-// cloud.hxx -- model a single cloud layer
-//
+/**
+ * \file cloud.hxx
+ * Provides a class to model a single cloud layer
+ */
+
// Written by Curtis Olson, started June 2000.
//
-// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#define _SG_CLOUD_HXX_
#include <simgear/compiler.h>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/math/SGMath.hxx>
+#include <simgear/structure/SGReferenced.hxx>
-#include <plib/ssg.h>
+#include <string>
+using std::string;
-#include STL_STRING
-SG_USING_STD(string);
+#include <osg/ref_ptr>
+#include <osg/Array>
+#include <osg/Geode>
+#include <osg/Group>
+#include <osg/MatrixTransform>
+#include <osg/Switch>
+class SGCloudField;
-class SGCloudLayer {
-
+/**
+ * A class layer to model a single cloud layer
+ */
+class SGCloudLayer : public SGReferenced {
public:
+ /**
+ * This is the list of available cloud coverages/textures
+ */
enum Coverage {
SG_CLOUD_OVERCAST = 0,
SG_CLOUD_BROKEN,
SG_MAX_CLOUD_COVERAGES
};
- // Constructors
+ static const std::string SG_CLOUD_OVERCAST_STRING; // "overcast"
+ static const std::string SG_CLOUD_BROKEN_STRING; // "broken"
+ static const std::string SG_CLOUD_SCATTERED_STRING; // "scattered"
+ static const std::string SG_CLOUD_FEW_STRING; // "few"
+ static const std::string SG_CLOUD_CIRRUS_STRING; // "cirrus"
+ static const std::string SG_CLOUD_CLEAR_STRING; // "clear"
+
+ /**
+ * Constructor
+ * @param tex_path the path to the set of cloud textures
+ */
SGCloudLayer( const string &tex_path );
- // Destructor
+ /**
+ * Destructor
+ */
~SGCloudLayer( void );
+ /** get the cloud span (in meters) */
float getSpan_m () const;
+ /**
+ * set the cloud span
+ * @param span_m the cloud span in meters
+ */
void setSpan_m (float span_m);
+ /** get the layer elevation (in meters) */
float getElevation_m () const;
- void setElevation_m (float elevation_m);
+ /**
+ * set the layer elevation. Note that this specifies the bottom
+ * of the cloud layer. The elevation of the top of the layer is
+ * elevation_m + thickness_m.
+ * @param elevation_m the layer elevation in meters
+ * @param set_span defines whether it is allowed to adjust the span
+ */
+ void setElevation_m (float elevation_m, bool set_span = true);
+ /** get the layer thickness */
float getThickness_m () const;
+ /**
+ * set the layer thickness.
+ * @param thickness_m the layer thickness in meters.
+ */
void setThickness_m (float thickness_m);
+ /** get the layer visibility */
+ float getVisibility_m() const;
+ /**
+ * set the layer visibility
+ * @param visibility_m the layer minimum visibility in meters.
+ */
+ void setVisibility_m(float visibility_m);
+
+
+
+ /**
+ * get the transition/boundary layer depth in meters. This
+ * allows gradual entry/exit from the cloud layer via adjusting
+ * visibility.
+ */
float getTransition_m () const;
+
+ /**
+ * set the transition layer size in meters
+ * @param transition_m the transition layer size in meters
+ */
void setTransition_m (float transition_m);
+ /** get coverage type */
Coverage getCoverage () const;
+
+ /**
+ * set coverage type
+ * @param coverage the coverage type
+ */
void setCoverage (Coverage coverage);
- // build the cloud object
+ /** get coverage as string */
+ const string & getCoverageString() const;
+
+ /** get coverage as string */
+ static const string & getCoverageString( Coverage coverage );
+
+ /** get coverage type from string */
+ static Coverage getCoverageType( const std::string & coverage );
+
+ /** set coverage as string */
+ void setCoverageString( const string & coverage );
+
+ /**
+ * set the cloud movement direction
+ * @param dir the cloud movement direction
+ */
+ inline void setDirection(float dir) {
+ // cout << "cloud dir = " << dir << endl;
+ direction = dir;
+ }
+
+ /** get the cloud movement direction */
+ inline float getDirection() { return direction; }
+
+ /**
+ * set the cloud movement speed
+ * @param sp the cloud movement speed
+ */
+ inline void setSpeed(float sp) {
+ // cout << "cloud speed = " << sp << endl;
+ speed = sp;
+ }
+
+ /** get the cloud movement speed */
+ inline float getSpeed() { return speed; }
+
+ /**
+ * set the alpha component of the cloud base color. Normally this
+ * should be 1.0, but you can set it anywhere in the range of 0.0
+ * to 1.0 to fade a cloud layer in or out.
+ * @param alpha cloud alpha value (0.0 to 1.0)
+ */
+ inline void setAlpha( float alpha ) {
+ if ( alpha < 0.0 ) { alpha = 0.0; }
+ if ( alpha > max_alpha ) { alpha = max_alpha; }
+ cloud_alpha = alpha;
+ }
+
+ inline void setMaxAlpha( float alpha ) {
+ if ( alpha < 0.0 ) { alpha = 0.0; }
+ if ( alpha > 1.0 ) { alpha = 1.0; }
+ max_alpha = alpha;
+ }
+
+ inline float getMaxAlpha() const {
+ return max_alpha;
+ }
+
+ /** build the cloud object */
void rebuild();
- // repaint the cloud colors based on current value of sun_angle,
- // sky, and fog colors. This updates the color arrays for
- // ssgVtxTable.
- // sun angle in degrees relative to verticle
- // 0 degrees = high noon
- // 90 degrees = sun rise/set
- // 180 degrees = darkest midnight
- bool repaint( sgVec3 fog_color );
-
- // reposition the cloud layer at the specified origin and
- // orientation
- // lon specifies a rotation about the Z axis
- // lat specifies a rotation about the new Y axis
- // spin specifies a rotation about the new Z axis (and orients the
- // sunrise/set effects
- bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt );
-
- // draw the cloud layer
- void draw();
+ /** Enable/disable 3D clouds in this layer */
+ void set_enable3dClouds(bool enable);
+
+ /**
+ * repaint the cloud colors based on the specified fog_color
+ * @param fog_color the fog color
+ */
+ bool repaint( const SGVec3f& fog_color );
+ /**
+ * reposition the cloud layer at the specified origin and
+ * orientation.
+ * @param p position vector
+ * @param up the local up vector
+ * @param lon specifies a rotation about the Z axis
+ * @param lat specifies a rotation about the new Y axis
+ * @param spin specifies a rotation about the new Z axis
+ * (and orients the sunrise/set effects)
+ * @param dt the time elapsed since the last call
+ */
+ bool reposition( const SGVec3f& p, const SGVec3f& up,
+ double lon, double lat, double alt,
+ double dt = 0.0 );
+
+ osg::Switch* getNode() { return cloud_root.get(); }
+
+ /** return the 3D layer cloud associated with this 2D layer */
+ SGCloudField *get_layer3D(void) { return layer3D; }
+
+protected:
+ void setTextureOffset(const osg::Vec2& offset);
private:
- static ssgSimpleState *layer_states[SG_MAX_CLOUD_COVERAGES];
- static int layer_sizes[SG_MAX_CLOUD_COVERAGES];
+ osg::ref_ptr<osg::Switch> cloud_root;
+ osg::ref_ptr<osg::Switch> layer_root;
+ osg::ref_ptr<osg::Group> group_top, group_bottom;
+ osg::ref_ptr<osg::MatrixTransform> layer_transform;
+ osg::ref_ptr<osg::Geode> layer[4];
- ssgRoot *layer_root;
- ssgTransform *layer_transform;
- ssgLeaf * layer[4];
+ float cloud_alpha; // 1.0 = drawn fully, 0.0 faded out completely
- ssgColourArray *cl[4];
- ssgVertexArray *vl[4];
- ssgTexCoordArray *tl[4];
+ osg::ref_ptr<osg::Vec4Array> cl[4];
+ osg::ref_ptr<osg::Vec3Array> vl[4];
+ osg::ref_ptr<osg::Vec2Array> tl[4];
+ osg::ref_ptr<osg::Vec3Array> tl2[4];
// height above sea level (meters)
SGPath texture_path;
float layer_asl;
float layer_thickness;
float layer_transition;
+ float layer_visibility;
Coverage layer_coverage;
float scale;
+ float speed;
+ float direction;
// for handling texture coordinates to simulate cloud movement
// from winds, and to simulate the clouds being tied to ground
// position, not view position
// double xoff, yoff;
- double last_lon, last_lat;
-
-};
+ SGGeod last_pos;
+ double last_course;
+ double max_alpha;
+ osg::Vec2 base;
-// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *SGCloudMakeState( const string &path );
+ SGCloudField *layer3D;
+};
#endif // _SG_CLOUD_HXX_