887 lines
32 KiB
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887 lines
32 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<HTML>
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<META http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<TITLE>SSG Auxiliary Libraries.</TITLE>
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</HEAD>
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<BODY text="#B5A642" link="#8FFF8F" vlink="#18A515" alink="#20336B"
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bgcolor="#005000" background="../marble.png">
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<TABLE>
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<TR>
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<TD>
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<H1>SSG Auxiliary Libraries.</H1>
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</TD>
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</TR>
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<TR>
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<TD>
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by Steve Baker
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</TD>
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</TR>
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</TABLE>
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<H2>Introduction</H2>
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<TABLE>
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<TR>
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<TD>
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PLIB/ssgAux is a suite of auxiliary libraries that build
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higher level classes on top of the basic SSG classes.
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<p>
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<ul>
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<li><A HREF="#ssgaShape">ssgaShape - Abstract Base Class</A>
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<li><A HREF="#ssgaCube">ssgaCube - Makes a cube.</A>
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<li><A HREF="#ssgaPatch">ssgaPatch - Makes a Bezier patch.</A>
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<li><A HREF="#ssgaTeapot">ssgaTeapot - Makes a Teapot.</A>
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<li><A HREF="#ssgaSphere">ssgaSphere - Makes a Sphere.</A>
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<li><A HREF="#ssgaCylinder">ssgaCylinder - Makes a Cylinder.</A>
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<li><A HREF="#ssgaWaveSystem">ssgaWaveSystem - Simulates Water Waves</A>
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<li><A HREF="#ssgaParticleSystem">ssgaParticleSystem - Implements a spray of particles</A>
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<li><A HREF="#ssgaFire">ssgaFire - Simulates Fire</A>
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<li><A HREF="#ssgaLensFlare">ssgaLensFlare - Simulates Lens Flare for drawing bright lights.</A>
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<li><A HREF="#ssgaSky">ssgaSky - Model a sky with sun, moon, clouds, stars & planets.</A>
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</ul>
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</TD>
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<TD>
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<center>
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<IMG SRC="snapshot.png" ALT="ssgAux screenshot" WIDTH=417 HEIGHT=309>
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<br>
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This image was created entirely from ssgAux primitives.
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</center>
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</TD>
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</TR>
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</TABLE>
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<p>
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<H2>Conventions</H2>
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ssgAux is installed and named with the same
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conventions as the base PLIB libraries.
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<br>
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ie:
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<pre>
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/usr/include/plib/ssgAux.h
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/usr/lib/libplibssgaux.a
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</pre>
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<p>
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PLIB/ssgAux functions, classes and constants are all
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named with an 'ssga' or 'SSGA' prefix.
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<br>
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eg:
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<pre>
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class ssgaShape ;
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SSGA_TYPE_CUBE
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</pre>
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<A NAME="ssgaShape"></A>
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<H1>ssgaShape</H1>
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This is an abstract base class for many of the more
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complex classes in the ssgAux 'collection'. The idea
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is that ssgaShape's are really ssgBranch nodes that create
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their own child nodes - but they behave in such a way that
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you are never concerned with the nodes they create beneath
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themselves.
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<pre>
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class ssgaShape : public ssgBranch
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{
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ssgaShape (void) ;
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ssgaShape ( int numtris ) ;
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float *getCenter () { return center ; }
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float *getSize () { return size ; }
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int getNumTris () { return ntriangles ; }
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void setColour ( sgVec4 c ) { sgCopyVec4 ( colour, c ) ; regenerate () ; }
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void setCenter ( sgVec3 c ) { sgCopyVec3 ( center, c ) ; regenerate () ; }
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void setSize ( sgVec3 s ) { sgCopyVec3 ( size , s ) ; regenerate () ; }
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void setSize ( float s ) { sgSetVec3 ( size,s,s,s) ; regenerate () ; }
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void setNumTris ( int ntri ) { ntriangles = ntri ; regenerate () ; }
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void setKidState ( ssgState *s ) ;
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void setKidCallback ( int cb_type, ssgCallback cb ) ;
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virtual void regenerate () = 0 ;
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}
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</pre>
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The constructor allows you to specify the approximate number of
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triangles you'd like the shape to consume. For some shapes, this
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will be ignored (eg the Cube has 12 triangles - no matter how many
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you ask for) - for others, it's honored only approximately (eg the
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Sphere can only generate certain specific numbers of triangles) -
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and for others, it may be honored exactly.
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<p>
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You can also set the colour of all the polygons and the ssgState and
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callbacks that are applied to all of the child nodes.
