/**************************************************************************
* moon.c
+ * Written by Durk Talsma. Started October 1997, for the flight gear project.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
#include <math.h>
#include <GL/glut.h>
+#include "../XGL/xgl.h"
#include "orbits.h"
#include "moon.h"
+#include "../Include/general.h"
#include "../Main/views.h"
#include "../Time/fg_time.h"
-/* #include "../Aircraft/aircraft.h"*/
-#include "../general.h"
+struct CelestialCoord moonPos;
-static GLint moon;
+float xMoon, yMoon, zMoon;
+GLint moon;
+
+/*
+static GLfloat vdata[12][3] =
+{
+ {-X, 0.0, Z }, { X, 0.0, Z }, {-X, 0.0, -Z}, {X, 0.0, -Z },
+ { 0.0, Z, X }, { 0.0, Z, -X}, {0.0, -Z, -X}, {0.0, -Z, -X},
+ { Z, X, 0.0 }, { -Z, X, 0.0}, {Z, -X, 0.0 }, {-Z, -X, 0.0}
+};
+
+static GLuint tindices[20][3] =
+{
+ {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},
+ {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
+ {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
+ {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11}
+};*/
+
+/* -------------------------------------------------------------
+ This section contains the code that generates a yellow
+ Icosahedron. It's under development... (of Course)
+______________________________________________________________*/
+/*
+void NormalizeVector(float v[3])
+{
+ GLfloat d = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+ if (d == 0.0)
+ {
+ printf("zero length vector\n");
+ return;
+ }
+ v[0] /= d;
+ v[1] /= d;
+ v[2] /= d;
+}
+
+void drawTriangle(float *v1, float *v2, float *v3)
+{
+ xglBegin(GL_POLYGON);
+ //xglBegin(GL_POINTS);
+ xglNormal3fv(v1);
+ xglVertex3fv(v1);
+ xglNormal3fv(v2);
+ xglVertex3fv(v2);
+ xglNormal3fv(v3);
+ xglVertex3fv(v3);
+ xglEnd();
+}
+
+void subdivide(float *v1, float *v2, float *v3, long depth)
+{
+ GLfloat v12[3], v23[3], v31[3];
+ GLint i;
+
+ if (!depth)
+ {
+ drawTriangle(v1, v2, v3);
+ return;
+ }
+ for (i = 0; i < 3; i++)
+ {
+ v12[i] = (v1[i] + v2[i]);
+ v23[i] = (v2[i] + v3[i]);
+ v31[i] = (v3[i] + v1[i]);
+ }
+ NormalizeVector(v12);
+ NormalizeVector(v23);
+ NormalizeVector(v31);
+ subdivide(v1, v12, v31, depth - 1);
+ subdivide(v2, v23, v12, depth - 1);
+ subdivide(v3, v31, v23, depth - 1);
+ subdivide(v12, v23, v31,depth - 1);
+
+} */
+/*
+void display(void)
+{
+ int i;
+ xglClear(GL_COLOR_BUFFER_BIT);
+ xglPushMatrix();
+ xglRotatef(spin, 0.0, 0.0, 0.0);
+ xglColor3f(1.0, 1.0, 0.0);
+// xglBegin(GL_LINE_LOOP);
+ for (i = 0; i < 20; i++)
+ {
+
+ //xglVertex3fv(&vdata[tindices[i][0]][0]);
+ //xglVertex3fv(&vdata[tindices[i][1]][0]);
+ //xglVertex3fv(&vdata[tindices[i][2]][0]);
+
+ subdivide(&vdata[tindices[i][0]][0],
+ &vdata[tindices[i][1]][0],
+ &vdata[tindices[i][2]][0], 3);
+
+
+ }
+// xglEnd();
+ // xglFlush();
+ xglPopMatrix();
+ glutSwapBuffers();
+} */
+
+/* --------------------------------------------------------------
+
+ This section contains the code that calculates the actual
+ position of the moon in the night sky.
