Moving cloud functionality to sky section.
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@ -1,6 +1,7 @@
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noinst_LIBRARIES = libSky.a
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libSky_a_SOURCES = \
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cloud.cxx cloud.hxx \
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dome.cxx dome.hxx \
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moon.cxx moon.hxx \
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oursun.cxx oursun.hxx \
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@ -43,35 +43,45 @@ SGSky::~SGSky( void ) {
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// initialize the sky and connect the components to the scene graph at
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// the provided branch
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ssgBranch * SGSky::build( double sun_size, double moon_size,
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void SGSky::build( double sun_size, double moon_size,
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int nplanets, sgdVec3 *planet_data,
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double planet_dist,
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int nstars, sgdVec3 *star_data, double star_dist )
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{
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sky_selector = new ssgSelector;
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sky_transform = new ssgTransform;
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pre_root = new ssgRoot;
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post_root = new ssgRoot;
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pre_selector = new ssgSelector;
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post_selector = new ssgSelector;
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pre_transform = new ssgTransform;
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post_transform = new ssgTransform;
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dome = new SGSkyDome;
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sky_transform -> addKid( dome->build() );
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pre_transform -> addKid( dome->build() );
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planets = new SGStars;
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sky_transform -> addKid( planets->build(nplanets, planet_data,
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pre_transform -> addKid( planets->build(nplanets, planet_data,
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planet_dist)
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);
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stars = new SGStars;
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sky_transform -> addKid( stars->build(nstars, star_data, star_dist) );
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pre_transform -> addKid( stars->build(nstars, star_data, star_dist) );
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moon = new SGMoon;
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sky_transform -> addKid( moon->build(tex_path, moon_size) );
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pre_transform -> addKid( moon->build(tex_path, moon_size) );
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oursun = new SGSun;
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sky_transform -> addKid( oursun->build(tex_path, sun_size) );
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pre_transform -> addKid( oursun->build(tex_path, sun_size) );
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sky_selector->addKid( sky_transform );
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sky_selector->clrTraversalMaskBits( SSGTRAV_HOT );
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pre_selector->addKid( pre_transform );
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pre_selector->clrTraversalMaskBits( SSGTRAV_HOT );
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return sky_selector;
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post_selector->addKid( post_transform );
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post_selector->clrTraversalMaskBits( SSGTRAV_HOT );
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pre_root->addKid( pre_selector );
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post_root->addKid( post_selector );
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}
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@ -93,6 +103,10 @@ bool SGSky::repaint( sgVec4 sky_color, sgVec4 fog_color,
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planets->repaint( sun_angle, nplanets, planet_data );
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stars->repaint( sun_angle, nstars, star_data );
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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cloud_layers[i]->repaint( fog_color );
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}
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return true;
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}
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@ -104,7 +118,7 @@ bool SGSky::repaint( sgVec4 sky_color, sgVec4 fog_color,
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// spin specifies a rotation about the new Z axis (this allows
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// additional orientation for the sunrise/set effects and is used by
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// the skydome and perhaps clouds.
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bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev,
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bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
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double lon, double lat, double spin,
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double gst,
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double sun_ra, double sun_dec, double sun_dist,
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@ -117,5 +131,28 @@ bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev,
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planets->reposition( view_pos, angle );
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stars->reposition( view_pos, angle );
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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cloud_layers[i]->reposition( zero_elev, view_up, lon, lat );
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}
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return true;
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}
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// draw background portions of the sky
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void SGSky::draw_background() {
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ssgCullAndDraw( pre_root );
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}
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// draw scenery elements of the sky
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void SGSky::draw_scene() {
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ssgCullAndDraw( post_root );
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}
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void SGSky::add_cloud_layer( double asl ) {
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SGCloudLayer *layer = new SGCloudLayer;
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post_transform -> addKid( layer->build(tex_path, 20000.0f, asl) );
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cloud_layers.push_back( layer );
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}
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@ -33,25 +33,41 @@
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#include <plib/ssg.h> // plib include
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#include <simgear/compiler.h>
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#include <simgear/misc/fgpath.hxx>
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#include <vector>
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#include "cloud.hxx"
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#include "dome.hxx"
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#include "moon.hxx"
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#include "oursun.hxx"
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#include "stars.hxx"
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FG_USING_STD(vector);
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typedef vector < SGCloudLayer* > layer_list_type;
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typedef layer_list_type::iterator layer_list_iterator;
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typedef layer_list_type::const_iterator layer_list_const_iterator;
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class SGSky {
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private:
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// components of the sky
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SGSkyDome *dome;
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SGSun *oursun;
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SGMoon *moon;
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SGStars *planets;
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SGStars *stars;
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layer_list_type cloud_layers;
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ssgSelector *sky_selector;
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ssgTransform *sky_transform;
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ssgRoot *pre_root, *post_root;
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ssgSelector *pre_selector, *post_selector;
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ssgTransform *pre_transform, *post_transform;
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FGPath tex_path;
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@ -65,7 +81,7 @@ public:
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// initialize the sky and connect the components to the scene
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// graph at the provided branch
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ssgBranch *build( double sun_size, double moon_size,
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void build( double sun_size, double moon_size,
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int nplanets, sgdVec3 *planet_data, double planet_dist,
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int nstars, sgdVec3 *star_data, double star_dist );
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@ -88,23 +104,43 @@ public:
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// spin specifies a rotation about the new Z axis (this allows
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// additional orientation for the sunrise/set effects and is used
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// by the skydome and perhaps clouds.
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bool reposition( sgVec3 view_pos, sgVec3 zero_elev,
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bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
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double lon, double lat, double spin,
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double gst,
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double sun_ra, double sun_dec, double sun_dist,
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double moon_ra, double moon_dec, double moon_dist );
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// draw background portions of the sky
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void draw_background();
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// draw scenery elements of the sky
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void draw_scene();
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// specify the texture path (optional, defaults to current directory)
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inline void texture_path( const string& path ) {
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tex_path = FGPath( path );
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}
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// enable the sky in the scene graph (default)
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inline void enable() { sky_selector->select( 1 ); }
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// enable the sky
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inline void enable() {
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pre_selector->select( 1 );
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post_selector->select( 1 );
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}
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// disable the sky in the scene graph. The leaf node is still
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// there, how ever it won't be traversed on by ssgCullandRender()
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inline void disable() { sky_selector->select( 0 ); }
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inline void disable() {
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pre_selector->select( 0 );
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post_selector->select( 0 );
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}
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// add a cloud layer (above see level in meters)
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void add_cloud_layer( double asl );
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inline int get_num_layers() const { return cloud_layers.size(); }
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inline SGCloudLayer *get_cloud_layer( int i ) const {
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return cloud_layers[i];
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}
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};
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