]> git.mxchange.org Git - simgear.git/blobdiff - simgear/environment/visual_enviro.cxx
Allow tasks to be removed from the EventManager by name.
[simgear.git] / simgear / environment / visual_enviro.cxx
index ebe8f85549c625ac4d09822d7fd4d22a33ba0ccd..b0cb219059f4b8ceecf844b8d7cb3581a0c85886 100644 (file)
 //
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
-// Foundation, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 //
+#ifdef HAVE_CONFIG_H
+#  include <simgear_config.h>
+#endif
 
+#include <simgear/constants.h>
+#include <simgear/structure/SGReferenced.hxx>
+#include <simgear/structure/SGSharedPtr.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/sound/sample_group.hxx>
 #include <simgear/scene/sky/cloudfield.hxx>
 #include <simgear/scene/sky/newcloud.hxx>
+#include <simgear/props/props.hxx>
 #include "visual_enviro.hxx"
 
+#include <vector>
+
+using std::vector;
+
+
+typedef struct {
+       Point3D         pt;
+       int                     depth;
+       int                     prev;
+} lt_tree_seg;
+
+#define MAX_RAIN_SLICE 200
+static float rainpos[MAX_RAIN_SLICE];
+#define MAX_LT_TREE_SEG        400
+
+#define DFL_MIN_LIGHT 0.35
+sgVec3 SGEnviro::min_light = {DFL_MIN_LIGHT, DFL_MIN_LIGHT, DFL_MIN_LIGHT};
+#define DFL_STREAK_BRIGHT_NEARMOST_LAYER 0.9
+SGfloat SGEnviro::streak_bright_nearmost_layer = DFL_STREAK_BRIGHT_NEARMOST_LAYER;
+#define DFL_STREAK_BRIGHT_FARMOST_LAYER 0.5
+SGfloat SGEnviro::streak_bright_farmost_layer = DFL_STREAK_BRIGHT_FARMOST_LAYER;
+#define DFL_STREAK_PERIOD_MAX 2.5
+SGfloat SGEnviro::streak_period_max = DFL_STREAK_PERIOD_MAX;
+#define DFL_STREAK_PERIOD_CHANGE_PER_KT 0.005
+SGfloat SGEnviro::streak_period_change_per_kt = DFL_STREAK_PERIOD_CHANGE_PER_KT;
+#define DFL_STREAK_PERIOD_MIN 1.0
+SGfloat SGEnviro::streak_period_min = DFL_STREAK_PERIOD_MIN;
+#define DFL_STREAK_LENGTH_MIN 0.03
+SGfloat SGEnviro::streak_length_min = DFL_STREAK_LENGTH_MIN;
+#define DFL_STREAK_LENGTH_CHANGE_PER_KT 0.0005
+SGfloat SGEnviro::streak_length_change_per_kt = DFL_STREAK_LENGTH_CHANGE_PER_KT;
+#define DFL_STREAK_LENGTH_MAX 0.1
+SGfloat SGEnviro::streak_length_max = DFL_STREAK_LENGTH_MAX;
+#define DFL_STREAK_COUNT_MIN 40
+int SGEnviro::streak_count_min = DFL_STREAK_COUNT_MIN;
+#define DFL_STREAK_COUNT_MAX 190
+#if (DFL_STREAK_COUNT_MAX > MAX_RAIN_SLICE)
+#error "Bad default!"
