/// <summary> /// Applies the sky values /// </summary> /// <param name="_Owner"></param> /// <param name="_Sky"></param> public void Apply( NuajOrchestrator _Owner, ModulePerspective _Sky ) { _Owner.m_AirDensity = 1e-5f * AirDensity; _Owner.m_FogDensity = 1e-4f * FogDensity; _Sky.DensityRayleigh = _Owner.m_CurrentMultiplier * _Owner.m_AirDensity; _Sky.DensityMie = _Owner.m_CurrentMultiplier * _Owner.m_FogDensity; }
public ModuleEditorPerspective( ModulePerspective _Module ) : base(_Module) { m_Module = _Module; }
/// <summary> /// Applies the fog values /// </summary> /// <param name="_Owner"></param> /// <param name="_Fog"></param> public void Apply( NuajOrchestrator _Owner, ModulePerspective.FogLayer _Fog ) { if ( !(_Fog.Enabled=Enabled) ) return; _Fog.Altitude = Altitude; _Fog.Thickness = Thickness; _Fog.MieDensityFactor = MieFactor; _Fog.DensityRatioBottom = MieBottomRatio; _Fog.MaxDistance = MaxDistance; _Fog.IsotropicSkyFactor = AmbientFactor; _Fog.StepSize = StepSize; _Fog.NoiseTilingHorizontal = NoiseTilingX; _Fog.NoiseTilingVertical = NoiseTilingY; _Fog.NoiseAmplitude = NoiseAmplitude; _Fog.NoiseOffset = NoiseOffset; _Fog.DownpourStrength = DownpourStrength; // Setup wind _Fog.WindDirectionAngle = _Owner.m_WindDirectionAngle; _Fog.WindForce = _Owner.ComputeWindForce( _Fog.Altitude ); }
protected void ApplySettings( ModulePerspective.FogLayer _Fog, FOG_NOISE_PRESETS _Preset ) { GUIHelpers.RegisterUndo( "Apply Fog Preset" ); switch ( _Preset ) { case FOG_NOISE_PRESETS.RAIN: _Fog.StepSize = 0.2f; _Fog.NoiseTilingHorizontal = 3.5f; _Fog.NoiseTilingVertical = 0.125f; _Fog.NoiseAmplitude = 0.25f; _Fog.NoiseOffset = -0.75f; _Fog.DownpourStrength = 3.0f; break; case FOG_NOISE_PRESETS.MIST_THICK: _Fog.StepSize = 1.0f; _Fog.NoiseTilingHorizontal = 0.05f; _Fog.NoiseTilingVertical = 0.05f; _Fog.NoiseAmplitude = 0.5f; _Fog.NoiseOffset = 0.0f; _Fog.DownpourStrength = 0.0f; break; case FOG_NOISE_PRESETS.SANDSTORM: _Fog.StepSize = 0.4f; _Fog.NoiseTilingHorizontal = 0.25f; _Fog.NoiseTilingVertical = 0.25f; _Fog.NoiseAmplitude = 1.0f; _Fog.NoiseOffset = -0.2f; _Fog.DownpourStrength = 0.0f; break; } }