// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
-// $Id$
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#include <osg/TexEnv>
#include <osg/TexEnvCombine>
#include <osg/Texture2D>
-#include <osg/TextureCubeMap>
#include <osg/TexMat>
#include <osg/Fog>
-#if SG_OSG_MIN_VERSION_REQUIRED(2,9,5)
-#include <osgDB/Options>
-#endif
#include <simgear/math/sg_random.h>
-#include <simgear/misc/PathOptions.hxx>
+#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/scene/model/model.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/OsgMath.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/screen/extensions.hxx>
using namespace simgear;
using namespace osg;
-#if defined(__MINGW32__)
-#define isnan(x) _isnan(x)
-#endif
-
-// #if defined (__FreeBSD__)
-// # if __FreeBSD_version < 500000
-// extern "C" {
-// inline int isnan(double r) { return !(r <= 0 || r >= 0); }
-// }
-// # endif
-// #endif
-
static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
-static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
static bool state_initialized = false;
-static bool bump_mapping = false;
-
-bool SGCloudLayer::enable_bump_mapping = false;
const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
const std::string SGCloudLayer::SG_CLOUD_BROKEN_STRING = "broken";
{
osg::StateSet *stateSet = new osg::StateSet;
- osg::ref_ptr<osgDB::ReaderWriter::Options> options
- = makeOptionsFromPath(path);
+ osg::ref_ptr<SGReaderWriterOptions> options;
+ options = SGReaderWriterOptions::fromPath(path.str());
stateSet->setTextureAttribute(0, SGLoadTexture2D(colorTexture,
options.get()));
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setAttributeAndModes(attribFactory->getStandardAlphaFunc());
stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
-
-// osg::Material* material = new osg::Material;
-// material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
-// material->setEmission(osg::Material::FRONT_AND_BACK,
-// osg::Vec4(0.05, 0.05, 0.05, 0));
-// material->setSpecular(osg::Material::FRONT_AND_BACK,
-// osg::Vec4(0, 0, 0, 1));
-// stateSet->setAttribute(material);
-
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
- // OSGFIXME: invented by me ...
-// stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
-// stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
-
-// stateSet->setMode(GL_LIGHT0, osg::StateAttribute::OFF);
-
- // If the normal texture is given prepare a bumpmapping enabled state
-// if (normalTexture) {
-// SGPath normalPath(path);
-// normalPath.append(normalTexture);
-// stateSet->setTextureAttribute(2, SGLoadTexture2D(normalPath));
-// stateSet->setTextureMode(2, GL_TEXTURE_2D, osg::StateAttribute::ON);
-// }
-
return stateSet;
}
layer_coverage(SG_CLOUD_CLEAR),
scale(4000.0),
speed(0.0),
- direction(0.0)
+ direction(0.0),
+ last_course(0.0),
+ max_alpha(1.0)
{
// XXX
// Render bottoms before the rest of transparent objects (rendered
osg::StateAttribute::ON);
rootSet->setDataVariance(osg::Object::DYNAMIC);
+ // Ensure repeatability of the random seed within 10 minutes,
+ // to keep multi-computer systems in sync.
+ sg_srandom_time_10();
base = osg::Vec2(sg_random(), sg_random());
group_top->addChild(layer_transform.get());
group_bottom->addChild(layer_transform.get());
if (coverage != layer_coverage) {
layer_coverage = coverage;
rebuild();
-
- double coverage_norm = 0.0;
- if( coverage == SG_CLOUD_FEW)
- coverage_norm = 2.0/8.0; // <1-2
- else if( coverage == SG_CLOUD_SCATTERED )
- coverage_norm = 4.0/8.0; // 3-4
- else if( coverage == SG_CLOUD_BROKEN )
- coverage_norm = 6.0/8.0; // 5-7
- else if( coverage == SG_CLOUD_OVERCAST )
- coverage_norm = 8.0/8.0; // 8
-
- layer3D->setCoverage(coverage_norm);
- layer3D->applyCoverage();
}
}
}
}
-SGCloudLayer::Coverage
+SGCloudLayer::Coverage
SGCloudLayer::getCoverageType( const std::string & coverage )
{
if( SG_CLOUD_OVERCAST_STRING == coverage ) {
SGCloudLayer::rebuild()
{
// Initialize states and sizes if necessary.
