No round function for MSVC
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@ -48,6 +48,7 @@
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#include <simgear/io/sg_binobj.hxx>
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#include <simgear/io/sg_binobj.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/math/sg_random.h>
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#include <simgear/math/SGMisc.hxx>
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#include <simgear/scene/material/Effect.hxx>
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#include <simgear/scene/material/Effect.hxx>
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#include <simgear/scene/material/EffectGeode.hxx>
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#include <simgear/scene/material/EffectGeode.hxx>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/material/mat.hxx>
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@ -571,7 +572,7 @@ struct SGTileGeometryBin {
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buildingtype = SGBuildingBin::SMALL;
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buildingtype = SGBuildingBin::SMALL;
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width = mat->get_building_small_min_width() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_small_max_width() - mat->get_building_small_min_width());
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width = mat->get_building_small_min_width() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_small_max_width() - mat->get_building_small_min_width());
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depth = mat->get_building_small_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_small_max_depth() - mat->get_building_small_min_depth());
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depth = mat->get_building_small_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_small_max_depth() - mat->get_building_small_min_depth());
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floors = round(mat->get_building_small_min_floors() + mt_rand(&seed) * (mat->get_building_small_max_floors() - mat->get_building_small_min_floors()));
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floors = SGMisc::round(mat->get_building_small_min_floors() + mt_rand(&seed) * (mat->get_building_small_max_floors() - mat->get_building_small_min_floors()));
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height = floors * (2.8 + mt_rand(&seed));
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height = floors * (2.8 + mt_rand(&seed));
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if (depth > width) { depth = width; }
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if (depth > width) { depth = width; }
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@ -581,14 +582,14 @@ struct SGTileGeometryBin {
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buildingtype = SGBuildingBin::MEDIUM;
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buildingtype = SGBuildingBin::MEDIUM;
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width = mat->get_building_medium_min_width() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_width() - mat->get_building_medium_min_width());
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width = mat->get_building_medium_min_width() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_width() - mat->get_building_medium_min_width());
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depth = mat->get_building_medium_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_depth() - mat->get_building_medium_min_depth());
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depth = mat->get_building_medium_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_depth() - mat->get_building_medium_min_depth());
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floors = round(mat->get_building_medium_min_floors() + mt_rand(&seed) * (mat->get_building_medium_max_floors() - mat->get_building_medium_min_floors()));
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floors = SGMisc::round(mat->get_building_medium_min_floors() + mt_rand(&seed) * (mat->get_building_medium_max_floors() - mat->get_building_medium_min_floors()));
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height = floors * (2.8 + mt_rand(&seed));
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height = floors * (2.8 + mt_rand(&seed));
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pitched = (mt_rand(&seed) < mat->get_building_medium_pitch());
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pitched = (mt_rand(&seed) < mat->get_building_medium_pitch());
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} else {
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} else {
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buildingtype = SGBuildingBin::LARGE;
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buildingtype = SGBuildingBin::LARGE;
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width = mat->get_building_large_min_width() + mt_rand(&seed) * (mat->get_building_large_max_width() - mat->get_building_large_min_width());
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width = mat->get_building_large_min_width() + mt_rand(&seed) * (mat->get_building_large_max_width() - mat->get_building_large_min_width());
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depth = mat->get_building_large_min_depth() + mt_rand(&seed) * (mat->get_building_large_max_depth() - mat->get_building_large_min_depth());
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depth = mat->get_building_large_min_depth() + mt_rand(&seed) * (mat->get_building_large_max_depth() - mat->get_building_large_min_depth());
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floors = round(mat->get_building_large_min_floors() + mt_rand(&seed) * (mat->get_building_large_max_floors() - mat->get_building_large_min_floors()));
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floors = SGMisc::round(mat->get_building_large_min_floors() + mt_rand(&seed) * (mat->get_building_large_max_floors() - mat->get_building_large_min_floors()));
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height = floors * (2.8 + mt_rand(&seed));
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height = floors * (2.8 + mt_rand(&seed));
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pitched = (mt_rand(&seed) < mat->get_building_large_pitch());
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pitched = (mt_rand(&seed) < mat->get_building_large_pitch());
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}
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}
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