#include <simgear/math/sg_random.h>
#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/sg_inlines.h>
#include <osg/StateSet>
#include <osg/Depth>
double angle = st.gst * 15; // degrees
double angleRad = SGMiscd::deg2rad(angle);
- SGVec3f view_pos, zero_elev, view_up;
+ SGVec3f zero_elev, view_up;
double lon, lat, alt;
- view_pos = toVec3f( SGVec3d::fromGeod(st.pos) );
- SGGeod geodZeroViewPos = SGGeod::fromGeodM(st.pos, 0);
+ SGGeod geodZeroViewPos = SGGeod::fromGeodM(st.pos_geod, 0);
zero_elev = toVec3f( SGVec3d::fromGeod(geodZeroViewPos) );
- view_up = toVec3f( st.ori.backTransform(SGVec3d::e2()) );
- lon = st.pos.getLongitudeRad();
- lat = st.pos.getLatitudeRad();
- alt = st.pos.getElevationM();
+ // calculate the scenery up vector
+ SGQuatd hlOr = SGQuatd::fromLonLat(st.pos_geod);
+ view_up = toVec3f(hlOr.backTransform(-SGVec3d::e3()));
+
+ // viewer location
+ lon = st.pos_geod.getLongitudeRad();
+ lat = st.pos_geod.getLatitudeRad();
+ alt = st.pos_geod.getElevationM();
dome->reposition( zero_elev, alt, lon, lat, st.spin );
osg::Matrix m = osg::Matrix::rotate(angleRad, osg::Vec3(0, 0, -1));
- m.postMultTranslate(toOsg(view_pos));
+ m.postMultTranslate(toOsg(st.pos));
_ephTransform->setMatrix(m);
double sun_ra = eph.getSunRightAscension();
moon->reposition( moon_ra, moon_dec, st.moon_dist );
for ( unsigned i = 0; i < cloud_layers.size(); ++i ) {
- if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ) {
+ if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ||
+ cloud_layers[i]->get_layer3D()->isDefined3D() ) {
cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt, dt);
- } else
+ } else {
cloud_layers[i]->getNode()->setAllChildrenOff();
}
+ }
return true;
}
}
}
+bool SGSky::get_3dCloudWrap() const {
+ return SGCloudField::getWrap();
+}
+
+void SGSky::set_3dCloudWrap(bool wrap)
+{
+ SGCloudField::setWrap(wrap);
+}
+
+
void SGSky::texture_path( const string& path ) {
tex_path = SGPath( path );
}
}
if ( cloud_layers[i]->getCoverage() == SGCloudLayer::SG_CLOUD_CLEAR ||
- cloud_layers[i]->get_layer3D()->defined3D) {
+ cloud_layers[i]->get_layer3D()->isDefined3D()) {
// do nothing, clear layers aren't drawn, don't affect
// visibility andn dont' need to be faded in or out.
} else if ( (cloud_layers[i]->getCoverage() ==
}
#endif
- // never let visibility drop below 25 meters
- if ( effvis <= 25.0 ) {
- effvis = 25.0;
- }
+ // never let visibility drop below the layer's configured visibility
+ effvis = SG_MAX2<float>(cloud_layers[i]->getVisibility_m(), effvis );
} // for