- if ( !state_initialized ) {
+ if ( !state_initialized ) {
state_initialized = true;
SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
- osg::Texture::Extensions* extensions;
- extensions = osg::Texture::getExtensions(0, true);
- // OSGFIXME
- bump_mapping = extensions->isMultiTexturingSupported() &&
- (2 <= extensions->numTextureUnits()) &&
- SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
- SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3");
-
- osg::TextureCubeMap::Extensions* extensions2;
- extensions2 = osg::TextureCubeMap::getExtensions(0, true);
- bump_mapping = bump_mapping && extensions2->isCubeMapSupported();
-
- // This bump mapping code was inspired by the tutorial available at
- // http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
- // and a NVidia white paper
- // http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
- // The normal map textures were generated by the normal map Gimp plugin :
- // http://nifelheim.dyndns.org/~cocidius/normalmap/
- //
- cubeMap = new osg::TextureCubeMap;
- cubeMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
- cubeMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
- cubeMap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
- cubeMap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
- cubeMap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
-
- const int size = 32;
- const float half_size = 16.0f;
- const float offset = 0.5f;
- osg::Vec3 zero_normal(0.5, 0.5, 0.5);
-
- osg::Image* image = new osg::Image;
- image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
- unsigned char *ptr = image->data(0, 0);
- for (int j = 0; j < size; j++ ) {
- for (int i = 0; i < size; i++ ) {
- osg::Vec3 tmp(half_size, -( j + offset - half_size ),
- -( i + offset - half_size ) );
- tmp.normalize();
- tmp = tmp*0.5 - zero_normal;
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- cubeMap->setImage(osg::TextureCubeMap::POSITIVE_X, image);
-
- image = new osg::Image;
- image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
- ptr = image->data(0, 0);
- for (int j = 0; j < size; j++ ) {
- for (int i = 0; i < size; i++ ) {
- osg::Vec3 tmp(-half_size, -( j + offset - half_size ),
- ( i + offset - half_size ) );
- tmp.normalize();
- tmp = tmp*0.5 - zero_normal;
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_X, image);
-
- image = new osg::Image;
- image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
- ptr = image->data(0, 0);
- for (int j = 0; j < size; j++ ) {
- for (int i = 0; i < size; i++ ) {
- osg::Vec3 tmp(( i + offset - half_size ), half_size,
- ( j + offset - half_size ) );
- tmp.normalize();
- tmp = tmp*0.5 - zero_normal;
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Y, image);
-
- image = new osg::Image;
- image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
- ptr = image->data(0, 0);
- for (int j = 0; j < size; j++ ) {
- for (int i = 0; i < size; i++ ) {
- osg::Vec3 tmp(( i + offset - half_size ), -half_size,
- -( j + offset - half_size ) );
- tmp.normalize();
- tmp = tmp*0.5 - zero_normal;
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Y, image);
-
- image = new osg::Image;
- image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
- ptr = image->data(0, 0);
- for (int j = 0; j < size; j++ ) {
- for (int i = 0; i < size; i++ ) {
- osg::Vec3 tmp(( i + offset - half_size ),
- -( j + offset - half_size ), half_size );
- tmp.normalize();
- tmp = tmp*0.5 - zero_normal;
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Z, image);
-
- image = new osg::Image;
- image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
- ptr = image->data(0, 0);
- for (int j = 0; j < size; j++ ) {
- for (int i = 0; i < size; i++ ) {
- osg::Vec3 tmp(-( i + offset - half_size ),
- -( j + offset - half_size ), -half_size );
- tmp.normalize();
- tmp = tmp*0.5 - zero_normal;
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
-
osg::StateSet* state;
state = SGMakeState(texture_path, "overcast.png", "overcast_n.png");
layer_states[SG_CLOUD_OVERCAST] = state;
state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png");
layer_states2[SG_CLOUD_OVERCAST] = state;
-
+
state = SGMakeState(texture_path, "broken.png", "broken_n.png");
layer_states[SG_CLOUD_BROKEN] = state;
layer_states2[SG_CLOUD_BROKEN] = state;
-
+
state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
layer_states[SG_CLOUD_SCATTERED] = state;
layer_states2[SG_CLOUD_SCATTERED] = state;
-
+
state = SGMakeState(texture_path, "few.png", "few_n.png");
layer_states[SG_CLOUD_FEW] = state;
layer_states2[SG_CLOUD_FEW] = state;
-
+
state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png");
layer_states[SG_CLOUD_CIRRUS] = state;
layer_states2[SG_CLOUD_CIRRUS] = state;
-
+
layer_states[SG_CLOUD_CLEAR] = 0;
layer_states2[SG_CLOUD_CLEAR] = 0;
#if 1
// build the cloud layer
const float layer_scale = layer_span / scale;
const float mpi = SG_PI/4;
-
- // caclculate the difference between a flat-earth model and
+
+ // caclculate the difference between a flat-earth model and
// a round earth model given the span and altutude ASL of
// the cloud layer. This is the difference in altitude between
// the top of the inverted bowl and the edge of the bowl.
