#include <osg/Node>
#include <osg/Switch>
+#include <simgear/ephemeris/ephemeris.hxx>
+#include <simgear/math/SGMath.hxx>
+
#include <simgear/scene/sky/cloud.hxx>
#include <simgear/scene/sky/dome.hxx>
#include <simgear/scene/sky/moon.hxx>
typedef struct {
- SGVec3f view_pos, zero_elev, view_up;
- double lon, lat, alt, spin;
+ SGVec3d pos;
+ SGGeod pos_geod;
+ SGQuatd ori;
+ double spin;
double gst;
- double sun_ra, sun_dec, sun_dist;
- double moon_ra, moon_dec, moon_dist;
+ double sun_dist;
+ double moon_dist;
double sun_angle;
} SGSkyState;
typedef struct {
- SGVec3f sky_color, fog_color;
+ SGVec3f sky_color;
+ SGVec3f adj_sky_color;
+ SGVec3f fog_color;
SGVec3f cloud_color;
double sun_angle, moon_angle;
- int nplanets, nstars;
- SGVec3d *planet_data;
- SGVec3d *star_data;
} SGSkyColor;
/**
osg::ref_ptr<osg::Group> pre_root, cloud_root;
osg::ref_ptr<osg::Switch> pre_selector;
- osg::ref_ptr<osg::MatrixTransform> pre_transform;
+ osg::ref_ptr<osg::Group> pre_transform;
+
+ osg::ref_ptr<osg::MatrixTransform> _ephTransform;
SGPath tex_path;
*/
void build( double h_radius_m, double v_radius_m,
double sun_size, double moon_size,
- int nplanets, SGVec3d planet_data[7],
- int nstars, SGVec3d star_data[], SGPropertyNode *property_tree_node );
+ const SGEphemeris& eph, SGPropertyNode *property_tree_node );
/**
* Repaint the sky components based on current value of sun_angle,
* @param star_data an array of star right ascensions, declinations,
* and magnitudes
*/
- bool repaint( const SGSkyColor &sc );
+ bool repaint( const SGSkyColor &sc, const SGEphemeris& eph );
/**
* Reposition the sky at the specified origin and orientation
* @param moon_dec the moon's current declination
* @param moon_dist the moon's distance from the current view point.
*/
- bool reposition( SGSkyState &st, double dt = 0.0 );
+ bool reposition( const SGSkyState &st, const SGEphemeris& eph, double dt = 0.0 );
/**
* Modify the given visibility based on cloud layers, thickness,
*/
inline SGVec4f get_sun_color() { return oursun->get_color(); }
+ /**
+ * Get the current scene color
+ */
+ inline SGVec4f get_scene_color() { return oursun->get_scene_color(); }
+
/**
* Add a cloud layer.
*
*/
virtual void set_3dCloudVisRange(float vis);
- /** Get 3D cloud number of flavours*/
- virtual float get_3dCloudNumFlavours() const;
-
- /** Set 3D cloud number of flavours
- * @param density 3D cloud number of flavours
- */
- virtual void set_3dCloudNumFlavours(float n);
-
};