001a2c89e7
Talsma.
257 lines
8.3 KiB
C++
257 lines
8.3 KiB
C++
/**************************************************************************
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* solarsystem.cxx
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* Written by Durk Talsma. Originally started October 1997, for distribution
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* with the FlightGear project. Version 2 was written in August and
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* September 1998. This code is based upon algorithms and data kindly
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* provided by Mr. Paul Schlyter. (pausch@saaf.se).
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <Debug/fg_debug.h>
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#include <Time/sunpos.hxx>
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#include "solarsystem.hxx"
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/***************************************************************************
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* default constructor for class SolarSystem:
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* or course there can only be one way to create an entire solar system -:) )
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* the fgTIME argument is needed to properly initialize the the current orbital
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* elements
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*************************************************************************/
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SolarSystem::SolarSystem(fgTIME *t)
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{
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if (theSolarSystem)
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{
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fgPrintf(FG_GENERAL, FG_EXIT, "Error: only one solarsystem allowed\n");
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}
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theSolarSystem = this;
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ourSun = new Star(t);
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earthsMoon = new Moon(t);
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mercury = new Mercury(t);
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venus = new Venus(t);
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mars = new Mars(t);
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jupiter = new Jupiter(t);
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saturn = new Saturn(t);
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uranus = new Uranus(t);
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neptune = new Neptune(t);
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displayList = 0;
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};
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/* --------------------------------------------------------------------------
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the destructor for class SolarSystem;
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danger: Huge Explosions ahead! (-:))
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------------------------------------------------------------------------*/
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SolarSystem::~SolarSystem()
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{
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delete ourSun;
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delete earthsMoon;
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delete mercury;
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delete venus;
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delete mars;
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delete jupiter;
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delete saturn;
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delete uranus;
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delete neptune;
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//delete pluto;
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}
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/****************************************************************************
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* void SolarSystem::rebuild()
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*
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* this member function updates the positions for the sun, moon, and planets,
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* and then rebuilds the display list.
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*
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* arguments: none
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* return value: none
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***************************************************************************/
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void SolarSystem::rebuild()
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{
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fgLIGHT *l = &cur_light_params;
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fgTIME *t = &cur_time_params;
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float x, y, z,
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xx, yy,zz;
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double ra, dec;
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double x_2, x_4, x_8, x_10;
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double magnitude;
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GLfloat ambient;
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GLfloat amb[4];
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GLfloat moonColor[4] = {0.85, 0.75, 0.35, 1.0};
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GLfloat black[4] = {0.0, 0.0,0.0,1.0};
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GLfloat white[4] = {1.0, 1.0,1.0,1.0};
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// Step 1: update all the positions
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ourSun->updatePosition(t);
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earthsMoon->updatePosition(t, ourSun);
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mercury->updatePosition(t, ourSun);
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venus->updatePosition(t, ourSun);
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mars->updatePosition(t, ourSun);
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jupiter->updatePosition(t, ourSun);
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saturn->updatePosition(t, ourSun);
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uranus->updatePosition(t, ourSun);
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neptune->updatePosition(t, ourSun);
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fgUpdateSunPos(); // get the right sun angle (especially important when
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// running for the first time.
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if (displayList)
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xglDeleteLists(displayList, 1);
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displayList = xglGenLists(1);
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// Step 2: rebuild the display list
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xglNewList( displayList, GL_COMPILE);
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{
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// Step 2a: Add the moon...