const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span
const float border_to_core = layer_to_core * cos(layer_angle);
const float alt_diff = layer_to_core - border_to_core;
-
+
for (int i = 0; i < 4; i++) {
if ( layer[i] != NULL ) {
layer_transform->removeChild(layer[i].get()); // automatic delete
}
-
+
vl[i] = new osg::Vec3Array;
cl[i] = new osg::Vec4Array;
tl[i] = new osg::Vec2Array;
-
-
+
+
osg::Vec3 vertex(layer_span*(i-2)/2, -layer_span,
alt_diff * (sin(i*mpi) - 2));
osg::Vec2 tc(layer_scale * i/4, 0.0f);
osg::Vec4 color(cloudColors[0], (i == 0) ? 0.0f : 0.15f);
-
+
cl[i]->push_back(color);
vl[i]->push_back(vertex);
tl[i]->push_back(tc);
-
+
for (int j = 0; j < 4; j++) {
vertex = osg::Vec3(layer_span*(i-1)/2, layer_span*(j-2)/2,
alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2));
tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale * j/4);
color = osg::Vec4(cloudColors[0],
- ( (j == 0) || (i == 3)) ?
+ ( (j == 0) || (i == 3)) ?
( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
-
+
cl[i]->push_back(color);
vl[i]->push_back(vertex);
tl[i]->push_back(tc);
-
+
vertex = osg::Vec3(layer_span*(i-2)/2, layer_span*(j-1)/2,
alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
tc = osg::Vec2(layer_scale * i/4, layer_scale * (j+1)/4 );
vl[i]->push_back(vertex);
tl[i]->push_back(tc);
}
-
- vertex = osg::Vec3(layer_span*(i-1)/2, layer_span,
+
+ vertex = osg::Vec3(layer_span*(i-1)/2, layer_span,
alt_diff * (sin((i+1)*mpi) - 2));
-
+
tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale);
-
+
color = osg::Vec4(cloudColors[0], (i == 3) ? 0.0f : 0.15f );
-
+
cl[i]->push_back( color );
vl[i]->push_back( vertex );
tl[i]->push_back( tc );
-
+
osg::Geometry* geometry = new osg::Geometry;
geometry->setUseDisplayList(false);
geometry->setVertexArray(vl[i].get());
geometry->setNormalBinding(osg::Geometry::BIND_OFF);
- geometry->setColorArray(cl[i].get());
- geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
- geometry->setTexCoordArray(0, tl[i].get());
+ geometry->setColorArray(cl[i].get(), osg::Array::BIND_PER_VERTEX);
+ geometry->setTexCoordArray(0, tl[i].get(), osg::Array::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, vl[i]->size()));
layer[i] = new osg::Geode;
-
+
std::stringstream sstr;
sstr << "Cloud Layer (" << i << ")";
geometry->setName(sstr.str());
layer[i]->addDrawable(geometry);
layer_transform->addChild(layer[i].get());
}
-
+
//OSGFIXME: true
if ( layer_states[layer_coverage].valid() ) {
osg::CopyOp copyOp; // shallow copy
bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
double alt, double dt )
{
- // combine p and asl (meters) to get translation offset
- osg::Vec3 asl_offset(toOsg(up));
- asl_offset.normalize();
- if ( alt <= layer_asl ) {
- asl_offset *= layer_asl;
- } else {
- asl_offset *= layer_asl + layer_thickness;
- }
- // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
- // << "," << asl_offset[2] << endl;
- asl_offset += toOsg(p);
- // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
- // << "," << asl_offset[2] << endl;
-
- osg::Matrix T, LON, LAT;
- // Translate to zero elevation
- // Point3D zero_elev = current_view.get_cur_zero_elev();
- T.makeTranslate( asl_offset );
-
- // printf(" Translated to %.2f %.2f %.2f\n",
- // zero_elev.x, zero_elev.y, zero_elev.z );
-
- // Rotate to proper orientation
- // printf(" lon = %.2f lat = %.2f\n",
- // lon * SGD_RADIANS_TO_DEGREES,
- // lat * SGD_RADIANS_TO_DEGREES);
- LON.makeRotate(lon, osg::Vec3(0, 0, 1));
-
- // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
- // 0.0, 1.0, 0.0 );
- LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
-
- layer_transform->setMatrix( LAT*LON*T );
-
- // The layers need to be drawn in order because they are
- // translucent, but OSG transparency sorting doesn't work because
- // the cloud polys are huge. However, the ordering is simple: the
- // bottom polys should be drawn from high altitude to low, and the
- // top polygons from low to high. The altitude can be used
- // directly to order the polygons!
