Add cloud movement direction and speed
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@@ -285,7 +285,7 @@ bool SGCloudLayer::repaint( sgVec3 fog_color ) {
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// spin specifies a rotation about the new Z axis (and orients the
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// sunrise/set effects
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bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
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double alt )
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double alt, double dt )
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{
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sgMat4 T1, LON, LAT;
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sgVec3 axis;
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@@ -343,15 +343,35 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
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last_lat = lat;
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}
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if ( lon != last_lon || lat != last_lat ) {
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double sp_dist = speed*dt;
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if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
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Point3D start( last_lon, last_lat, 0.0 );
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Point3D dest( lon, lat, 0.0 );
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double course, dist;
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calc_gc_course_dist( dest, start, &course, &dist );
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double course = 0.0, dist = 0.0;
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if (dest != start) {
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calc_gc_course_dist( dest, start, &course, &dist );
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}
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// cout << "course = " << course << ", dist = " << dist << endl;
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double xoff = cos( course ) * dist / (2 * scale);
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double yoff = sin( course ) * dist / (2 * scale);
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// calculate cloud movement due to external forces
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double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
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if (dist > 0.0) {
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ax = cos(course) * dist;
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ay = sin(course) * dist;
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}
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if (sp_dist > 0) {
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bx = cos(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
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by = sin(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
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}
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double xoff = (ax + bx) / (2 * scale);
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double yoff = (ay + by) / (2 * scale);
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const float layer_scale = layer_span / scale;
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@@ -98,6 +98,7 @@ public:
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* visibility.
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*/
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float getTransition_m () const;
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/**
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* set the transition layer size in meters
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* @param transition_m the transition layer size in meters
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@@ -106,12 +107,31 @@ public:
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/** get coverage type */
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Coverage getCoverage () const;
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/**
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* set coverage type
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* @param coverage the coverage type
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*/
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void setCoverage (Coverage coverage);
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/**
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* set the cloud movement direction
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* @param dir the cloud movement direction
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*/
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inline void setDirection(float dir) { direction = dir; }
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/** get the cloud movement direction */
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inline float getDirection() { return direction; }
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/**
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* set the cloud movement speed
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* @param sp the cloud movement speed
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*/
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inline void setSpeed(float sp) { speed = sp; }
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/** get the cloud movement speed */
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inline float getSpeed() { return speed; }
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/** build the cloud object */
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void rebuild();
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@@ -130,8 +150,10 @@ public:
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* @param lat specifies a rotation about the new Y axis
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* @param spin specifies a rotation about the new Z axis
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* (and orients the sunrise/set effects)
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* @param dt the time elapsed since the last call
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*/
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bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt );
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bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt,
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double dt = 0.0 );
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/** draw the cloud layer */
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void draw();
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@@ -154,6 +176,8 @@ private:
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float layer_transition;
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Coverage layer_coverage;
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float scale;
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float speed;
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float direction;
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// for handling texture coordinates to simulate cloud movement
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// from winds, and to simulate the clouds being tied to ground
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@@ -139,7 +139,7 @@ bool SGSky::repaint( const SGSkyColor &sc )
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// spin specifies a rotation about the new Z axis (this allows
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// additional orientation for the sunrise/set effects and is used by
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// the skydome and perhaps clouds.
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bool SGSky::reposition( SGSkyState &st )
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bool SGSky::reposition( SGSkyState &st, double dt )
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{
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double angle = st.gst * 15; // degrees
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@@ -159,7 +159,7 @@ bool SGSky::reposition( SGSkyState &st )
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ) {
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cloud_layers[i]->reposition( st.zero_elev, st.view_up,
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st.lon, st.lat, st.alt );
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st.lon, st.lat, st.alt, dt );
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}
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}
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@@ -308,7 +308,7 @@ public:
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* @param moon_dec the moon's current declination
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* @param moon_dist the moon's distance from the current view point.
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*/
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bool reposition( SGSkyState &st );
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bool reposition( SGSkyState &st, double dt = 0.0 );
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/**
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* Modify the given visibility based on cloud layers, thickness,
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