+#endif
+int SGEnviro::streak_count_max = DFL_STREAK_COUNT_MAX;
+#define DFL_CONE_BASE_RADIUS 15.0
+SGfloat SGEnviro::cone_base_radius = DFL_CONE_BASE_RADIUS;
+#define DFL_CONE_HEIGHT 30.0
+SGfloat SGEnviro::cone_height = DFL_CONE_HEIGHT;
+
+
+void SGEnviro::config(const SGPropertyNode* n)
+{
+       if (!n)
+               return;
+
+       const float ml = n->getFloatValue("min-light", DFL_MIN_LIGHT);
+       sgSetVec3(min_light, ml, ml, ml);
+
+       streak_bright_nearmost_layer = n->getFloatValue(
+                       "streak-brightness-nearmost-layer",
+                       DFL_STREAK_BRIGHT_NEARMOST_LAYER);
+       streak_bright_farmost_layer = n->getFloatValue(
+                       "streak-brightness-farmost-layer",
+                       DFL_STREAK_BRIGHT_FARMOST_LAYER);
+
+       streak_period_max = n->getFloatValue(
+                       "streak-period-max",
+                       DFL_STREAK_PERIOD_MAX);
+       streak_period_min = n->getFloatValue(
+                       "streak-period-min",
+                       DFL_STREAK_PERIOD_MIN);
+       streak_period_change_per_kt = n->getFloatValue(
+                       "streak-period-change-per-kt",
+                       DFL_STREAK_PERIOD_CHANGE_PER_KT);
+
+       streak_length_max = n->getFloatValue(
+                       "streak-length-max",
+                       DFL_STREAK_LENGTH_MAX);
+       streak_length_min = n->getFloatValue(
+                       "streak-length-min",
+                       DFL_STREAK_LENGTH_MIN);
+       streak_length_change_per_kt = n->getFloatValue(
+                       "streak-length-change-per-kt",
+                       DFL_STREAK_LENGTH_CHANGE_PER_KT);
+
+       streak_count_min = n->getIntValue(
+                       "streak-count-min", DFL_STREAK_COUNT_MIN);
+       streak_count_max = n->getIntValue(
+                       "streak-count-max", DFL_STREAK_COUNT_MAX);
+       if (streak_count_max > MAX_RAIN_SLICE)
+               streak_count_max = MAX_RAIN_SLICE;
+
+       cone_base_radius = n->getFloatValue(
+                       "cone-base-radius", DFL_CONE_BASE_RADIUS);
+       cone_height = n->getFloatValue("cone_height", DFL_CONE_HEIGHT);
+}
+
+
+/**
+ * A class to render lightnings.
+ */
+class SGLightning {
+public:
+    /**
+     * Build a new lightning.
+     * The lightning has a limited life time. It will also play a thunder sounder once.
+     * @param lon lon longitude in degree
+     * @param lat lat latitude in degree
+     * @param alt asl of top of lightning
+     */
+       SGLightning(double lon, double lat, double alt);
+       ~SGLightning();
+       void lt_Render(void);
+       void lt_build(void);
+       void lt_build_tree_branch(int tree_nr, Point3D &start, float energy, int nbseg, float segsize);
+
+       // contains all the segments of the lightning
+       lt_tree_seg lt_tree[MAX_LT_TREE_SEG];
+       // segment count
+       int             nb_tree;
+       // position of lightning
+       double  lon, lat, alt;
+       int             sequence_count;
+       // time to live
+       double  age;
+};
+
+typedef vector<SGLightning *> list_of_lightning;
+static list_of_lightning lightnings;
+
 SGEnviro sgEnviro;
 
-SGEnviro::SGEnviro(void) :
+SGEnviro::SGEnviro() :
        view_in_cloud(false),
-       precipitation_enable_state(false),
-       precipitation_density(100.0)
+       precipitation_enable_state(true),
+       precipitation_density(100.0),
+       precipitation_max_alt(0.0),
+       turbulence_enable_state(false),
+       last_cloud_turbulence(0.0),
+       cloud_turbulence(0.0),
+       lightning_enable_state(false),
+       elapsed_time(0.0),
+       dt(0.0),
+       sampleGroup(NULL),
+       snd_active(false),
+       snd_dist(0.0),
+       min_time_before_lt(0.0),
+       fov_width(55.0),
+       fov_height(55.0)
 
 {
+       for(int i = 0; i < MAX_RAIN_SLICE ; i++)
+               rainpos[i] = sg_random();
+       radarEcho.reserve(100);
 }
 
 SGEnviro::~SGEnviro(void) {
+       if (sampleGroup) delete sampleGroup;
