/// <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;
            }
        }