//
// Separated out rendering pieces and converted to ssg by Curt Olson,
// March 2000
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License as
-// published by the Free Software Foundation; either version 2 of the
-// License, or (at your option) any later version.
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
//
-// This program is distributed in the hope that it will be useful, but
-// WITHOUT ANY WARRANTY; without even the implied warranty of
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// General Public License for more details.
+// Library General Public License for more details.
//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
//
// $Id$
#include <stdio.h>
#include <iostream>
+#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/constants.h>
// 90 degrees = moon rise/set
// 180 degrees = darkest midnight
bool SGMoon::repaint( double moon_angle ) {
- if ( moon_angle * RAD_TO_DEG < 100 ) {
+ if ( moon_angle * SGD_RADIANS_TO_DEGREES < 100 ) {
// else moon is well below horizon (so no point in repainting it)
// x_10 = moon_angle^10
sgSetVec3( axis, 0.0, 0.0, -1.0 );
sgMakeRotMat4( GST, angle, axis );
- // xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
+ // xglRotatef( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
+ // 0.0, 0.0, 1.0);
sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis );
+ sgMakeRotMat4( RA, (rightAscension * SGD_RADIANS_TO_DEGREES) - 90.0, axis );
- // xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
+ // xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0);
sgSetVec3( axis, 1.0, 0.0, 0.0 );
- sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
+ sgMakeRotMat4( DEC, declination * SGD_RADIANS_TO_DEGREES, axis );
// xglTranslatef(0,moon_dist);
sgSetVec3( v, 0.0, moon_dist, 0.0 );