+
+  // OSGFIXME
+  return;
+       list_of_lightning::iterator iLightning;
+       for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
+               delete (*iLightning);
+       }
+       lightnings.clear();
 }
 
-void SGEnviro::startOfFrame(void) {
+void SGEnviro::startOfFrame( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double delta_time) {
+  // OSGFIXME
+  return;
        view_in_cloud = false;
-       if(SGNewCloud::cldCache)
-               SGNewCloud::cldCache->startNewFrame();
+       // ask the impostor cache to do some cleanup
+       last_cloud_turbulence = cloud_turbulence;
+       cloud_turbulence = 0.0;
+       elapsed_time += delta_time;
+       min_time_before_lt -= delta_time;
+       dt = delta_time;
+
+       sgMat4 T1, LON, LAT;
+    sgVec3 axis;
+
+    sgMakeTransMat4( T1, p );
+
+    sgSetVec3( axis, 0.0, 0.0, 1.0 );
+    sgMakeRotMat4( LON, lon, axis );
+
+    sgSetVec3( axis, 0.0, 1.0, 0.0 );
+    sgMakeRotMat4( LAT, 90.0 - lat, axis );
+
+    sgMat4 TRANSFORM;
+
+    sgCopyMat4( TRANSFORM, T1 );
+    sgPreMultMat4( TRANSFORM, LON );
+    sgPreMultMat4( TRANSFORM, LAT );
+
+    sgCoord pos;
+    sgSetCoord( &pos, TRANSFORM );
+
+       sgMakeCoordMat4( transform, &pos );
+    last_lon = lon;
+    last_lat = lat;
+       last_alt = alt;
+
+       radarEcho.clear();
+       precipitation_max_alt = 400.0;
 }
 
 void SGEnviro::endOfFrame(void) {
 }
 
+double SGEnviro::get_cloud_turbulence(void) const {
+       return last_cloud_turbulence;
+}
+
 // this can be queried to add some turbulence for example
 bool SGEnviro::is_view_in_cloud(void) const {
        return view_in_cloud;
@@ -54,40 +255,13 @@ void SGEnviro::set_view_in_cloud(bool incloud) {
        view_in_cloud = incloud;
 }
 
-int SGEnviro::get_CacheResolution(void) const {
-       return SGCloudField::get_CacheResolution();
-}
-
-int SGEnviro::get_clouds_CacheSize(void) const {
-       return SGCloudField::get_CacheSize();
-}
-float SGEnviro::get_clouds_visibility(void) const {
-       return SGCloudField::get_CloudVis();
-}
-float SGEnviro::get_clouds_density(void) const {
-       return SGCloudField::get_density();
-}
-bool SGEnviro::get_clouds_enable_state(void) const {
-       return SGCloudField::get_enable3dClouds();
+bool SGEnviro::get_turbulence_enable_state(void) const {
+       return turbulence_enable_state;
 }
 
-void SGEnviro::set_CacheResolution(int resolutionPixels) {
-       SGCloudField::set_CacheResolution(resolutionPixels);
+void SGEnviro::set_turbulence_enable_state(bool enable) {
+       turbulence_enable_state = enable;
 }
-
-void SGEnviro::set_clouds_CacheSize(int sizeKb) {
-       SGCloudField::set_CacheSize(sizeKb);
-}
-void SGEnviro::set_clouds_visibility(float distance) {
-       SGCloudField::set_CloudVis(distance);
-}
-void SGEnviro::set_clouds_density(float density) {
-       SGCloudField::set_density(density);
-}
-void SGEnviro::set_clouds_enable_state(bool enable) {
-       SGCloudField::set_enable3dClouds(enable);
-}
-
 // rain/snow
 float SGEnviro::get_precipitation_density(void) const {
        return precipitation_density;
@@ -105,9 +279,520 @@ void SGEnviro::set_precipitation_enable_state(bool enable) {
 
 // others
 bool SGEnviro::get_lightning_enable_state(void) const {
-       return false;
+       return lightning_enable_state;
 }
 
 void SGEnviro::set_lightning_enable_state(bool enable) {
+       lightning_enable_state = enable;
+       if( ! enable ) {
+               // TODO:cleanup
+       }
+}
+
+void SGEnviro::setLight(sgVec4 adj_fog_color) {
+  // OSGFIXME
+  return;
+       sgCopyVec4( fog_color, adj_fog_color );
+       if( false ) {
+       //    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+       }
+}
+#if 0
+void SGEnviro::callback_cloud(float heading, float alt, float radius, int family, float dist, int cloudId) {
+       // send data to wx radar
+       // compute turbulence
+       // draw precipitation
+       // draw lightning
+       // compute illumination
+
+       // http://www.pilotfriend.com/flight_training/weather/THUNDERSTORM%20HAZARDS1.htm
+       double turbulence = 0.0;
+       if( dist < radius * radius * 2.25f ) {
+               switch(family) {
+                       case SGNewCloud::CLFamilly_st:
+                               turbulence = 0.2;
+                               break;
+                       case SGNewCloud::CLFamilly_ci:
+                       case SGNewCloud::CLFamilly_cs:
+                       case SGNewCloud::CLFamilly_cc:
+                       case SGNewCloud::CLFamilly_ac:
+                       case SGNewCloud::CLFamilly_as:
+                               turbulence = 0.1;
+                               break;
+                       case SGNewCloud::CLFamilly_sc:
+                               turbulence = 0.3;
+                               break;
+                       case SGNewCloud::CLFamilly_ns:
+                               turbulence = 0.4;
+                               break;
+                       case SGNewCloud::CLFamilly_cu:
+                               turbulence = 0.5;
+                               break;
+                       case SGNewCloud::CLFamilly_cb:
+                               turbulence = 0.6;
+                               break;
+               }
+               // full turbulence inside cloud, half in the vicinity
+               if( dist > radius * radius )
+                       turbulence *= 0.5;
+               if( turbulence > cloud_turbulence )
+                       cloud_turbulence = turbulence;
+               // we can do 'local' precipitations too
+       }
+
+       // convert to LWC for radar (experimental)
+       // http://www-das.uwyo.edu/~geerts/cwx/notes/chap08/moist_cloud.html
+       double LWC = 0.0;
+       switch(family) {
+               case SGNewCloud::CLFamilly_st:
+                       LWC = 0.29;
+                       break;
+               case SGNewCloud::CLFamilly_cu:
+                       LWC = 0.27;
+                       break;
+               case SGNewCloud::CLFamilly_cb:
+                       LWC = 2.0;
+                       break;
+               case SGNewCloud::CLFamilly_sc:
+                       LWC = 0.44;
+                       break;
+               case SGNewCloud::CLFamilly_ci:
+                       LWC = 0.03;
+                       break;
+               // no data
+               case SGNewCloud::CLFamilly_cs:
+               case SGNewCloud::CLFamilly_cc:
+               case SGNewCloud::CLFamilly_ac:
+               case SGNewCloud::CLFamilly_as:
+                       LWC = 0.03;
+                       break;
+               case SGNewCloud::CLFamilly_ns:
+                       LWC = 0.29*2.0;
+                       break;
+       }
+
+       // add to the list for the wxRadar instrument
+       if( LWC > 0.0 )
+               radarEcho.push_back( SGWxRadarEcho ( heading, alt, radius, dist, LWC, false, cloudId ) );
+
+       // NB:data valid only from cockpit view
+
+       // spawn a new lightning
+       if(lightning_enable_state && min_time_before_lt <= 0.0 && (family == SGNewCloud::CLFamilly_cb) &&
+               dist < 15000.0 * 15000.0 && sg_random() > 0.9f) {
+               double lat, lon;
+               Point3D orig, dest;
+               orig.setlat(last_lat * SG_DEGREES_TO_RADIANS );
+               orig.setlon(last_lon * SG_DEGREES_TO_RADIANS );
+               orig.setelev(0.0);
+               dist = sgSqrt(dist);
+               dest = calc_gc_lon_lat(orig, heading, dist);
+               lon = dest.lon() * SG_RADIANS_TO_DEGREES;
+               lat = dest.lat() * SG_RADIANS_TO_DEGREES;
+               addLightning( lon, lat, alt );
+
+               // reset timer
+               min_time_before_lt = 5.0 + sg_random() * 30;
+               // DEBUG only
+//             min_time_before_lt = 5.0;
+       }
+       if( (alt - radius * 0.1) > precipitation_max_alt )
+               switch(family) {
+                       case SGNewCloud::CLFamilly_st:
