* planets for a given time, date, season, earth location, etc.
* (SGEphemeris)
*
+ * - Code to render a realistic sky dome, cloud layers, sun, moon,
+ * stars, and planets all with realistic day/night/sunset/sunrise
+ * effects. Includes things like correct moon phase, textured moon,
+ * sun halo, etc. (SGSky is built on top of SGCloudLayer ...)
+ *
* - Simple serial (SGSerial), file (SGFile), socket (SGSocket), and
* UDP socket (SGSocketUDP) I/O abstractions.
*
-// cloud.hxx -- model a single cloud layer
-//
+/**
+ * \file cloud.hxx
+ * Provides a class to model a single cloud layer
+ */
+
// Written by Curtis Olson, started June 2000.
//
// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
SG_USING_STD(string);
+/**
+ * A class layer to model a single cloud layer
+ */
class SGCloudLayer {
-
public:
+ /**
+ * This is the list of available cloud coverages/textures
+ */
enum Coverage {
SG_CLOUD_OVERCAST = 0,
SG_CLOUD_BROKEN,
SG_MAX_CLOUD_COVERAGES
};
- // Constructors
+ /**
+ * Constructor
+ * @param tex_path the path to the set of cloud textures
+ */
SGCloudLayer( const string &tex_path );
- // Destructor
+ /**
+ * Destructor
+ */
~SGCloudLayer( void );
+ /** get the cloud span (in meters) */
float getSpan_m () const;
+ /**
+ * set the cloud span
+ * @param span_m the cloud span in meters
+ */
void setSpan_m (float span_m);
+ /** get the layer elevation (in meters) */
float getElevation_m () const;
+ /**
+ * set the layer elevation. Note that this specifies the bottom
+ * of the cloud layer. The elevation of the top of the layer is
+ * elevation_m + thickness_m.
+ * @param elevation_m the layer elevation in meters
+ */
void setElevation_m (float elevation_m);
+ /** get the layer thickness */
float getThickness_m () const;
+ /**
+ * set the layer thickness.
+ * @param thickness_m the layer thickness in meters.
+ */
void setThickness_m (float thickness_m);
+ /**
+ * get the transition/boundary layer depth in meters. This
+ * allows gradual entry/exit from the cloud layer via adjusting
+ * visibility.
+ */
float getTransition_m () const;
+ /**
+ * set the transition layer size in meters
+ * @param transition_m the transition layer size in meters
+ */
void setTransition_m (float transition_m);
+ /** get coverage type */
Coverage getCoverage () const;
+ /**
+ * set coverage type
+ * @param coverage the coverage type
+ */
void setCoverage (Coverage coverage);
- // build the cloud object
+ /** build the cloud object */
void rebuild();
- // repaint the cloud colors based on current value of sun_angle,
- // sky, and fog colors. This updates the color arrays for
- // ssgVtxTable.
- // sun angle in degrees relative to verticle
- // 0 degrees = high noon
- // 90 degrees = sun rise/set
- // 180 degrees = darkest midnight
+ /**
+ * repaint the cloud colors based on the specified fog_color
+ * @param fog_color the fog color
+ */
bool repaint( sgVec3 fog_color );
- // reposition the cloud layer at the specified origin and
- // orientation
- // lon specifies a rotation about the Z axis
- // lat specifies a rotation about the new Y axis
- // spin specifies a rotation about the new Z axis (and orients the
- // sunrise/set effects
+ /**
+ * reposition the cloud layer at the specified origin and
+ * orientation.
+ * @param p position vector
+ * @param up the local up vector
+ * @param lon specifies a rotation about the Z axis
+ * @param lat specifies a rotation about the new Y axis
+ * @param 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, double alt );
- // draw the cloud layer
+ /** draw the cloud layer */
void draw();
private:
// initialize the sky and connect the components to the scene graph at
// the provided branch
-void SGSky::build( double sun_size, double moon_size,
- int nplanets, sgdVec3 *planet_data,
- double planet_dist,
- int nstars, sgdVec3 *star_data, double star_dist )
+void SGSky::build( double h_radius_m, double v_radius_m,
+ double sun_size, double moon_size,
+ int nplanets, sgdVec3 *planet_data,
+ int nstars, sgdVec3 *star_data )
{
pre_root = new ssgRoot;
post_root = new ssgRoot;
post_transform = new ssgTransform;
dome = new SGSkyDome;
- pre_transform -> addKid( dome->build() );
+ pre_transform -> addKid( dome->build( h_radius_m, v_radius_m ) );
planets = new SGStars;
- pre_transform -> addKid( planets->build(nplanets, planet_data,
- planet_dist)
- );
+ pre_transform -> addKid(planets->build(nplanets, planet_data, h_radius_m));
stars = new SGStars;
- pre_transform -> addKid( stars->build(nstars, star_data, star_dist) );
+ pre_transform -> addKid( stars->build(nstars, star_data, h_radius_m) );
moon = new SGMoon;
pre_transform -> addKid( moon->build(tex_path, moon_size) );
* texture_path() method.
* The arguments you pass to the build() method allow you to specify
- * the size of your sun sphere and moon sphere, a number of planets,
- * and a multitude of stars. For the planets and stars you pass in an
- * array of right ascensions, declinations, magnitudes, and the
- * distance from the view point.
+ * the horizontal and vertical radiuses of the sky dome, the size of
+ * your sun sphere and moon sphere, a number of planets, and a
+ * multitude of stars. For the planets and stars you pass in an array
+ * of right ascensions, declinations, and magnitudes.
* Cloud Layers
* Initialize the sky and connect the components to the scene
* graph at the provided branch. See discussion in detailed class
* description.
+ * @param h_radius_m horizontal radius of sky dome
+ * @param v_radius_m vertical radius of sky dome
* @param sun_size size of sun
* @param moon_size size of moon
* @param nplanets number of planets
* @param planet_data an array of planet right ascensions, declinations,
* and magnitudes
- * @param planet_dist distance from viewer to put the planets
* @param nstars number of stars
* @param star_data an array of star right ascensions, declinations,
* and magnitudes
- * @param star_dist distance from viewer to put the stars */
- void build( double sun_size, double moon_size,
- int nplanets, sgdVec3 *planet_data, double planet_dist,
- int nstars, sgdVec3 *star_data, double star_dist );
+ */
+ void build( double h_radius_m, double v_radius_m,
+ double sun_size, double moon_size,
+ int nplanets, sgdVec3 *planet_data,
+ int nstars, sgdVec3 *star_data );
/**
* Repaint the sky components based on current value of sun_angle,