- group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
- "RenderBin");
- group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
- "RenderBin");
- if ( alt <= layer_asl ) {
- layer_root->setSingleChildOn(0);
- } else if ( alt >= layer_asl + layer_thickness ) {
- layer_root->setSingleChildOn(1);
- } else {
- layer_root->setAllChildrenOff();
- }
-
-
- // now calculate update texture coordinates
- SGGeod pos = SGGeod::fromRad(lon, lat);
- if ( last_pos == SGGeod() ) {
- last_pos = pos;
- }
+ if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
+ {
+ // combine p and asl (meters) to get translation offset
+ osg::Vec3 asl_offset(toOsg(up));
+ asl_offset.normalize();
+ if ( alt <= layer_asl ) {
+ asl_offset *= layer_asl;
+ } else {
+ asl_offset *= layer_asl + layer_thickness;
+ }
- double sp_dist = speed*dt;
-
-
- if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
- double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
- dist = SGGeodesy::distanceM(last_pos, pos);
-
- // if start and dest are too close together,
- // calc_gc_course_dist() can return a course of "nan". If
- // this happens, lets just use the last known good course.
- // This is a hack, and it would probably be better to make
- // calc_gc_course_dist() more robust.
- if ( isnan(course) ) {
- course = last_course;
+ // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
+ // << "," << asl_offset[2] << endl;
+ asl_offset += toOsg(p);
+ // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
+ // << "," << asl_offset[2] << endl;
+
+ osg::Matrix T, LON, LAT;
+ // Translate to zero elevation
+ // Point3D zero_elev = current_view.get_cur_zero_elev();
+ T.makeTranslate( asl_offset );
+
+ // printf(" Translated to %.2f %.2f %.2f\n",
+ // zero_elev.x, zero_elev.y, zero_elev.z );
+
+ // Rotate to proper orientation
+ // printf(" lon = %.2f lat = %.2f\n",
+ // lon * SGD_RADIANS_TO_DEGREES,
+ // lat * SGD_RADIANS_TO_DEGREES);
+ LON.makeRotate(lon, osg::Vec3(0, 0, 1));
+
+ // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
+ // 0.0, 1.0, 0.0 );
+ LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
+
+ layer_transform->setMatrix( LAT*LON*T );
+
+ // The layers need to be drawn in order because they are
+ // translucent, but OSG transparency sorting doesn't work because
+ // the cloud polys are huge. However, the ordering is simple: the
+ // bottom polys should be drawn from high altitude to low, and the
+ // top polygons from low to high. The altitude can be used
+ // directly to order the polygons!