+                       case SGNewCloud::CLFamilly_cu:
+                       case SGNewCloud::CLFamilly_cb:
+                       case SGNewCloud::CLFamilly_ns:
+                       case SGNewCloud::CLFamilly_sc:
+                               precipitation_max_alt = alt - radius * 0.1;
+                               break;
+               }
+}
+
+#endif
+
+list_of_SGWxRadarEcho *SGEnviro::get_radar_echo(void) {
+       return &radarEcho;
+}
+
+// precipitation rendering code
+void SGEnviro::DrawCone2(float baseRadius, float height, int slices, bool down, double rain_norm, double speed) {
+  // OSGFIXME
+  return;
+       sgVec3 light;
+       sgAddVec3( light, fog_color, min_light );
+       float da = SG_PI * 2.0f / (float) slices;
+       // low number = faster
+       float speedf = streak_period_max - speed * streak_period_change_per_kt;
+       if( speedf < streak_period_min )
+               speedf = streak_period_min;
+       float lenf = streak_length_min + speed * streak_length_change_per_kt;
+       if( lenf > streak_length_max )
+               lenf = streak_length_max;
+    float t = fmod((float) elapsed_time, speedf) / speedf;
+//     t = 0.1f;
+       if( !down )
+               t = 1.0f - t;
+       float angle = 0.0f;
+       //glColor4f(1.0f, 0.7f, 0.7f, 0.9f); // XXX unneeded? overriden below
+       glBegin(GL_LINES);
+       if (slices >  MAX_RAIN_SLICE)
+               slices = MAX_RAIN_SLICE; // should never happen
+       for( int i = 0 ; i < slices ; i++ ) {
+               float x = cos(angle) * baseRadius;
+               float y = sin(angle) * baseRadius;
+               angle += da;
+               sgVec3 dir = {x, -height, y};
+
+               // rain drops at 2 different speed to simulate depth
+               float t1 = (i & 1 ? t : t + t) + rainpos[i];
+               if(t1 > 1.0f)   t1 -= 1.0f;
+               if(t1 > 1.0f)   t1 -= 1.0f;
+
+               // distant raindrops are more transparent
+               float c = t1 * (i & 1 ?
+                               streak_bright_farmost_layer
+                               : streak_bright_nearmost_layer);
+               glColor4f(c * light[0], c * light[1], c * light[2], c);
+               sgVec3 p1, p2;
+               sgScaleVec3(p1, dir, t1);
+               // distant raindrops are shorter
+               float t2 = t1 + (i & 1 ? lenf : lenf+lenf);
+               sgScaleVec3(p2, dir, t2);
+
+               glVertex3f(p1[0], p1[1] + height, p1[2]);
+               glVertex3f(p2[0], p2[1] + height, p2[2]);
+       }
+       glEnd();
+}
+
+void SGEnviro::drawRain(double pitch, double roll, double heading, double hspeed, double rain_norm) {
+  // OSGFIXME
+  return;
+
+#if 0
+       static int debug_period = 0;
+       if (debug_period++ == 50) {
+               debug_period = 0;
+               cout << "drawRain("
+                       << pitch << ", "
+                       << roll  << ", "
+                       << heading << ", "
+                       << hspeed << ", "
+                       << rain_norm << ");"
+                       //" angle = " << angle
+                       //<< " raindrop(KTS) = " << raindrop_speed_kts
+                       << endl;
+       }
+#endif
+
+
+       glBindTexture(GL_TEXTURE_2D, 0);
+
+       glDisable(GL_DEPTH_TEST);
+       glShadeModel(GL_SMOOTH);
+       glEnable(GL_BLEND);
+       glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
+       glDisable( GL_FOG );
+       glDisable(GL_LIGHTING);
+
+       int slice_count = static_cast<int>(
+                       (streak_count_min + rain_norm*(streak_count_max-streak_count_min))
+                               * precipitation_density / 100.0);
+
+       // www.wonderquest.com/falling-raindrops.htm says that
+       // Raindrop terminal velocity is 5 to 20mph
+       // Rather than model it accurately (temp, pressure, diameter), and make it
+       // smaller than terminal when closer to the precipitation cloud base,
+       // we interpolate in the 5-20mph range according to rain_norm.
