// first determine the difference between our view angle and local
// direction to the sun
//double vert_rotation = pitch + pitch_offset;
- double hor_rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
- if (hor_rotation < 0 )
- hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI;
- else
- hor_rotation = fmod(hor_rotation, SGD_2PI);
+
+ double hor_rotation = -_sun_rotation + SGD_PI - heading + heading_offset;
// revert to unmodified values before using them.
//
if (sif < 1e-4)
sif = 1e-4;
- float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
+ float rf1 = fabs(fmod(hor_rotation, SGD_2PI) - SGD_PI) / SGD_PI;
float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation * _scattering;
float rf3 = 1.0 - rf2;
SG_LOG( SG_EVENT, SG_DEBUG, " Gst = " << t->getGst() );
fgSunPositionGST(t->getGst(), &_sun_lon, &_sun_lat);
+
// It might seem that sun_gc_lat needs to be converted to geodetic
// latitude here, but it doesn't. The sun latitude is the latitude
// of the point on the earth where the up vector has the same
// angle from geocentric Z as the sun direction. But geodetic
// latitude is defined as 90 - angle of up vector from Z!
- SGVec3d sunpos(SGVec3d::fromGeoc(SGGeoc::fromRadM(_sun_lon, _sun_lat,
- SGGeodesy::EQURAD)));
+ SGVec3d sunpos = SGVec3d::fromGeoc(SGGeoc::fromRadM(_sun_lon, _sun_lat,
+ SGGeodesy::EQURAD));
SG_LOG( SG_EVENT, SG_DEBUG, " t->cur_time = " << t->get_cur_time() );
SG_LOG( SG_EVENT, SG_DEBUG,
// calculate the sun's relative angle to local up
FGViewer *v = globals->get_current_view();
- SGVec3d viewPos = v->get_view_pos();
- SGQuatd hlOr = SGQuatd::fromLonLat(SGGeod::fromCart(viewPos));
- SGVec3d world_up = hlOr.backTransform(-SGVec3d::e3());
- SGVec3d nsun = normalize(sunpos);
+ SGQuatd hlOr = SGQuatd::fromLonLat( v->getPosition() );
+ SGVec3d world_up = hlOr.backTransform( -SGVec3d::e3() );
// cout << "nup = " << nup[0] << "," << nup[1] << ","
// << nup[2] << endl;
// cout << "nsun = " << nsun[0] << "," << nsun[1] << ","
// << nsun[2] << endl;
- _sun_angle = acos( dot ( world_up, nsun ) );
+ SGVec3d nsun = normalize(sunpos);
+ SGVec3d nup = normalize(world_up);
+ _sun_angle = acos( dot( nup, nsun ) );
+
+ double signnedPI = (_sun_angle < 0.0) ? -SGD_PI : SGD_PI;
+ _sun_angle = fmod(_sun_angle+signnedPI, SGD_2PI) - signnedPI;
+
SG_LOG( SG_EVENT, SG_DEBUG, "sun angle relative to current location = "
<< get_sun_angle() );
// Get direction to the sun in the local frame.
SGVec3d local_sun_vec = hlOr.transform(nsun);
- // Angle from south. XXX Is this correct in the southern hemisphere?
- _sun_rotation = atan2(local_sun_vec.x(), -local_sun_vec.y());
+ // Angle from south.
+ _sun_rotation = 2.0 * atan2(local_sun_vec.x(), -local_sun_vec.y());
// cout << " Sky needs to rotate = " << _sun_rotation << " rads = "
// << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl;