#include <plib/ssg.h>
#include <simgear/constants.h>
+#include <simgear/math/fg_random.h>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
#include "cloud.hxx"
// build the moon object
-ssgBranch * SGCloudLayer::build( FGPath path, double size, double asl ) {
+void SGCloudLayer::build( FGPath path, double s, double asl, double thickness,
+ double transition )
+{
+ scale = 4000.0;
layer_asl = asl;
+ layer_thickness = thickness;
+ layer_transition = transition;
+
+ size = s;
+ last_lon = last_lat = -999.0f;
// set up the cloud state
path.append( "cloud.rgba" );
sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f );
sgSetVec3( vertex, -size, -size, 0.0f );
- sgSetVec2( tc, 0.0f, 0.0f );
+ sgVec2 base;
+ sgSetVec2( base, fg_random(), fg_random() );
+ sgSetVec2( tc, base[0], base[1] );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, size, -size, 0.0f );
- sgSetVec2( tc, size / 1000.0f, 0.0f );
+ sgSetVec2( tc, base[0] + size / scale, base[1] );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, -size, size, 0.0f );
- sgSetVec2( tc, 0.0f, size / 1000.0f );
+ sgSetVec2( tc, base[0], base[1] + size / scale );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, size, size, 0.0f );
- sgSetVec2( tc, size / 1000.0f, size / 1000.0f );
+ sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
cl->add( color );
vl->add( vertex );
tl->add( tc );
// moon_transform->addKid( halo );
layer_transform->addKid( layer );
- return layer_transform;
+ layer_root = new ssgRoot;
+ layer_root->addKid( layer_transform );
}
// 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 SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
+bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
+ double alt )
+{
sgMat4 T1, LON, LAT;
sgVec3 axis;
sgVec3 asl_offset;
sgCopyVec3( asl_offset, up );
sgNormalizeVec3( asl_offset );
- sgScaleVec3( asl_offset, layer_asl );
+ if ( alt <= layer_asl ) {
+ sgScaleVec3( asl_offset, layer_asl );
+ } else {
+ sgScaleVec3( asl_offset, layer_asl + layer_thickness );
+ }
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
sgAddVec3( asl_offset, p );
layer_transform->setTransform( &layerpos );
+ // now calculate update texture coordinates
+ if ( last_lon < -900 ) {
+ last_lon = lon;
+ last_lat = lat;
+ }
+
+ if ( lon != last_lon || lat != last_lat ) {
+ Point3D start( last_lon, last_lat, 0.0 );
+ Point3D dest( lon, lat, 0.0 );
+ double course, dist;
+ calc_gc_course_dist( dest, start, &course, &dist );
+ // cout << "course = " << course << ", dist = " << dist << endl;
+
+ double xoff = cos( course ) * dist / (2 * scale);
+ double yoff = sin( course ) * dist / (2 * scale);
+
+ // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+
+ float *base, *tc;
+ base = tl->get( 0 );
+
+ base[0] += xoff;
+ while ( base[0] > 1.0 ) { base[0] -= 1.0; }
+ while ( base[0] < 0.0 ) { base[0] += 1.0; }
+
+ base[1] += yoff;
+ while ( base[1] > 1.0 ) { base[1] -= 1.0; }
+ while ( base[1] < 0.0 ) { base[1] += 1.0; }
+
+ // cout << "base = " << base[0] << "," << base[1] << endl;
+
+ tc = tl->get( 1 );
+ sgSetVec2( tc, base[0] + size / scale, base[1] );
+
+ tc = tl->get( 2 );
+ sgSetVec2( tc, base[0], base[1] + size / scale );
+
+ tc = tl->get( 3 );
+ sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
+
+ last_lon = lon;
+ last_lat = lat;
+ }
+
return true;
}
+
+
+void SGCloudLayer::draw() {
+ ssgCullAndDraw( layer_root );
+}