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<p>
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setCenter allows you to position the center point of the object in
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3D space - and setSize lets you determine the overall dimensions of
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the object (this too may also be approximate - the 'size' of a teapot
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is hard to specify in any useful way). The version of 'setSize' that
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takes an sgVec3 allow you to generate cuboids from cubes and sphereoids
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from spheres...but not all shapes allow this.
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<p>
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The 'regenerate' call allows the complete child structure of the object
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to be deleted and then recreated. This is occasionaly useful if (for
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example) you have walked down into the child structures and modified
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them - and you'd like the shape back into it's pristine conditions.
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<A NAME="ssgaCube"></A>
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<H1>ssgaCube</H1>
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<pre>
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class ssgaCube : public ssgaShape
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{
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ssgaCube (void) ;
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ssgaCube ( int numtris ) ;
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virtual void regenerate () ;
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} ;
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</pre>
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This is the simplest of ssgaShapes - it defines nothing new over
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and above the standard ssgaShape.
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<A NAME="ssgaPatch"></A>
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<H1>ssgaPatch</H1>
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<pre>
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class ssgaPatch : public ssgaShape
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{
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ssgaPatch (void) ;
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ssgaPatch ( int numtris ) ;
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void setControlPoint ( int s, int t, sgVec3 xyz, sgVec2 uv, sgVec4 rgba ) ;
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void setControlPoint ( int s, int t,
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float x, float y, float z,
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float u, float v,
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float r, float g, float b, float a ) ;
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void getControlPoint ( int s, int t, sgVec3 xyz, sgVec2 uv, sgVec4 rgba ) ;
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virtual void regenerate () ;
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} ;
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</pre>
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This implements a basic spline patch - with a 4x4 grid of 'control points'
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that define its shape. 'setContolPoint' allows you to set the spatial
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position, the texture coordinate and the colour at any given (s,t) position.
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(s and t each must be in the range 0..3).
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<p>
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It's necessary to call the 'regenerate' function whenever you have added
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or changed one or more control points.
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<A NAME="ssgaTeapot"></A>
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<H1>ssgaTeapot </H1>
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<pre>
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class ssgaTeapot : public ssgaShape
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{
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ssgaTeapot (void) ;
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ssgaTeapot ( int numtris ) ;
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virtual void regenerate () ;
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} ;
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</pre>
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This creates the 'classic' Martin Newell teapot model.
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<A NAME="ssgaSphere"></A>
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<H1>ssgaSphere</H1>
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<pre>
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class ssgaSphere : public ssgaShape
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{
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ssgaSphere (void) ;
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ssgaSphere ( int numtris ) ;
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void setLatLongStyle ( int ll ) ;
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int isLatLongStyle () ;
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virtual void regenerate () ;
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} ;
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</pre>
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There are two ways to generate a sphere model - one is to produce a
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fairly uniform grid of triangles that are as nearly equilateral
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as possible. The alternative is to generate more nearly right-triangles
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in cylindrical strips that are stacked on top of each other with a
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circular disk at top and bottom.
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<p>
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The function 'setLatLongStyle(ll)' allows you to choose which you want,
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call regenerate after you change types!
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<A NAME="ssgaCylinder"></A>
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<H1>ssgaCylinder</H1>
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<pre>
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class ssgaCylinder : public ssgaShape
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{
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ssgaCylinder (void) ;
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ssgaCylinder ( int numtris ) ;
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void makeCapped ( int c ) ;
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int isCapped () ;
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virtual void regenerate () ;
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} ;
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</pre>
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Cylinders also come in two forms - capped and uncapped. Once again,
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if you change the capped versus uncapped status, call regenerate to
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make the new version.
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<A NAME="ssgaWaveSystem"></A>
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<H1>ssgaWaveSystem</H1>
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This class is for handling water waves.
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It generates a large polygonal mesh which it distorts in
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realtime to simulate water waves.
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<p>
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The simulation uses between one and sixteen "Wave Trains" - each
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using a class:
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<pre>
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class ssgaWaveTrain
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{
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ssgaWaveTrain () ;
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float getSpeed () ;
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float getLength () ;
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float getLambda () ;
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float getHeading () ;
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float getWaveHeight () ;
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void setSpeed ( float s ) ;
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void setLength ( float l ) ;
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void setLambda ( float l ) ;
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void setHeading ( float h ) ;
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void setWaveHeight ( float h ) ;
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} ;
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</pre>
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So, you create a bunch of these trains (typically, two or three
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is plenty to generate 'interesting' motion).
