-// 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
#include STL_STRING
SG_USING_STD(string);
+// #include <iostream>
+// SG_USING_STD(cout);
+// SG_USING_STD(endl);
-class SGCloudLayer {
+/**
+ * A class layer to model a single cloud layer
+ */
+class SGCloudLayer {
public:
- enum Type {
+ /**
+ * This is the list of available cloud coverages/textures
+ */
+ enum Coverage {
SG_CLOUD_OVERCAST = 0,
- SG_CLOUD_MOSTLY_CLOUDY,
- SG_CLOUD_MOSTLY_SUNNY,
+ SG_CLOUD_BROKEN,
+ SG_CLOUD_SCATTERED,
+ SG_CLOUD_FEW,
SG_CLOUD_CIRRUS,
SG_CLOUD_CLEAR,
- SG_MAX_CLOUD_TYPES
+ SG_MAX_CLOUD_COVERAGES
};
- // Constructors
+ /**
+ * 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 transition/boundary layer depth in meters. This
+ * allows gradual entry/exit from the cloud layer via adjusting
+ * visibility.
+ */
float getTransition_m () const;
- void setTransition_m (float transition_m);
- Type getType () const;
- void setType (Type type);
+ /**
+ * set the transition layer size in meters
+ * @param transition_m the transition layer size in meters
+ */
+ void setTransition_m (float transition_m);
- // build the cloud object
+ /** get coverage type */
+ Coverage getCoverage () const;
+
+ /**
+ * set coverage type
+ * @param coverage the coverage type
+ */
+ void setCoverage (Coverage 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; }
+
+ /** 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
+ /**
+ * repaint the cloud colors based on the specified fog_color
+ * @param fog_color the fog color
+ */
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();
+ /**
+ * 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( sgVec3 p, sgVec3 up, double lon, double lat, double alt,
+ double dt = 0.0 );
+
+ /** draw the cloud layer */
+ void draw( bool top );
private:
- static ssgSimpleState *layer_states[SG_MAX_CLOUD_TYPES];
- static int layer_sizes[SG_MAX_CLOUD_TYPES];
-
ssgRoot *layer_root;
ssgTransform *layer_transform;
- ssgLeaf * layer;
+ ssgLeaf *layer[4];
+ ssgStateSelector *state_sel;
- ssgColourArray *cl;
- ssgVertexArray *vl;
- ssgTexCoordArray *tl;
+ ssgColourArray *cl[4];
+ ssgVertexArray *vl[4];
+ ssgTexCoordArray *tl[4];
// height above sea level (meters)
SGPath texture_path;
float layer_asl;
float layer_thickness;
float layer_transition;
- Type layer_type;
+ 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;
-
+ double last_lon, last_lat, last_course;
};
// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *SGCloudMakeState( const string &path );
+ssgSimpleState *sgCloudMakeState( const string &path );
#endif // _SG_CLOUD_HXX_