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xglEnable( GL_LIGHTING );
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xglEnable( GL_LIGHT0 );
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// set lighting parameters
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xglLightfv(GL_LIGHT0, GL_AMBIENT, white );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, white );
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xglEnable( GL_CULL_FACE );
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// Enable blending, in order to effectively eliminate the dark side of the
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// moon
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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earthsMoon->getPos(&ra, &dec);
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x = 60000.0 * cos(ra) * cos (dec);
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y = 60000.0 * sin(ra) * cos (dec);
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z = 60000.0 * sin(dec);
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xx = cos(ra) * cos(dec);
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yy = sin(ra) * cos(dec);
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zz = sin(dec);
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xglMaterialfv(GL_FRONT, GL_AMBIENT, black);
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, moonColor);
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xglPushMatrix();
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{
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earthsMoon->newImage(ra,dec);
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}
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xglPopMatrix();
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glDisable(GL_BLEND);
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xglDisable(GL_LIGHTING);
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// Step 2b: Add the sun
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x_2 = l -> sun_angle * l->sun_angle;
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x_4 = x_2 * x_2;
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x_8 = x_4 * x_4;
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x_10 = x_8 * x_2;
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ambient = (0.4 * pow (1.1, - x_10 / 30.0));
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if (ambient < 0.3) ambient = 0.3;
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if (ambient > 1.0) ambient = 1.0;
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amb[0] = 0.00 + ((ambient * 6.0) - 1.0); // minimum value = 0.8
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amb[1] = 0.00 + ((ambient * 11.0) - 3.0); // minimum value = 0.3
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amb[2] = 0.00 + ((ambient * 12.0) - 3.6); // minimum value = 0.0
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amb[3] = 1.00;
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if (amb[0] > 1.0) amb[0] = 1.0;
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if (amb[1] > 1.0) amb[1] = 1.0;
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if (amb[2] > 1.0) amb[2] = 1.0;
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ourSun->getPos(&ra, &dec);
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x = 60000.0 * cos(ra) * cos(dec);
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y = 60000.0 * sin(ra) * cos(dec);
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z = 60000.0 * sin(dec);
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xglPushMatrix();
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{
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xglPushMatrix();
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xglTranslatef(x,y,z);
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xglColor3f(amb[0], amb[1], amb[2]);
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glutSolidSphere(1400.0, 10, 10);
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}
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glPopMatrix();
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// Step 2c: Add the planets
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xglBegin(GL_POINTS);
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mercury->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
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venus ->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
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mars ->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
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jupiter->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
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saturn ->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
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uranus ->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
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neptune->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
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xglEnd();
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xglEnable(GL_LIGHTING);
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}
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xglEndList();
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}
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/*****************************************************************************
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* double SolarSystem::scaleMagnitude(double magn)
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* This private member function rescales the original magnitude, as used in the
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* astronomical sense of the word, into a value used by OpenGL to draw a
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* convincing Star or planet
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*
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* Argument: the astronomical magnitude
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*
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* return value: the rescaled magnitude
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****************************************************************************/
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double SolarSystem::scaleMagnitude(double magn)
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{
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double magnitude = (0.0 - magn) / 5.0 + 1.0;
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magnitude = magnitude * 0.7 + (3 * 0.1);
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if (magnitude > 1.0) magnitude = 1.0;
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if (magnitude < 0.0) magnitude = 0.0;
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return magnitude;
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}
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/***************************************************************************
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* void SolarSytem::addPlanetToList(double ra, double dec, double magn);
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*
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* This private member function first causes the magnitude to be properly
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* rescaled, and then adds the planet to the display list.
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*
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* arguments: Right Ascension, declination, and magnitude
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*
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* return value: none
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**************************************************************************/
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void SolarSystem::addPlanetToList(double ra, double dec, double magn)
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{
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double
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magnitude = scaleMagnitude ( magn );
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fgLIGHT *l = &cur_light_params;
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if ((double) (l->sun_angle - FG_PI_2) >
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((magnitude - 1.0) * - 20 * DEG_TO_RAD))
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{
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xglColor3f (magnitude, magnitude, magnitude);
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xglVertex3f( 50000.0 * cos (ra) * cos (dec),
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50000.0 * sin (ra) * cos (dec),
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50000.0 * sin (dec));
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}
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}
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SolarSystem* SolarSystem::theSolarSystem = 0;
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/******************************************************************************
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* void solarSystemRebuild()
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* this a just a wrapper function, provided for use as an interface to the
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* event manager
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*****************************************************************************/
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void solarSystemRebuild()
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{
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SolarSystem::theSolarSystem->rebuild();
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}
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