+       double raindrop_speed_kts
+               = (5.0 + rain_norm*15.0) * SG_MPH_TO_MPS * SG_MPS_TO_KT;
+
+       float angle = atanf(hspeed / raindrop_speed_kts) * SG_RADIANS_TO_DEGREES;
+       glPushMatrix();
+               // the cone rotate with hspeed
+               angle = -pitch - angle;
+               glRotatef(roll, 0.0, 0.0, 1.0);
+               glRotatef(heading, 0.0, 1.0, 0.0);
+               glRotatef(angle, 1.0, 0.0, 0.0);
+
+               // up cone
+               DrawCone2(cone_base_radius, cone_height, 
+                               slice_count, true, rain_norm, hspeed);
+               // down cone (usually not visible)
+               if(angle > 0.0 || heading != 0.0)
+                       DrawCone2(cone_base_radius, -cone_height, 
+                                       slice_count, false, rain_norm, hspeed);
+
+       glPopMatrix();
+
+       glEnable(GL_LIGHTING);
+       glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+       glEnable( GL_FOG );
+       glEnable(GL_DEPTH_TEST);
+
+}
+
+void SGEnviro::set_sampleGroup(SGSampleGroup *sgr) {
+       sampleGroup = sgr;
+}
+
+void SGEnviro::drawPrecipitation(double rain_norm, double snow_norm, double hail_norm, double pitch, double roll, double heading, double hspeed) {
+  // OSGFIXME
+  return;
+       if( precipitation_enable_state && rain_norm > 0.0)
+         if( precipitation_max_alt >= last_alt )
+               drawRain(pitch, roll, heading, hspeed, rain_norm);
+}
+
+
+SGLightning::SGLightning(double _lon, double _lat, double _alt) :
+       nb_tree(0),
+       lon(_lon),
+       lat(_lat),
+       alt(_alt),
+       age(1.0 + sg_random() * 4.0)
+{
+//     sequence_count = 1 + sg_random() * 5.0;
+       lt_build();
 }
 
+SGLightning::~SGLightning() {
+}
+
+// lightning rendering code
+void SGLightning::lt_build_tree_branch(int tree_nr, Point3D &start, float energy, int nbseg, float segsize) {
+  // OSGFIXME
+  return;
+
+       sgVec3 dir, newdir;
+       int nseg = 0;
+       Point3D pt = start;
+       if( nbseg == 50 )
+               sgSetVec3( dir, 0.0, -1.0, 0.0 );
+       else {
+               sgSetVec3( dir, sg_random() - 0.5f, sg_random() - 0.5f, sg_random() - 0.5f);
+               sgNormaliseVec3(dir);
+       }
+       if( nb_tree >= MAX_LT_TREE_SEG )
+               return;
+
+       lt_tree[nb_tree].depth = tree_nr;
+       nseg = 0;
+       lt_tree[nb_tree].pt = pt;
+       lt_tree[nb_tree].prev = -1;
+       nb_tree ++;
+
+       // TODO:check agl
+       while(nseg < nbseg && pt.y() > 0.0) {
+        int prev = nb_tree - 1;
+        nseg++;
+               // add a branch
+        if( energy * sg_random() > 0.8f )
+                       lt_build_tree_branch(tree_nr + 1, pt, energy * 0.9f, nbseg == 50 ? 10 : static_cast<int>(nbseg * 0.4f), segsize * 0.7f);
+
+               if( nb_tree >= MAX_LT_TREE_SEG )
+                       return;
+               sgSetVec3(newdir, (sg_random() - 0.5f), (sg_random() - 0.5f) - (nbseg == 50 ? 0.5f : 0.0), (sg_random() - 0.5f));
+               sgNormaliseVec3(newdir);
+               sgAddVec3( dir, newdir);
+               sgNormaliseVec3(dir);
+               sgVec3 scaleDir;
+               sgScaleVec3( scaleDir, dir, segsize * energy * 0.5f );
+               pt[PX] += scaleDir[0];
+               pt[PY] += scaleDir[1];
+               pt[PZ] += scaleDir[2];
+
+               lt_tree[nb_tree].depth = tree_nr;
+               lt_tree[nb_tree].pt = pt;