+
+----------------------------------------------------------------*/
struct CelestialCoord fgCalculateMoon(struct OrbElements params,
struct OrbElements sunParams,
struct fgTIME t)
{
- struct CelestialCoord
- result;
-
+ struct CelestialCoord
+ result;
+
double
- eccAnom, ecl, lonecl, latecl, actTime,
+ eccAnom, ecl, lonecl, latecl, actTime,
xv, yv, v, r, xh, yh, zh, xg, yg, zg, xe, ye, ze,
Ls, Lm, D, F;
eccAnom = fgCalcEccAnom(params.M, params.e);
/* calculate the moon's distance (d) and true anomaly (v) */
- xv = params.a * ( cos(eccAnom) - params.e);
+ xv = params.a * ( cos(eccAnom) - params.e);
yv = params.a * ( sqrt(1.0 - params.e*params.e) * sin(eccAnom));
v =atan2(yv, xv);
r = sqrt(xv*xv + yv*yv);
F = Lm - params.N;
lonecl += fgDegToRad(
- - 1.274 * sin (params.M - 2*D) // the Evection
+ - 1.274 * sin (params.M - 2*D) // the Evection
+ 0.658 * sin (2 * D) // the Variation
- 0.186 * sin (sunParams.M) // the yearly variation
- 0.059 * sin (2*params.M - 2*D)
); /* Yep */
r += (
- - 0.58 * cos(params.M - 2*D)
+ - 0.58 * cos(params.M - 2*D)
- 0.46 * cos(2*D)
- );
+ ); /* Ok! */
+
xg = r * cos(lonecl) * cos(latecl);
yg = r * sin(lonecl) * cos(latecl);
zg = r * sin(latecl);
ye = yg * cos(ecl) - zg * sin(ecl);
ze = yg * sin(ecl) + zg * cos(ecl);
- result.RightAscension = atan2(ye, xe);
+ result.RightAscension = atan2(ye, xe);
result.Declination = atan2(ze, sqrt(xe*xe + ye*ye));
-
return result;
}
-void fgMoonInit()
-{
- struct CelestialCoord
- moonPos;
-
- moon = glGenLists(1);
- glNewList(moon, GL_COMPILE );
- glBegin( GL_POINTS );
- moonPos = fgCalculateMoon(pltOrbElements[1], pltOrbElements[0], cur_time_params);
- printf("Moon found at %f (ra), %f (dec)\n", moonPos.RightAscension, moonPos.Declination);
- /* give the moon a temporary color, for testing purposes */
- glColor3f( 0.0, 1.0, 0.0);
- glVertex3f( 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination),
- 190000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination),
- 190000.0 * sin(moonPos.Declination) );
- glEnd();
- glEndList();
-}
+void fgMoonInit() {
+ struct fgLIGHT *l;
+// int i;
-void fgMoonRender()
-{
- double angle;
- static double warp = 0;
- struct VIEW *v;
- struct fgTIME *t;
-
- t = &cur_time_params;
- v = ¤t_view;
-
-
- glDisable( GL_FOG );
- glDisable( GL_LIGHTING );
- glPushMatrix();
- glTranslatef( v->view_pos.x, v->view_pos.y, v->view_pos.z );
- angle = t->gst * 15.0; /* 15 degrees per hour rotation */
- /* warp += 1.0; */
- /* warp = 15.0; */
- warp = 0.0;
- glRotatef( (angle+warp), 0.0, 0.0, -1.0 );
- printf("Rotating moon by %.2f degrees + %.2f degrees\n",angle,warp);
-
- glCallList(moon);
-
- glPopMatrix();
- glEnable( GL_LIGHTING );
- glEnable( GL_FOG );
+ l = &cur_light_params;
+
+ moon = xglGenLists(1);
+ xglNewList(moon, GL_COMPILE );
+
+ /* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
+
+ fgSolarSystemUpdate(&(pltOrbElements[1]), cur_time_params);
+ moonPos = fgCalculateMoon(pltOrbElements[1], pltOrbElements[0],
+ cur_time_params);
+#ifdef DEBUG
+ printf("Moon found at %f (ra), %f (dec)\n", moonPos.RightAscension,
+ moonPos.Declination);
+#endif
+
+ /* xMoon = 90000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination);
+ yMoon = 90000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
+ zMoon = 90000.0 * sin(moonPos.Declination); */
+
+ xMoon = 60000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination);
+ yMoon = 60000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
+ zMoon = 60000.0 * sin(moonPos.Declination);
+
+ glutSolidSphere(1.0, 15, 15);
+
+ xglEndList();
}
-/* $Log$
-/* Revision 1.2 1997/10/28 21:00:21 curt
-/* Changing to new terrain format.
-/*
- * Revision 1.1 1997/10/25 03:16:08 curt
- * Initial revision of code contributed by Durk Talsma.
- *
- */
+/* Draw the moon */
+void fgMoonRender() {
+ struct fgLIGHT *l;
+ GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat moon_color[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+ l = &cur_light_params;
+
+ /* set lighting parameters */
+ xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
+
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
+
+ xglPushMatrix();
+ xglTranslatef(xMoon, yMoon, zMoon);
+ xglScalef(1400, 1400, 1400);
+
+ xglColor3fv(moon_color);
+ /* glutSolidSphere(1.0, 25, 25); */
+ xglCallList(moon);
+
+ xglPopMatrix();
+}
+