#include <simgear/misc/fgpath.hxx>
+enum SGCloudType {
+ SG_CLOUD_OVERCAST = 0,
+ SG_CLOUD_MOSTLY_CLOUDY,
+ SG_CLOUD_MOSTLY_SUNNY,
+ SG_CLOUD_CIRRUS,
+};
+
+
class SGCloudLayer {
+private:
+
+ ssgRoot *layer_root;
ssgTransform *layer_transform;
ssgSimpleState *layer_state;
// height above sea level (meters)
float layer_asl;
+ float layer_thickness;
+ float layer_transition;
float size;
+ float scale;
// for handling texture coordinates to simulate cloud movement
// from winds, and to simulate the clouds being tied to ground
~SGCloudLayer( void );
// build the cloud object
- ssgBranch *build( FGPath path, double size, double asl );
+ void build( FGPath path, double size, double asl, double thickness,
+ double transition, SGCloudType type );
// repaint the cloud colors based on current value of sun_angle,
// sky, and fog colors. This updates the color arrays for
// 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 );
+ bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt );
+
+ // draw the cloud layer
+ void draw();
+
+ inline float get_asl() const { return layer_asl; }
+ inline float get_thickness() const { return layer_thickness; }
+ inline float get_transition() const { return layer_transition; }
};
+// make an ssgSimpleState for a cloud layer given the named texture
+ssgSimpleState *SGCloudMakeState( const string &path );
+
+
#endif // _SG_CLOUD_HXX_