Incorporated Durk's Astro/ tweaks. Includes unifying the sun position
calculation code between sun display, and other FG sections that use this for things like lighting.
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+48
-43
@@ -43,46 +43,37 @@ struct CelestialCoord fgCalculatePlanet(struct OrbElements planet,
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struct OrbElements theSun,
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struct fgTIME t, int idx)
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{
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struct CelestialCoord
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result;
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struct CelestialCoord result;
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struct SunPos
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SolarPosition;
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fgSUNPOS SolarPosition;
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double
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eccAnom, r, v, ecl, actTime, R, s, ir, Nr, B, FV, ring_magn,
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double eccAnom, r, v, ecl, actTime, R, s, ir, Nr, B, FV, ring_magn,
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xv, yv, xh, yh, zh, xg, yg, zg, xe, ye, ze;
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actTime = fgCalcActTime(t);
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/* calculate the angle between ecliptic and equatorial coordinate system */
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/* ecl = DEG_TO_RAD * (23.4393 - 3.563E-7 * actTime); */
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ecl = 0.409093 - 6.2186E-9 * actTime;
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actTime = fgCalcActTime(t);
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/*calculate the angle between ecliptic and equatorial coordinate system */
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ecl = DEG_TO_RAD * (23.4393 - 3.563E-7 * actTime);
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/* calculate the eccentric anomaly */
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eccAnom = fgCalcEccAnom(planet.M, planet.e);
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eccAnom = fgCalcEccAnom(planet.M, planet.e);
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/* calculate the planets distance (r) and true anomaly (v) */
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xv = planet.a * (cos(eccAnom) - planet.e);
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yv = planet.a * (sqrt(1.0 - planet.e*planet.e) * sin(eccAnom));
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v = atan2(yv, xv);
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r = sqrt ( xv*xv + yv*yv);
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/* calculate the planets position in 3-dimensional space */
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xh = r * ( cos(planet.N) * cos(v+planet.w) - sin(planet.N) * sin(v+planet.w) * cos(planet.i));
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yh = r * ( sin(planet.N) * cos(v+planet.w) + cos(planet.N) * sin(v+planet.w) * cos(planet.i));
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xh = r * (cos (planet.N) * cos (v + planet.w) -
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sin (planet.N) * sin (v + planet.w) * cos (planet.i));
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yh = r * (sin (planet.N) * cos (v + planet.w) +
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cos (planet.N) * sin (v + planet.w) * cos (planet.i));
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zh = r * ( sin(v+planet.w) * sin(planet.i));
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/* calculate the ecliptic longitude and latitude */
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/*
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lonecl = atan2(yh, xh);
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latecl = atan2(zh, sqrt ( xh*xh + yh*yh));
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*/
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/* calculate the solar position */
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SolarPosition = fgCalcSunPos(theSun);
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xg = xh + SolarPosition.xs;
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yg = yh + SolarPosition.ys;
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xg = xh + solarPosition.xs;
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yg = yh + solarPosition.ys;
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zg = zh;
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xe = xg;
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@@ -91,7 +82,6 @@ struct CelestialCoord fgCalculatePlanet(struct OrbElements planet,
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result.RightAscension = atan2(ye,xe);
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result.Declination = atan2(ze, sqrt(xe*xe + ye*ye));
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/* Let's calculate the brightness of the planet */
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R = sqrt ( xg*xg + yg*yg + zg*zg);
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@@ -117,7 +107,9 @@ struct CelestialCoord fgCalculatePlanet(struct OrbElements planet,
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ir = 0.4897394;
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Nr = 2.9585076 + 6.6672E-7*actTime;
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B = asin ( sin (result.Declination) * cos(ir) - cos(result.Declination) * sin (ir) * sin (result.RightAscension - Nr));
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B = asin (sin (result.Declination) * cos (ir) -
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cos (result.Declination) * sin (ir) *
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sin (result.RightAscension - Nr));
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ring_magn = -2.6 * sin (fabs(B)) + 1.2 * pow(sin(B),2);
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result.magnitude = -9.0 + 5*log10( r*R ) + 0.044 * FV + ring_magn;
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break;
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@@ -145,15 +137,18 @@ struct CelestialCoord fgCalculatePlanet(struct OrbElements planet,
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void fgPlanetsInit( void )
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{
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struct fgLIGHT *l;
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int i;
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struct CelestialCoord pltPos;
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double magnitude;
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l = &cur_light_params;
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/* if the display list was already built during a previous init,
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recycle it */
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then recycle it */
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if (planets)
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if (planets) {
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xglDeleteLists(planets, 1);
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}
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planets = xglGenLists(1);
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xglNewList( planets, GL_COMPILE );
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@@ -166,10 +161,6 @@ void fgPlanetsInit( void )
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pltPos = fgCalculatePlanet(pltOrbElements[i],
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pltOrbElements[0], cur_time_params, i);
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/* give the planets a temporary color, for testing purposes */
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/* xglColor3f( 1.0, 0.0, 0.0); */
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/* scale magnitudes to (0.0 - 1.0) */
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magnitude = (0.0 - pltPos.magnitude) / 5.0 + 1.0;
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/* scale magnitudes again so they look ok */
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@@ -182,15 +173,24 @@ void fgPlanetsInit( void )
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if ( magnitude > 1.0 ) { magnitude = 1.0; }
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if ( magnitude < 0.0 ) { magnitude = 0.0; }
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xglColor3f(magnitude, magnitude, magnitude);
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/* xglColor3f(1.0, 1.0,1.0); */
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xglVertex3f( 50000.0 * cos(pltPos.RightAscension) *
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cos(pltPos.Declination),
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50000.0 * sin(pltPos.RightAscension) *
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cos(pltPos.Declination),
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50000.0 * sin(pltPos.Declination) );
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/* Add planets to the display list, based on sun_angle and current
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magnitude It's pretty experimental... */
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if ((double) (l->sun_angle - FG_PI_2) >
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((magnitude - 1.0) * -20 * DEG_TO_RAD))
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{
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xglColor3f (magnitude, magnitude, magnitude);
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printf ("Sun Angle to Horizon (in Rads) = %f\n",
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(double) (l->sun_angle - FG_PI_2));
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printf ("Transformed Magnitude is :%f %f\n",
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magnitude, (magnitude - 1.0) * -20 * DEG_TO_RAD);
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xglVertex3f (50000.0 * cos (pltPos.RightAscension) *
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cos (pltPos.Declination),
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50000.0 * sin (pltPos.RightAscension) *
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cos (pltPos.Declination),
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50000.0 * sin (pltPos.Declination));
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}
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}
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xglEnd();
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xglEndList();
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@@ -204,10 +204,15 @@ void fgPlanetsRender( void ) {
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/* $Log$
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/* Revision 1.6 1998/02/12 21:59:36 curt
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/* Incorporated code changes contributed by Charlie Hotchkiss
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/* <chotchkiss@namg.us.anritsu.com>
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/* Revision 1.7 1998/02/23 19:07:55 curt
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/* Incorporated Durk's Astro/ tweaks. Includes unifying the sun position
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/* calculation code between sun display, and other FG sections that use this
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/* for things like lighting.
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/*
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* Revision 1.6 1998/02/12 21:59:36 curt
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* Incorporated code changes contributed by Charlie Hotchkiss
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* <chotchkiss@namg.us.anritsu.com>
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*
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* Revision 1.5 1998/02/03 23:20:12 curt
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* Lots of little tweaks to fix various consistency problems discovered by
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* Solaris' CC. Fixed a bug in fg_debug.c with how the fgPrintf() wrapper
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