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Each wave train has a direction in which the waves are travelling,
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a speed, a wave length (which also affects the shape of the wave),
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the height of the wave and a 'lambda' term (which controls how much
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the tops of the waves bend over).
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<p>
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Next, generate the ssgaWaveSystem:
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<pre>
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class ssgaWaveSystem : public ssgaShape
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{
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ssgaWaveSystem ( int ntri ) ;
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virtual void regenerate () ;
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ssgaWSDepthCallback getDepthCallback () ;
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void setDepthCallback ( ssgaWSDepthCallback cb ) ;
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ssgaWaveTrain *getWaveTrain ( int i ) ;
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void setWaveTrain ( int i, ssgaWaveTrain *t ) ;
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float getWindSpeed () ;
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float getWindDirn () ;
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float getEdgeFlatten () ;
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float getTexScaleU () ;
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float getTexScaleV () ;
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void setWindSpeed ( float speed ) ;
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void setWindDirn ( float dirn ) ;
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void setEdgeFlatten ( float dist ) ;
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void setTexScale ( float u, float v ) ;
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void updateAnimation ( float t ) ;
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} ;
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</pre>
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The appearance of waves varies greatly with the depth of the
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water - and this simulation produces the correct effects. There
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is an optional user-callback that can be used to feed water depth
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values into the simulation. The wave system will likely call this
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function many thousands of times per frame - so make sure your
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depth function is very efficient. If you don't provide a depth
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function then the water will be assumed to be infinitely deep.
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<p>
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You can determine the number of polygons used to render
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the patch of waves, the size of the wave patch and the amount
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of texture repetition. The 'EdgeFlatten' setting determines
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to what distance from the edge of the patch the waves are
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gradually flattened out. This is useful because it allows
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you to keep all those expensive wave polygons close to the
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camera - and feather them out over range so that they blend
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gently into a larger flat ocean.
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<p>
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Designing waves by calling the ssgaWaveSystem API is quite
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difficult. You are advised to use the wave designer program
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in the PLIB examples package. This program lets you adjust
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wave parameters until it looks how you'd like - then hit the
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'Write C++ code' to write out a source code snippet that you
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can cut and paste into your program.
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<p>
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There is a 'README' in the 'water' source directory that
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explains how to use the program in a little more detail.
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That's all the wave system documentation I have time to write
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just now - sorry.
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<A NAME="ssgaParticleSystem"></A>
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<H1>ssgaParticleSystem</H1>
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This is a very flexible implementation of particle systems - it's not
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as efficient as you might want for thousands of particles - this is intended
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for high flexibility and relatively fewer numbers of particles.
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<p>
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All of that flexibility is evident in the complex constructor function:
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<pre>
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class ssgaParticleSystem : public ssgVtxArray
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{
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ssgaParticleSystem ( int max , /* Max Number of particles */
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int init, /* Number to launch initially */
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float add , /* Max number to create per sec */
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int turn_to_face, /* Turn to face camera? */
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float size, /* Size of particles */
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float bsphere_rad, /* Size of bounding sphere */
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ssgaParticleCreateFunc create, /* Initial create fn. */
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ssgaParticleUpdateFunc update = NULL, /* Update function */
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ssgaParticleDeleteFunc del = NULL /* Remove function */
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) ;
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void setSize ( float sz ) ;
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float getSize () ;
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update ( float dt ) ;
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int getNumActiveParticles () ;
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} ;
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</pre>
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There are three callback functions - with the following types:
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<pre>
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typedef void (* ssgaParticleCreateFunc) ( ssgaParticleSystem *ps,
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int index,
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ssgaParticle *p ) ;
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typedef void (* ssgaParticleUpdateFunc) ( float deltaTime,
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ssgaParticleSystem *ps,
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int index,
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ssgaParticle *p ) ;
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typedef void (* ssgaParticleDeleteFunc) ( ssgaParticleSystem *ps,
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int index,
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ssgaParticle *p ) ;
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</pre>
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There is also a public class for a single particle:
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<pre>
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class ssgaParticle
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{
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public:
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sgVec4 col ;
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sgVec3 pos ;
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sgVec3 vel ;
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sgVec3 acc ;
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float size ;
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float time_to_live ;
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void *userData ;
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ssgaParticle () ;
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} ;
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</pre>
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This is best explained with an example.
