# include <config.h>
#endif
-#include <Include/compiler.h>
+#include <simgear/compiler.h>
-#ifdef FG_HAVE_STD_INCLUDES
+#ifdef SG_HAVE_STD_INCLUDES
# include <cmath>
# include <cstdio>
# include <ctime>
+# ifdef macintosh
+ SG_USING_STD(time_t);
+# endif
#else
# include <math.h>
# include <stdio.h>
# include <time.h>
#endif
-#include <Debug/logstream.hxx>
-#include <Astro/solarsystem.hxx>
-#include <Include/fg_constants.h>
-#include <Main/views.hxx>
-#include <Math/fg_geodesy.hxx>
-#include <Math/mat3.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Math/vector.hxx>
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/ephemeris/ephemeris.hxx>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/vector.hxx>
+#include <simgear/timing/sg_time.hxx>
+
+#include <Main/globals.hxx>
+#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx>
+#include <Time/light.hxx>
-#include "fg_time.hxx"
#include "sunpos.hxx"
-extern SolarSystem *solarSystem;
-
-#undef E
-#define MeanObliquity (23.440592*(FG_2PI/360))
+// #undef E // should no longer be needed
+#define MeanObliquity (23.440592*(SGD_2PI/360))
static void ecliptic_to_equatorial(double, double, double *, double *);
static double julian_date(int, int, int);
/* lazy test to ensure gregorian calendar */
if (y < 1583) {
- FG_LOG( FG_EVENT, FG_ALERT,
+ SG_LOG( SG_EVENT, SG_ALERT,
"WHOOPS! Julian dates only valid for 1582 oct 15 or later" );
}
* every ten minutes. (Comment added by Durk Talsma).
************************************************************************/
- ecliptic_to_equatorial( SolarSystem::theSolarSystem->getSun()->getLon(),
+ ecliptic_to_equatorial( globals->get_ephem()->get_sun()->getLon(),
0.0, &alpha, &delta );
- tmp = alpha - (FG_2PI/24)*GST(ssue);
- if (tmp < -FG_PI) {
- do tmp += FG_2PI;
- while (tmp < -FG_PI);
- } else if (tmp > FG_PI) {
- do tmp -= FG_2PI;
- while (tmp < -FG_PI);
+ tmp = alpha - (SGD_2PI/24)*GST(ssue);
+ if (tmp < -SGD_PI) {
+ do tmp += SGD_2PI;
+ while (tmp < -SGD_PI);
+ } else if (tmp > SGD_PI) {
+ do tmp -= SGD_2PI;
+ while (tmp < -SGD_PI);
}
*lon = tmp;
/* lambda = sun_ecliptic_longitude(ssue); */
/* ecliptic_to_equatorial(lambda, 0.0, &alpha, &delta); */
//ecliptic_to_equatorial (solarPosition.lonSun, 0.0, &alpha, &delta);
- ecliptic_to_equatorial( SolarSystem::theSolarSystem->getSun()->getLon(),
- SolarSystem::theSolarSystem->getSun()->getLat(),
- &alpha, &delta );
-
-// tmp = alpha - (FG_2PI/24)*GST(ssue);
- tmp = alpha - (FG_2PI/24)*gst;
- if (tmp < -FG_PI) {
- do tmp += FG_2PI;
- while (tmp < -FG_PI);
- } else if (tmp > FG_PI) {
- do tmp -= FG_2PI;
- while (tmp < -FG_PI);
+ ecliptic_to_equatorial( globals->get_ephem()->get_sun()->getLon(),
+ globals->get_ephem()->get_sun()->getLat(),
+ &alpha, &delta );
+
+// tmp = alpha - (SGD_2PI/24)*GST(ssue);
+ tmp = alpha - (SGD_2PI/24)*gst;
+ if (tmp < -SGD_PI) {
+ do tmp += SGD_2PI;
+ while (tmp < -SGD_PI);
+ } else if (tmp > SGD_PI) {
+ do tmp -= SGD_2PI;
+ while (tmp < -SGD_PI);
}
*lon = tmp;
// update the cur_time_params structure with the current sun position
void fgUpdateSunPos( void ) {
fgLIGHT *l;
