a_SOURCES = \
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fg_random.c \
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interpolater.cxx \
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leastsqs.cxx \
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polar3d.cxx \
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sg_geodesy.cxx \
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sg_random.c \
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vector.cxx
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INCLUDES += -I$(top_srcdir) $(ZLIB_INCL)
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@@ -1,4 +1,4 @@
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// fg_random.c -- routines to handle random number generation
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// sg_random.c -- routines to handle random number generation
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//
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// Written by Curtis Olson, started July 1997.
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//
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@@ -30,7 +30,7 @@
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#include <stdlib.h> // for random(), srandom()
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#include <time.h> // for time() to seed srandom()
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#include "fg_random.h"
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#include "sg_random.h"
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#ifndef HAVE_RAND
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# ifdef sgi
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@@ -49,7 +49,7 @@
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// Seed the random number generater with time() so we don't see the
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// same sequence every time
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void fg_srandom(void) {
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void sg_srandom(void) {
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// fgPrintf( FG_MATH, FG_INFO, "Seeding random number generater\n");
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#ifdef HAVE_RAND
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@@ -61,7 +61,7 @@ void fg_srandom(void) {
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// return a random number between [0.0, 1.0)
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double fg_random(void) {
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double sg_random(void) {
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#ifdef HAVE_RAND
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return(rand() / (double)RAND_MAX);
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#else
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@@ -1,4 +1,4 @@
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// fg_random.h -- routines to handle random number generation
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// sg_random.h -- routines to handle random number generation
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//
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// Written by Curtis Olson, started July 1997.
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//
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@@ -22,8 +22,8 @@
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// $Id$
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#ifndef _FG_RANDOM_H
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#define _FG_RANDOM_H
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#ifndef _SG_RANDOM_H
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#define _SG_RANDOM_H
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#ifdef __cplusplus
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@@ -33,10 +33,10 @@ extern "C" {
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// Seed the random number generater with time() so we don't see the
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// same sequence every time
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void fg_srandom(void);
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void sg_srandom(void);
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// return a random number between [0.0, 1.0)
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double fg_random(void);
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double sg_random(void);
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#ifdef __cplusplus
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@@ -44,6 +44,6 @@ double fg_random(void);
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#endif
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#endif // _FG_RANDOM_H
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#endif // _SG_RANDOM_H
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@@ -26,9 +26,9 @@
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/math/fg_random.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_random.h>
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#include "cloud.hxx"
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@@ -70,7 +70,7 @@ void SGCloudLayer::build( double s, double asl, double thickness,
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sgSetVec3( vertex, -size, -size, 0.0f );
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sgVec2 base;
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sgSetVec2( base, fg_random(), fg_random() );
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sgSetVec2( base, sg_random(), sg_random() );
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sgSetVec2( tc, base[0], base[1] );
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cl->add( color );
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vl->add( vertex );
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@@ -39,7 +39,6 @@
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#include <plib/sg.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/fg_random.h>
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#include "dome.hxx"
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@@ -30,7 +30,7 @@
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/math/fg_random.h>
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#include <simgear/math/sg_random.h>
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#include "sky.hxx"
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@@ -328,11 +328,11 @@ void SGSky::modify_vis( float alt, float time_factor ) {
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if ( ratio < 1.0 ) {
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if ( ! in_puff ) {
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// calc chance of entering cloud puff
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double rnd = fg_random();
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double rnd = sg_random();
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double chance = rnd * rnd * rnd;
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if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
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in_puff = true;
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puff_length = fg_random() * 2.0; // up to 2 seconds
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puff_length = sg_random() * 2.0; // up to 2 seconds
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puff_progression = 0.0;
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}
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}
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