#ifndef _SG_CLOUD_HXX_
#define _SG_CLOUD_HXX_
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#include <simgear/compiler.h>
#include <plib/ssg.h>
-#include <simgear/misc/fgpath.hxx>
+#include STL_STRING
+FG_USING_STD(string);
+
+
+#define SG_MAX_CLOUD_TYPES 4 // change this if we add/remove cloud
+ // types en the enum below
+
+enum SGCloudType {
+ SG_CLOUD_OVERCAST = 0,
+ SG_CLOUD_MOSTLY_CLOUDY = 1,
+ SG_CLOUD_MOSTLY_SUNNY = 2,
+ SG_CLOUD_CIRRUS = 3,
+};
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( double size, double asl, double thickness,
+ double transition, ssgSimpleState *state );
// 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_