- FGTime *t;
- FGView *v;
- MAT3vec nup, nsun, v0, surface_to_sun;
+ FGViewer *v;
+ sgVec3 nup, nsun;
Point3D p, rel_sunpos;
double dot, east_dot;
double sun_gd_lat, sl_radius;
- double ntmp;
+
+ // vector in cartesian coordinates from current position to the
+ // postion on the earth's surface the sun is directly over
+ sgVec3 to_sun;
+
+ // surface direction to go to head towards sun
+ sgVec3 surface_to_sun;
l = &cur_light_params;
- t = FGTime::cur_time_params;
- v = ¤t_view;
+ SGTime *t = globals->get_time_params();
+ v = globals->get_current_view();
- FG_LOG( FG_EVENT, FG_INFO, " Updating Sun position" );
+ SG_LOG( SG_EVENT, SG_INFO, " Updating Sun position" );
+ SG_LOG( SG_EVENT, SG_INFO, " Gst = " << t->getGst() );
- // (not sure why there was two)
- // fgSunPosition(t->cur_time, &l->sun_lon, &sun_gd_lat);
fgSunPositionGST(t->getGst(), &l->sun_lon, &sun_gd_lat);
- fgGeodToGeoc(sun_gd_lat, 0.0, &sl_radius, &l->sun_gc_lat);
+ sgGeodToGeoc(sun_gd_lat, 0.0, &sl_radius, &l->sun_gc_lat);
p = Point3D( l->sun_lon, l->sun_gc_lat, sl_radius );
- l->fg_sunpos = fgPolarToCart3d(p);
+ l->fg_sunpos = sgPolarToCart3d(p);
- FG_LOG( FG_EVENT, FG_INFO, " t->cur_time = " << t->get_cur_time() );
- FG_LOG( FG_EVENT, FG_INFO,
+ SG_LOG( SG_EVENT, SG_INFO, " t->cur_time = " << t->get_cur_time() );
+ SG_LOG( SG_EVENT, SG_INFO,
" Sun Geodetic lat = " << sun_gd_lat
<< " Geocentric lat = " << l->sun_gc_lat );
- // I think this will work better for generating the sun light vector
- l->sun_vec[0] = l->fg_sunpos.x();
- l->sun_vec[1] = l->fg_sunpos.y();
- l->sun_vec[2] = l->fg_sunpos.z();
- MAT3_NORMALIZE_VEC(l->sun_vec, ntmp);
- MAT3_SCALE_VEC(l->sun_vec_inv, l->sun_vec, -1.0);
+ // update the sun light vector
+ sgSetVec4( l->sun_vec,
+ l->fg_sunpos.x(), l->fg_sunpos.y(), l->fg_sunpos.z(), 0.0 );
+ sgNormalizeVec4( l->sun_vec );
+ sgCopyVec4( l->sun_vec_inv, l->sun_vec );
+ sgNegateVec4( l->sun_vec_inv );
// make sure these are directional light sources only
- l->sun_vec[3] = 0.0;
- l->sun_vec_inv[3] = 0.0;
-
- // printf(" l->sun_vec = %.2f %.2f %.2f\n", l->sun_vec[0], l->sun_vec[1],
- // l->sun_vec[2]);
+ l->sun_vec[3] = l->sun_vec_inv[3] = 0.0;
+ // cout << " l->sun_vec = " << l->sun_vec[0] << "," << l->sun_vec[1]
+ // << ","<< l->sun_vec[2] << endl;
// calculate the sun's relative angle to local up
- MAT3_COPY_VEC(nup, v->get_local_up());
- nsun[0] = l->fg_sunpos.x();
- nsun[1] = l->fg_sunpos.y();
- nsun[2] = l->fg_sunpos.z();
- MAT3_NORMALIZE_VEC(nup, ntmp);
- MAT3_NORMALIZE_VEC(nsun, ntmp);
-
- l->sun_angle = acos(MAT3_DOT_PRODUCT(nup, nsun));
- // printf(" SUN ANGLE relative to current location = %.3f rads.\n",
- // l->sun_angle);
+ sgCopyVec3( nup, v->get_world_up() );
+ sgSetVec3( nsun, l->fg_sunpos.x(), l->fg_sunpos.y(), l->fg_sunpos.z() );
+ sgNormalizeVec3(nup);
+ sgNormalizeVec3(nsun);
+ // cout << "nup = " << nup[0] << "," << nup[1] << ","
+ // << nup[2] << endl;
+ // cout << "nsun = " << nsun[0] << "," << nsun[1] << ","
+ // << nsun[2] << endl;
+
+ l->sun_angle = acos( sgScalarProductVec3 ( nup, nsun ) );
+ SG_LOG( SG_EVENT, SG_INFO, "sun angle relative to current location = "