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Here is an example of a fountain model:
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<pre>
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fountain = new ssgaParticleSystem ( 2000, /* Max Number of particles */
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2, /* Number to launch initially */
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200, /* Max number to create per sec */
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TRUE, /* Turn to face? */
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0.2, /* Size of particles */
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20.0, /* Size of bounding sphere */
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fountain_create, /* Initial create fn. */
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fountain_update /* Update function */ ) ;
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</pre>
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This creates a system that has the capability to draw 2000 particles
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(each is a quadrilateral). Two particles are launched initially and 200
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more are added gradually every second. You can choose to have each particle
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turn to face the camera - or to be oriented in the X/Z plane, mine are set to
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turn-to-face. The particles are 0.2 OpenGL units across.
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<p>
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This fountain is a continuous effect - so the inital number of particles
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to launch is small - and the 'per second' creation rate determines the
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flow. If you wanted something more like an explosion, have a larger number
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of initial particles and none launched per-second after that.
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<p>
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One messiness is that we don't know how big the fountain may become over
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time - and it's VERY inefficient to recompute the bsphere every frame. Hence
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you have to tell the class what the maximum bounding sphere of the fountain
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is at the outset so we can field-of-view cull it - this <b>could</b> be a near
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infinite radius (MAX_FLOAT say) if you truly don't know how big it could
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get - but that's inefficient because all 2,000 particles must be sent to
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OpenGL even if the fountain is 20 miles away behind the camera - so do your
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best to come up with some kind of a reasonable guess.
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<p>
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fountain_create and fountain_update are user-defined callback functions,
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we could also have defined a 'fountain_delete' function - but many applications
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won't need this.
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<ul>
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<li>The 'create' callback is called every time the system needs to
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create a new particle.
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<li>The 'update' callback is called on every update cycle for every
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particle that's in flight.
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<li>The 'delete' callback is called when the system has decided
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that a particle has 'died'.
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</ul>
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You have to have a 'create' function - but the other two are optional.
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<p>
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These callbacks are passed the address of the particle system, the index
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number and address of the particle that's being created/updated/deleted -
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and (for the 'update' function only) - the amount of elapsed time since
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this particle was last updated.
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<p>
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The callbacks can set, read or change any or all aspects of the particle...
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it's colour, position, velocity, accelleration, size and 'time to live'
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(in seconds).
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There is also a user data pointer - so you can hang your own data onto
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each individual particle.
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<p>
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The particle system automatically moves each particle according to the usual
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laws of motion and decrements it's time-to-live - so in many cases,
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you can just set the initial velocity, the force due to
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gravity and a reasonable time to live - and let the particle system code
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do the rest.
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<p>
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My 'fountain_create' function looks like this:
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<pre>
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void fountain_create ( ssgaParticleSystem *, int, ssgaParticle *p )
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{
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sgSetVec4 ( p -> col, 1, 1, 1, 1 ) ; /* initially white */
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sgSetVec3 ( p -> pos, 0, 0, 0 ) ; /* start off on the ground */
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sgSetVec3 ( p -> vel, (rand()%1000-500)/300.0f,
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(rand()%1000-500)/300.0f, 50.0f ) ;
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/* Shoot up and out */
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sgSetVec3 ( p -> acc, 0, 0, -9.8f ) ; /* Gravity */
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p -> time_to_live = 5 ; /* Droplets evaporate after 5 seconds */
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}
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</pre>
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It populates the particle with an initial colour, position, velocity and
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accelleration and gives it a 'time to live' of five seconds. The velocity
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is randomised a bit to make a nicer looking fountain.
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<p>
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You can do all sorts of fancy things to the colour, position, velocity and
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accelleration in your 'update' function.
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<pre>
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void fountain_update ( ssgaParticle *p )
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{
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if ( p -> pos [ 2 ] < 0 )
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p -> time_to_live = -1 ;
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p -> col [ 2 ] = (p -> time_to_live > 2) ? 1 : (p -> time_to_live/2.0f) ;
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}
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</pre>
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...this one just erases particles that go below zero altitude (by
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setting their time-to-live variable to -1) and makes them go a pretty
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shade of yellow for the last two seconds before they die.
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<p>
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The 'delete' function is principally useful for freeing up any user-data
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you allocated in the 'create' function or during 'update's. Don't
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delete the particle though - the particle system recycles it to avoid
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doing too much dynamic memory allocation.
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<p>
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All that remains is to call the ssgaParticleSystem::update function
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every frame with a parameter that tells the system how much time has
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elapsed since the last call. This allows you to easily speed up, slow
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down or pause the particles (or even run them backwards if you want).