+ group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
+ "RenderBin");
+ group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
+ "RenderBin");
+ if ( alt <= layer_asl ) {
+ layer_root->setSingleChildOn(0);
+ } else if ( alt >= layer_asl + layer_thickness ) {
+ layer_root->setSingleChildOn(1);
} else {
- last_course = course;
+ layer_root->setAllChildrenOff();
}
- // calculate cloud movement due to external forces
- double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
- if (dist > 0.0) {
- ax = -cos(course) * dist;
- ay = sin(course) * dist;
+ // now calculate update texture coordinates
+ SGGeod pos = SGGeod::fromRad(lon, lat);
+ if ( last_pos == SGGeod() ) {
+ last_pos = pos;
}
- if (sp_dist > 0) {
- bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
- by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
- }
+ double sp_dist = speed*dt;
+
+ if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
+ double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
+ dist = SGGeodesy::distanceM(last_pos, pos);
- double xoff = (ax + bx) / (2 * scale);
- double yoff = (ay + by) / (2 * scale);
+ // if start and dest are too close together,
+ // calc_gc_course_dist() can return a course of "nan". If
+ // this happens, lets just use the last known good course.
+ // This is a hack, and it would probably be better to make
+ // calc_gc_course_dist() more robust.
+ if ( isNaN(course) ) {
+ course = last_course;
+ } else {
+ last_course = course;
+ }
+ // calculate cloud movement due to external forces
+ double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
-// const float layer_scale = layer_span / scale;
+ if (dist > 0.0) {
+ ax = -cos(course) * dist;
+ ay = sin(course) * dist;
+ }
- // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
- base[0] += xoff;
+ if (sp_dist > 0) {
+ bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+ by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+ }
- // the while loops can lead to *long* pauses if base[0] comes
- // with a bogus value.
- // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
- // while ( base[0] < 0.0 ) { base[0] += 1.0; }
- if ( base[0] > -10.0 && base[0] < 10.0 ) {
- base[0] -= (int)base[0];
- } else {
- SG_LOG(SG_ASTRO, SG_DEBUG,
- "Error: base = " << base[0] << "," << base[1] <<
- " course = " << course << " dist = " << dist );
- base[0] = 0.0;
- }
- base[1] += yoff;
- // the while loops can lead to *long* pauses if base[0] comes
- // with a bogus value.
- // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
- // while ( base[1] < 0.0 ) { base[1] += 1.0; }
- if ( base[1] > -10.0 && base[1] < 10.0 ) {
- base[1] -= (int)base[1];
- } else {
- SG_LOG(SG_ASTRO, SG_DEBUG,
+ double xoff = (ax + bx) / (2 * scale);
+ double yoff = (ay + by) / (2 * scale);
+
+
+ // const float layer_scale = layer_span / scale;
+
+ // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+ base[0] += xoff;
+
+ // the while loops can lead to *long* pauses if base[0] comes
+ // with a bogus value.
+ // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
+ // while ( base[0] < 0.0 ) { base[0] += 1.0; }
+ if ( base[0] > -10.0 && base[0] < 10.0 ) {
+ base[0] -= (int)base[0];
+ } else {
+ SG_LOG(SG_ASTRO, SG_DEBUG,
"Error: base = " << base[0] << "," << base[1] <<
" course = " << course << " dist = " << dist );
- base[1] = 0.0;
- }
+ base[0] = 0.0;
+ }
- // cout << "base = " << base[0] << "," << base[1] << endl;
+ base[1] += yoff;
+ // the while loops can lead to *long* pauses if base[0] comes
+ // with a bogus value.
+ // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
+ // while ( base[1] < 0.0 ) { base[1] += 1.0; }
+ if ( base[1] > -10.0 && base[1] < 10.0 ) {
+ base[1] -= (int)base[1];
+ } else {
+ SG_LOG(SG_ASTRO, SG_DEBUG,
+ "Error: base = " << base[0] << "," << base[1] <<
+ " course = " << course << " dist = " << dist );
+ base[1] = 0.0;
+ }
+
+ // cout << "base = " << base[0] << "," << base[1] << endl;
- setTextureOffset(base);
- last_pos = pos;
+ setTextureOffset(base);
+ last_pos = pos;
+ }
}
- layer3D->reposition( p, up, lon, lat, dt, layer_asl);
+ layer3D->reposition( p, up, lon, lat, dt, layer_asl, speed, direction);
return true;
}
void SGCloudLayer::set_enable3dClouds(bool enable) {
-
- if (layer3D->defined3D && enable) {
+
+ if (layer3D->isDefined3D() && enable) {
cloud_root->setChildValue(layer3D->getNode(), true);
cloud_root->setChildValue(layer_root.get(), false);
} else {