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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00

reformat: remove redundant parentheses

This commit is contained in:
jerrrrycho
2026-06-30 21:19:46 +02:00
parent 7c88907f6b
commit d85096f64d
108 changed files with 4098 additions and 4662 deletions

View File

@@ -61,28 +61,25 @@ world_environment::compute_season( int const Yearday ) {
void
world_environment::compute_weather() {
Global.Weather = (
Global.Overcast <= 0.10 ? "clear:" :
Global.Overcast <= 0.50 ? "scattered:" :
Global.Overcast <= 0.90 ? "broken:" :
Global.Overcast <= 1.00 ? "overcast:" :
(Global.AirTemperature > 1 ? "rain:" :
"snow:" ) );
Global.Weather = Global.Overcast <= 0.10 ? "clear:" :
Global.Overcast <= 0.50 ? "scattered:" :
Global.Overcast <= 0.90 ? "broken:" :
Global.Overcast <= 1.00 ? "overcast:" :
Global.fTurbidity = (
Global.Overcast <= 0.10 ? 3 :
Global.Overcast <= 0.20 ? 4 :
Global.Overcast <= 0.30 ? 5 :
Global.Overcast <= 0.40 ? 5 :
Global.Overcast <= 0.50 ? 5 :
Global.Overcast <= 0.60 ? 5 :
Global.Overcast <= 0.70 ? 6 :
Global.Overcast <= 0.80 ? 7 :
Global.Overcast <= 0.90 ? 8 :
Global.Overcast > 0.90 ? 9 :
9
);
Global.AirTemperature > 1 ? "rain:" :
"snow:";
Global.fTurbidity = Global.Overcast <= 0.10 ? 3 :
Global.Overcast <= 0.20 ? 4 :
Global.Overcast <= 0.30 ? 5 :
Global.Overcast <= 0.40 ? 5 :
Global.Overcast <= 0.50 ? 5 :
Global.Overcast <= 0.60 ? 5 :
Global.Overcast <= 0.70 ? 6 :
Global.Overcast <= 0.80 ? 7 :
Global.Overcast <= 0.90 ? 8 :
Global.Overcast > 0.90 ? 9 :
9;
}
void
@@ -96,9 +93,7 @@ world_environment::init() {
{
auto const rainsoundoverride { simulation::Sound_overrides.find( "weather.rainsound:" ) };
m_rainsound.deserialize(
( rainsoundoverride != simulation::Sound_overrides.end() ?
rainsoundoverride->second :
"rain-sound-loop" ),
rainsoundoverride != simulation::Sound_overrides.end() ? rainsoundoverride->second : "rain-sound-loop",
sound_type::single );
}
m_wind = basic_wind{
@@ -135,7 +130,7 @@ world_environment::update() {
float keylightintensity;
glm::vec3 keylightcolor;
Global.SunAngle = m_sun.getAngle();
if ((moonlightlevel > sunlightlevel) && (Global.SunAngle <(-20)))
if (moonlightlevel > sunlightlevel && Global.SunAngle < -20)
{
// rare situations when the moon is brighter than the sun, typically at night
Global.SunAngle = m_moon.getAngle();
@@ -165,7 +160,7 @@ world_environment::update() {
auto const skydomecolour = m_skydome.GetAverageColor();
auto const skydomehsv = colors::RGBtoHSV( skydomecolour );
// sun strength is reduced by overcast level
keylightintensity *= ( 1.0f - std::min( 1.f, Global.Overcast ) * 0.65f );
keylightintensity *= 1.0f - std::min(1.f, Global.Overcast) * 0.65f;
// intensity combines intensity of the sun and the light reflected by the sky dome
// it'd be more technically correct to have just the intensity of the sun here,
@@ -180,7 +175,7 @@ world_environment::update() {
// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
// (this is pure conjecture, aimed more to 'look right' than be accurate)
float const ambienttone = std::clamp( 1.0f - ( Global.SunAngle / 90.0f ), 0.0f, 1.0f );
float const ambienttone = std::clamp( 1.0f - Global.SunAngle / 90.0f, 0.0f, 1.0f );
float const ambientintensitynightfactor = 1.f - 0.75f * std::clamp( -m_sun.getAngle(), 0.0f, 18.0f ) / 18.0f;
Global.DayLight.ambient[ 0 ] = std::lerp( skydomehsv.z, skydomecolour.r, ambienttone ) * ambientintensitynightfactor;
Global.DayLight.ambient[ 1 ] = std::lerp( skydomehsv.z, skydomecolour.g, ambienttone ) * ambientintensitynightfactor;
@@ -190,23 +185,17 @@ world_environment::update() {
// update the fog. setting it to match the average colour of the sky dome is cheap
// but quite effective way to make the distant items blend with background better
Global.FogColor = ((m_skydome.GetAverageHorizonColor()) * keylightcolor) *
Global.FogColor = m_skydome.GetAverageHorizonColor() * keylightcolor *
std::clamp((float)Global.fLuminance, 0.f, 1.f);
// weather-related simulation factors
Global.FrictionWeatherFactor = (
Global.Weather == "rain:" ? 0.85f :
Global.Weather == "snow:" ? 0.75f :
1.0f );
Global.FrictionWeatherFactor = Global.Weather == "rain:" ? 0.85f : Global.Weather == "snow:" ? 0.75f : 1.0f;
Global.Period = (
m_sun.getAngle() > -12.0f ?
"day:" :
"night:" );
Global.Period = m_sun.getAngle() > -12.0f ? "day:" : "night:";
if( ( true == ( FreeFlyModeFlag || Global.CabWindowOpen ) )
&& ( Global.Weather == "rain:" ) ) {
if( true == (FreeFlyModeFlag || Global.CabWindowOpen)
&& Global.Weather == "rain:" ) {
if( m_rainsound.is_combined() ) {
m_rainsound.pitch( Global.Overcast - 1.0 );
}