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<p>
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I call this every frame:
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<pre>
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|
|
void updateFountain ()
|
|
{
|
|
static ulClock ck ;
|
|
|
|
ck . update () ;
|
|
|
|
if ( fountain != NULL )
|
|
fountain -> update ( ck.getDeltaTime () ) ;
|
|
}
|
|
|
|
</pre>
|
|
This function could also check the number of particles currently in flight
|
|
and delete the fountain when there are none left - that might be useful
|
|
for an explosion or something where you'd want to save CPU time by not
|
|
running the explosion particle system when all the pieces have landed
|
|
and 'gone away'.
|
|
<p>
|
|
The size of each particle is the size field of the individual particle
|
|
MULTIPLIED by the number you pass into the size parameter of the
|
|
ssgaParticleSystem constructor (or set with setSize()). This allows you
|
|
to cheaply set the particle size for all the particles at once - or to
|
|
tweak the size of each one in turn. The number in the particle structure
|
|
defaults to 1.0 so you can ignore it and just set the size in the
|
|
particle system overall.
|
|
<p>
|
|
ssgaParticleSystem is derived from ssgVtxArray - so you can apply textures and
|
|
other state things using the usual ssgVtxArray::setState(ssgSimpleState*)
|
|
call. I applied a texture with a fuzzy alpha-blended circle.
|
|
<p>
|
|
While debugging this, I got a bug which caused a picture of Tux to be
|
|
applied instead of the droplet texture - it was absolutely hilarious
|
|
to see 2000 tiny penguins shooting up in a fountain and falling gently
|
|
to earth!
|
|
<A NAME="ssgaFire"></A>
|
|
<H1>ssgaFire</H1>
|
|
This class is actually a highly specialised particle system.
|
|
You have to construct it quite carefully in order to get a nice
|
|
looking fire:
|
|
<pre>
|
|
|
|
class ssgaFire : public ssgaParticleSystem
|
|
{
|
|
ssgaFire ( int num_tris,
|
|
float radius = 1.0f,
|
|
float height = 5.0f,
|
|
float speed = 2.0f ) ;
|
|
|
|
virtual ~ssgaFire () ;
|
|
|
|
virtual void update ( float t ) ;
|
|
|
|
void setUpwardSpeed ( float spd )
|
|
void setHeight ( float hgt )
|
|
void setRadius ( float rad )
|
|
void setHotColour ( sgVec4 col )
|
|
} ;
|
|
|
|
</pre>
|
|
In the constructor, you set the number of triangles you wish to
|
|
generate, the radius and height of the approximately cylindrical
|
|
fire and the speed at which the flames head up towards the sky.
|
|
<p>
|
|
The number of polygons you use tends to be rather critical - too
|
|
many and your fire will look too 'smooth' and will be mostly
|
|
white-hot. Too few and it'll look like a number of detached
|
|
reddish blobs floating upwards. For the default radius, between
|
|
100 and 200 triangles seems to look good - for a 10 meter patch
|
|
of fire, you may need as many as 2000 triangles to make it look
|
|
effective. All three parameters (speed, height and radius) can
|
|
be manipulated in realtime - but since the number of polygons
|
|
is fixed, there is a limit to the amount of realtime tweaking
|
|
you can do without making it look silly.
|
|
<p>
|
|
The 'setHotColour' function allows you to set the colour
|
|
of the hottest flames (at the base of the fire). Since many
|
|
layers of polygons add up to form the colour, you'll tend to
|
|
want to use a primary colour with about 10% of one or two of
|
|
the other primaries. The default colour is (1.0, 0.2, 0.1, 1.0)
|
|
which produces red flames with yellow and white in the hotter
|
|
regions.
|
|
<p>
|
|
<A NAME="ssgaLensFlare"></A>
|
|
<H1>ssgaLensFlare</H1>
|
|
When you view the sun (or some other very bright light source) through
|
|
the imperfect lens of a camera, you get a row of bright circles and
|
|
rings in a line from the light source, through the center of the lens.
|
|
This is called a 'lens flare' and it can be very effective in computer
|
|
graphics in depicting a light source that's brighter than the computer
|
|
screen can display. It almost makes you want to squint because of
|
|
the brightness.
|
|
<p>
|
|
The ssgaLensFlare object is a special kind of ssgaShape that can be
|
|
positioned beneath the same transform
|
|
as the source of the light - and it 'just works'. You don't need
|
|
to set any parameters - just add it into the SSG scene graph in the
|
|
right place.
|
|
<p>
|
|
eg:
|
|
<pre>
|
|
|
|
ssgTransform *myTransform ;
|
|
ssgBranch *myLightSource ;
|
|
|
|
/* Set up myTransform and myLightsource */
|
|
|
|
...