+               lt_tree[nb_tree].prev = prev;
+               nb_tree ++;
+       }
+}
+
+void SGLightning::lt_build(void) {
+  // OSGFIXME
+  return;
+    Point3D top;
+    nb_tree = 0;
+    top[PX] = 0 ;
+    top[PY] = alt;
+    top[PZ] = 0;
+    lt_build_tree_branch(0, top, 1.0, 50, top[PY] / 8.0);
+       if( ! sgEnviro.sampleGroup )
+               return;
+       Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
+       Point3D dest( lon*SG_DEGREES_TO_RADIANS, lat*SG_DEGREES_TO_RADIANS, 0.0 );
+       double course = 0.0, dist = 0.0;
+       calc_gc_course_dist( dest, start, &course, &dist );
+       if( dist < 10000.0 && ! sgEnviro.snd_playing && (dist < sgEnviro.snd_dist || ! sgEnviro.snd_active) ) {
+               sgEnviro.snd_timer = 0.0;
+               sgEnviro.snd_wait  = dist / 340;
+               sgEnviro.snd_dist  = dist;
+               sgEnviro.snd_pos_lat = lat;
+               sgEnviro.snd_pos_lon = lon;
+               sgEnviro.snd_active = true;
+               sgEnviro.snd_playing = false;
+       }
+}
+
+
+void SGLightning::lt_Render(void) {
+  // OSGFIXME
+  return;
+       float flash = 0.5;
+       if( fmod(sgEnviro.elapsed_time*100.0, 100.0) > 50.0 )
+               flash = sg_random() * 0.75f + 0.25f;
+    float h = lt_tree[0].pt[PY];
+       sgVec4 col={0.62f, 0.83f, 1.0f, 1.0f};
+       sgVec4 c;
+
+#define DRAW_SEG() \
+                       {glColorMaterial(GL_FRONT, GL_EMISSION);  \
+                       glDisable(GL_LINE_SMOOTH); glBegin(GL_LINES); \
+                               glColor4fv(c); \
+                glVertex3f(lt_tree[n].pt[PX], lt_tree[n].pt[PZ], lt_tree[n].pt[PY]); \
+                glVertex3f(lt_tree[lt_tree[n].prev].pt[PX], lt_tree[lt_tree[n].prev].pt[PZ], lt_tree[lt_tree[n].prev].pt[PY]); \
+                       glEnd(); glEnable(GL_LINE_SMOOTH);}
+
+       glDepthMask( GL_FALSE );
+       glEnable(GL_BLEND);
+       glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+       glBindTexture(GL_TEXTURE_2D, 0);
+
+       glDisable(GL_LIGHTING);
+       glDisable( GL_FOG );
+       glPushMatrix();
+       sgMat4 modelview, tmp;
+    // OSGFIXME
+//     ssgGetModelviewMatrix( modelview );
+       sgCopyMat4( tmp, sgEnviro.transform );
+    sgPostMultMat4( tmp, modelview );
+    // OSGFIXME
+//     ssgLoadModelviewMatrix( tmp );
+
+    Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
+    Point3D dest( lon*SG_DEGREES_TO_RADIANS, lat*SG_DEGREES_TO_RADIANS, 0.0 );
+    double course = 0.0, dist = 0.0;
+    calc_gc_course_dist( dest, start, &course, &dist );
+    double ax = 0.0, ay = 0.0;
+    ax = cos(course) * dist;
+    ay = sin(course) * dist;
+
+       glTranslatef( ax, ay, -sgEnviro.last_alt );
+
+       sgEnviro.radarEcho.push_back( SGWxRadarEcho ( course, 0.0, 0.0, dist, age, true, 0 ) );
+
+       for( int n = 0 ; n < nb_tree ; n++ ) {
+        if( lt_tree[n].prev < 0 )
+                       continue;
+
+        float t1 = sgLerp(0.5, 1.0, lt_tree[n].pt[PY] / h);
+               t1 *= flash;
+               if( lt_tree[n].depth >= 2 ) {
+            glLineWidth(3);
+                       sgScaleVec4(c, col, t1 * 0.6f);
+                       DRAW_SEG();
+               } else {
+                       if( lt_tree[n].depth == 0 ) {
+                glLineWidth(12);
+                               sgScaleVec4(c, col, t1 * 0.5f);
+                               DRAW_SEG();
+
+                glLineWidth(6);