+ << l->sun_angle );
// calculate vector to sun's position on the earth's surface
- rel_sunpos = l->fg_sunpos - (v->get_view_pos() + scenery.center);
- v->set_to_sun( rel_sunpos.x(), rel_sunpos.y(), rel_sunpos.z() );
+ Point3D vp( v->get_view_pos()[0],
+ v->get_view_pos()[1],
+ v->get_view_pos()[2] );
+ rel_sunpos = l->fg_sunpos - ( vp + globals->get_scenery()->get_center() );
+ sgSetVec3( to_sun, rel_sunpos.x(), rel_sunpos.y(), rel_sunpos.z() );
// printf( "Vector to sun = %.2f %.2f %.2f\n",
// v->to_sun[0], v->to_sun[1], v->to_sun[2]);
- // make a vector to the current view position
- Point3D view_pos = v->get_view_pos();
- MAT3_SET_VEC(v0, view_pos.x(), view_pos.y(), view_pos.z());
-
// Given a vector from the view position to the point on the
// earth's surface the sun is directly over, map into onto the
// local plane representing "horizontal".
- map_vec_onto_cur_surface_plane( v->get_local_up(), v0, v->get_to_sun(),
- surface_to_sun );
- MAT3_NORMALIZE_VEC(surface_to_sun, ntmp);
- v->set_surface_to_sun( surface_to_sun[0], surface_to_sun[1],
- surface_to_sun[2] );
- // printf("Surface direction to sun is %.2f %.2f %.2f\n",
- // v->surface_to_sun[0], v->surface_to_sun[1], v->surface_to_sun[2]);
- // printf("Should be close to zero = %.2f\n",
- // MAT3_DOT_PRODUCT(v->local_up, v->surface_to_sun));
- // calculate the angle between v->surface_to_sun and
- // v->surface_east. We do this so we can sort out the acos()
- // ambiguity. I wish I could think of a more efficient way ... :-(
- east_dot = MAT3_DOT_PRODUCT( surface_to_sun, v->get_surface_east() );
- // printf(" East dot product = %.2f\n", east_dot);
+ sgmap_vec_onto_cur_surface_plane( v->get_world_up(), v->get_view_pos(),
+ to_sun, surface_to_sun );
+ sgNormalizeVec3(surface_to_sun);
+ // cout << "(sg) Surface direction to sun is "
+ // << surface_to_sun[0] << ","
+ // << surface_to_sun[1] << ","
+ // << surface_to_sun[2] << endl;
+ // cout << "Should be close to zero = "
+ // << sgScalarProductVec3(nup, surface_to_sun) << endl;
+
+ // calculate the angle between surface_to_sun and
+ // v->get_surface_east(). We do this so we can sort out the
+ // acos() ambiguity. I wish I could think of a more efficient
+ // way. :-(
+ east_dot = sgScalarProductVec3( surface_to_sun, v->get_surface_east() );
+ // cout << " East dot product = " << east_dot << endl;
// calculate the angle between v->surface_to_sun and
// v->surface_south. this is how much we have to rotate the sky
// for it to align with the sun
- dot = MAT3_DOT_PRODUCT( surface_to_sun, v->get_surface_south() );
- // printf(" Dot product = %.2f\n", dot);
+ dot = sgScalarProductVec3( surface_to_sun, v->get_surface_south() );
+ // cout << " Dot product = " << dot << endl;
+
if ( east_dot >= 0 ) {
l->sun_rotation = acos(dot);
} else {
l->sun_rotation = -acos(dot);
}
- // printf(" Sky needs to rotate = %.3f rads = %.1f degrees.\n",
- // angle, angle * RAD_TO_DEG); */
+ // cout << " Sky needs to rotate = " << angle << " rads = "
+ // << angle * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
}