|
|
|
|
myTransform -> addKid ( myLightSource ) ;
|
|
myTransform -> addKid ( new ssgaLensFlare ) ;
|
|
|
|
</pre>
|
|
It contains a (hard-coded) 256x128 texture map which is compiled
|
|
into the code and shared between however many lens flares there
|
|
are in the scene.
|
|
<p>
|
|
<A NAME="ssgaSky"></A>
|
|
<H1>ssgaSky</H1>
|
|
<TABLE>
|
|
<TR>
|
|
<TD width="40%" valign="top">
|
|
The ssgaSky class models a blended sky dome, with methods to add celestial
|
|
bodies, for example a haloed sun or a textured moon, and methods to add
|
|
clouds, stars and planets.
|
|
<p>
|
|
<b>WARNING</b> - Solaris C/C++ compilers (from Sun Microsystems Inc) have
|
|
some nasty '#define's for the word 'SUN' and 'sun'. If you are writing
|
|
portable software, you might want to pick an alternative word! PLIB uses 'Sol',
|
|
the formal astronomical name for the star that happens to be our sun.
|
|
<p>
|
|
The sky implements various time of day lighting effects, it plays well
|
|
with fog and visibility effects, and implements scudded cloud fly-through
|
|
effects. Additionally, you can wire in the output of the SimGear
|
|
<a href="http://www.simgear.org/doxygen/classSGEphemeris.html">SGEphemeris</a>
|
|
class to accurately position all the objects in the sky.
|
|
<p>
|
|
This sky dome code was based on the <a href="http://www.simgear.org/">SimGear</a>
|
|
sky code, written by Curtis Olson, which is used in
|
|
<a href="http://www.flightgear.org/">FlightGear</a>.
|
|
The code was moved into PLIB for easier access, STL was removed and 'flat
|
|
earth' methods added. The main reason the code was moved here was to allow
|
|
the PLIB community to add their own extensions (not relevant to FlightGear),
|
|
to build for example, 'un-realistic' sky domes, with green skies, purple
|
|
clouds or multiple suns. This has not yet fully been achieved, but hopefully
|
|
when someone finds the time or has the need, these features will be added.
|
|
</TD>
|
|
<TD>
|
|
<center>
|
|
<IMG SRC="ssgaSky.png" ALT="ssgaSky screenshots" WIDTH=400 HEIGHT=300>
|
|
<br>
|
|
ssgaSky screenshots
|
|
</center>
|
|
</TD>
|
|
</TR>
|
|
</TABLE>
|
|
<pre>
|
|
class ssgaSky
|
|
{
|
|
public:
|
|
|
|
ssgaSky( void );
|
|
~ssgaSky( void );
|
|
|
|
void build( double h_radius, double v_radius,
|
|
int nplanets, sgdVec3 *planet_data,
|
|
int nstars, sgdVec3 *star_data);
|
|
|
|
ssgaCelestialBody* addBody( const char *body_tex_path, const char *halo_tex_path, double size, double dist, bool sol = false );
|
|
ssgaCelestialBody* addBody( ssgSimpleState *orb_state, ssgSimpleState *halo_state, double size, double dist, bool sol = false );
|
|
ssgaCelestialBody* getBody(int i) { return bodies.get(i); }
|
|
int getBodyCount() { return bodies.getNum(); }
|
|
|
|
ssgaCloudLayer* addCloud( const char *cloud_tex_path, float span, float elevation, float thickness, float transition );
|
|
ssgaCloudLayer* addCloud( ssgSimpleState *cloud_state, float span, float elevation, float thickness, float transition );
|
|
ssgaCloudLayer* getCloud(int i) { return clouds.get(i); }
|
|
int getCloudCount() { return clouds.getNum(); }
|
|
|
|
bool repositionFlat( sgVec3 view_pos, double spin, double dt );
|
|
bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
|
|
double lon, double lat, double alt, double spin, double gst, double dt );
|
|
|
|
bool repaint( sgVec4 sky_color, sgVec4 fog_color, sgVec4 cloud_color, double sol_angle,
|
|
int nplanets, sgdVec3 *planet_data,
|
|
int nstars, sgdVec3 *star_data );
|
|
|
|
void modifyVisibility( float alt, float time_factor );
|
|
|
|
void preDraw();
|
|
void postDraw( float alt );
|
|
|
|
void enable();
|
|
void disable();
|
|
|
|
float getVisibility();
|
|
void setVisibility( float v );
|
|
} ;
|
|
</pre>
|
|
<H2>Building the sky</H2>
|
|
Once you have created an instance of ssgaSky you must call the
|
|
build() method. The arguments you pass to the build() method
|
|
allow you to specify the size of your sky dome, a number of planets,
|
|
and a multitude of stars. For the planets and stars you pass in
|
|
an array of right ascensions, declinations, magnitudes, and the
|
|
distance from the view point.