+                               sgScaleVec4(c, col, t1);
+                               DRAW_SEG();
+                       } else {
+                glLineWidth(6);
+                               sgScaleVec4(c, col, t1 * 0.7f);
+                               DRAW_SEG();
+                       }
+
+            if( lt_tree[n].depth == 0 ) 
+                glLineWidth(3);
+                       else
+                glLineWidth(2);
+
+            sgSetVec4(c, t1, t1, t1, t1);
+                       DRAW_SEG();
+               }
+
+       }
+    glLineWidth(1);
+       glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+       glPopMatrix();
+       glDepthMask( GL_TRUE ); 
+       glEnable( GL_FOG );
+       glEnable(GL_LIGHTING);
+}
+
+void SGEnviro::addLightning(double lon, double lat, double alt) {
+  // OSGFIXME
+  return;
+       if( lightnings.size() > 10)
+               return;
+       SGLightning *lt= new SGLightning(lon, lat, alt);
+       lightnings.push_back(lt);
+}
+
+void SGEnviro::drawLightning(void) {
+  // OSGFIXME
+  return;
+       list_of_lightning::iterator iLightning;
+       // play 'thunder' for lightning
+       if( snd_active ) {
+               if( !snd_playing ) {
+                       // wait until sound has reached us
+                       snd_timer += dt;
+                       if( snd_timer >= snd_wait ) {
+                               snd_playing = true;
+                               // compute relative position of lightning
+                               Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
+                               Point3D dest( snd_pos_lon*SG_DEGREES_TO_RADIANS, snd_pos_lat*SG_DEGREES_TO_RADIANS, 0.0 );
+                               double course = 0.0, dist = 0.0;
+                               calc_gc_course_dist( dest, start, &course, &dist );
+                               double ax = 0.0, ay = 0.0;
+                               ax = cos(course) * dist;
+                               ay = sin(course) * dist;
+                               SGSharedPtr<SGSoundSample> snd = sampleGroup->find("thunder");
+                               if( snd ) {
+                                       SGVec3d pos = SGVec3d(ax, ay, -sgEnviro.last_alt);
+                                       snd->set_position(pos);
+                                       snd->play_once();
+                               }
+                       }
+               } else {
+                       if( !sampleGroup->is_playing("thunder") ) {
+                               snd_active = false;
+                               snd_playing = false;
+                       }
+               }
+
+       }
+       if( ! lightning_enable_state )
+               return;
+
+       for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
+               if( dt )
+                       if( sg_random() > 0.95f )
+                               (*iLightning)->lt_build();
+               (*iLightning)->lt_Render();
+               (*iLightning)->age -= dt;
+               if( (*iLightning)->age < 0.0 ) {
+                       delete (*iLightning);
+                       lightnings.erase( iLightning );
+                       break;
+               }
+       }
+
+}
+
+
+void SGEnviro::setFOV( float w, float h ) {
+       fov_width = w;
+       fov_height = h;
+}
+
+void SGEnviro::getFOV( float &w, float &h ) {
+       w = fov_width;
+       h = fov_height;
+}