#ifndef _VISUAL_ENVIRO_HXX
#define _VISUAL_ENVIRO_HXX
+#include <plib/sg.h>
+
#include <simgear/compiler.h>
-#include STL_STRING
+#include <string>
#include <vector>
-SG_USING_STD(vector);
-SG_USING_STD(string);
+using std::vector;
+using std::string;
class SGLightning;
-class SGSoundMgr;
+class SGSampleGroup;
/**
* Simulate some echo on a weather radar.
*/
class SGWxRadarEcho {
public:
- SGWxRadarEcho(float _heading, float _alt, float _radius, float _dist, double _LWC, bool _lightning, int _cloudId) :
+ SGWxRadarEcho(float _heading, float _alt, float _radius, float _dist,
+ double _LWC, bool _lightning, int _cloudId ) :
heading( _heading ),
alt ( _alt ),
radius ( _radius ),
/** reflectivity converted to liquid water content. */
double LWC;
/** if true then this data is for a lightning else it is for water echo. */
- bool lightning;
+ bool lightning;
/** Unique identifier of cloud */
int cloudId;
};
sgVec4 fog_color;
sgMat4 transform;
double last_lon, last_lat, last_alt;
- SGSoundMgr *soundMgr;
+ SGSampleGroup *sampleGroup;
bool snd_active, snd_playing;
double snd_timer, snd_wait, snd_pos_lat, snd_pos_lon, snd_dist;
double min_time_before_lt;
void endOfFrame(void);
+#if 0
/**
* Whenever a cloud is drawn we check his 'impact' on the environment.
* @param heading direction of cloud in radians
* @param dist squared dist to cloud in meters
*/
void callback_cloud(float heading, float alt, float radius, int family, float dist, int cloudId);
-
+#endif
void drawRain(double pitch, double roll, double heading, double hspeed, double rain_norm);
/**
* Draw rain or snow precipitation around the viewer.
* Forward the sound manager instance to be able to play samples.
* @param mgr a running sound manager
*/
- void set_soundMgr(SGSoundMgr *mgr);
+ void set_sampleGroup(SGSampleGroup *sgr);
void setFOV( float w, float h );
void getFOV( float &w, float &h );