|
|
<H2>Celestial Bodies</H2>
|
|
Celestial bodies (eg. sun, moon or even mars if you like) can be
|
|
added or modified individually. To add a body use the addBody()
|
|
method. The arguments allow you to specify the body texture, the
|
|
halo texture, the size of the body, the body distance (usually the
|
|
sky dome size) and a boolean flag to indicate if the body should
|
|
be used as a reference to 'spin' the dome based on the bodies rotation
|
|
for correct sunrise and sunset effects (nb. the sun reference is only used
|
|
by repositionFlat() so the user does not need to calculate the spin
|
|
parameter). There is an additional form of this method that allows
|
|
you to specify your own ssgSimpleState for drawing the body and halo
|
|
texture.
|
|
<p>
|
|
Body accessor methods are available to:
|
|
<ul>
|
|
<li> set body right ascension and declination
|
|
<li> get body position and color
|
|
</ul>
|
|
note: body angle and rotation are calculated internally (by
|
|
ssgaSky::repositionFlat() only) for sunrise and sunset effects.
|
|
<pre>
|
|
class ssgaCelestialBody
|
|
{
|
|
...
|
|
void getPosition ( sgCoord* p );
|
|
|
|
void setAngle ( double angle );
|
|
double getAngle ();
|
|
|
|
void setRotation ( double rotation );
|
|
double getRotation ();
|
|
|
|
void setRightAscension ( double ra );
|
|
double getRightAscension ();
|
|
|
|
void setDeclination ( double decl );
|
|
double getDeclination ();
|
|
|
|
void setDist ( double dist );
|
|
double getDist ();
|
|
|
|
float *getColor();
|
|
} ;
|
|
</pre>
|
|
<H2>Cloud Layers</H2>
|
|
Cloud layers can be added or modified individually. To add a cloud
|
|
layer use the addCloud() method. The arguments allow you to specify
|
|
cloud texture, the size of the cloud object, base height above sea
|
|
level, layer thickness and a transition zone for entering/leaving
|
|
the cloud layer. There is an additional form of this method that
|
|
allows you to specify your own ssgSimpleState for drawing the cloud
|
|
layer texture.
|
|
<p>
|
|
Cloud accessor methods are available to:
|
|
<ul>
|
|
<li> enable/disable clouds
|
|
<li> set elevation above sea level
|
|
<li> set thickness and transition - used to simulate cloud 'puffs'
|
|
<li> set speed and direction - used to simulate cloud movement
|
|
</ul>
|
|
<pre>
|
|
class ssgaCloudLayer
|
|
{
|
|
...
|
|
void enable();
|
|
void disable();
|
|
bool isEnabled();
|
|
|
|
float getElevation ();
|
|
void setElevation ( float elevation );
|
|
|
|
float getThickness ();
|
|
void setThickness ( float thickness );
|
|
|
|
float getTransition ();
|
|
void setTransition ( float transition );
|
|
|
|
float getSpeed ();
|
|
void setSpeed ( float val );
|
|
|
|
float getDirection ();
|
|
void setDirection ( float val );
|
|
} ;
|
|
</pre>
|
|
<H2>Repainting the Sky</H2>
|
|
As the sun circles the globe, you can call the repaint() method to
|
|
re-color the sky objects to simulate sunrise and sunset effects,
|
|
visibility, and other lighting changes. The arguments allow you
|
|
to specify a base sky color (for the top of the dome), a fog color
|
|
(for the horizon), a cloud color (for blending clouds with the fog
|
|
color), the sun angle with the horizon (for sunrise/sunset effects),
|
|
and new star and planet data so that we can optionally change the
|
|
magnitude of these (for day/night transitions).
|
|
<H2>Positioning Sky Objects</H2>
|
|
As time progresses and as you move across the surface of the earth,
|
|
the apparent position of the objects and the various lighting effects
|
|
can change. At this point you may wish to call celestial body
|
|
setRightAscension() and setDeclination() methods to update the
|
|
position of your bodies (SimGear
|
|
<a href="http://www.simgear.org/doxygen/classSGEphemeris.html">SGEphemeris</a>
|
|
can be used if you wish to place bodies correctly).
|
|
<p>
|
|
Once you have specified the positions of all the sky objects, you must
|
|
call the repositionFlat() or reposition() method to allow you to specify
|
|
your view position.
|
|
<p>
|
|
The repositionFlat() arguments allow you to specify view position for
|
|
a 'flat earth' model. A 'spin' angle can be specified for orienting
|
|
the sky with the sun position so sunset and sunrise effects look correct.
|
|
If you specified a body to be the sun reference on addBody() you do not
|
|
need to specify the 'spin' angle. You may specify the amount of elapsed
|
|
time since the sky was last updated (used to animate cloud movement).
|
|
<p>
|
|
The reposition() arguments allow you to specify your view position in
|
|
world Cartesian coordinates, the zero elevation position in world
|
|
Cartesian coordinates (your longitude, your latitude, sea level),
|
|
the 'up' vector in world Cartesian coordinates, current longitude,
|
|
latitude, and altitude. A 'spin' angle can be specified for
|
|
orienting the sky with the sun position so sunset and sunrise
|
|
effects look correct. You must specify GMT side real time. You may
|
|
specify the amount of elapsed time since the sky was last updated
|
|
(used to animate cloud movement).
|
|
<H2>Rendering the Sky</H2>
|
|
The sky is designed to be rendered in two stages. The first stage
|
|
renders the parts that form your back drop - the sky dome, the
|
|
stars, the planets and the celestial bodies. These should be
|
|
rendered before the rest of your scene by calling the preDraw()
|
|
method. The second stage renders the clouds which are likely to be
|
|
translucent and should be drawn after your scene has been rendered.
|
|
Use the postDraw() method to draw the second stage of the sky.
|
|
<p>
|
|
A typical application might do the following:
|
|
<pre>
|
|
thesky->preDraw();
|
|
ssgCullAndDraw ( myscene ) ;
|
|
thesky->postDraw( my_altitude );
|
|
</pre>
|
|
The current altitude in meters is passed to the postDraw()
|
|
method so the clouds layers can be rendered correctly from
|
|
most distant to closest.
|
|
<H2>Visibility Effects</H2>
|
|
Visibility and fog is important for correctly rendering the sky.
|
|
You can inform ssgaSky of the current visibility by calling
|
|
the setVisibility() method.
|
|
<p>
|
|
When transitioning through clouds, it is nice to pull in the
|
|
fog as you get close to the cloud layer to hide the fact that
|
|
the clouds are drawn as a flat polygon. As you get nearer to
|
|
the cloud layer it is also nice to temporarily pull in the
|
|
visibility to simulate the effects of flying in and out of
|
|
the puffy edge of the cloud. These effects can all be
|
|
accomplished by calling the modifyVisibility() method. The
|
|
arguments allow you to specify your current altitude
|
|
(which is then compared to the altitudes of the various
|
|
cloud layers). You can also specify a time factor which
|
|
should be the length in seconds since the last time you
|
|
called modifyVisibility(). The time_factor value allows the
|
|
puffy cloud effect to be calculated correctly.
|
|
<p>
|
|
The modifyVisibility() method alters the ssgaSky's internal
|
|
idea of visibility, so you should subsequently call
|
|
getVisibility() to get the actual modified visibility.
|
|
You should then make the appropriate glFog() calls to
|
|
setup fog properly for your scene.
|
|
<H2>Accessor Methods</H2>
|
|
Once an instance of ssgaSky has been successfully
|
|
initialized, there are a couple accessor methods you
|
|
can use such as getBodyCount() to return the number
|
|
of celestial bodies, getBody(i) to return body number
|
|
i, getCloudCount() to return the number
|
|
of cloud layers, getCloud(i) to return cloud
|
|
layer number i, getVisibility() to return the actual
|
|
visibility as modified by the sky/cloud model.
|
|
<p>
|
|
<hr>
|
|
<table>
|
|
<tr>
|
|
<td>
|
|
<a href="http://validator.w3.org/check/referer"><img border="0" src="../valid-html40.png" alt="Valid HTML 4.0!" height="31" width="88"></a>
|
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<td>
|
|
<ADDRESS>
|
|
<A HREF="http://www.sjbaker.org">
|
|
Steve J. Baker.</A>
|
|
<<A HREF="mailto:sjbaker1@airmail.net">sjbaker1@airmail.net</A>>
|
|
</ADDRESS>
|
|
</table>
|
|
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|
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</HTML>
|
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