Merge commit 'refs/merge-requests/7' of git://gitorious.org/fg/simgear into merge-requests/7
This commit is contained in:
@@ -675,138 +675,142 @@ bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
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bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
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double alt, double dt )
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{
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// combine p and asl (meters) to get translation offset
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osg::Vec3 asl_offset(toOsg(up));
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asl_offset.normalize();
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if ( alt <= layer_asl ) {
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asl_offset *= layer_asl;
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} else {
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asl_offset *= layer_asl + layer_thickness;
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}
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if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
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{
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// combine p and asl (meters) to get translation offset
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osg::Vec3 asl_offset(toOsg(up));
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asl_offset.normalize();
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if ( alt <= layer_asl ) {
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asl_offset *= layer_asl;
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} else {
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asl_offset *= layer_asl + layer_thickness;
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}
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// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
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// << "," << asl_offset[2] << endl;
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asl_offset += toOsg(p);
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// cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
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// << "," << asl_offset[2] << endl;
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// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
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// << "," << asl_offset[2] << endl;
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asl_offset += toOsg(p);
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// cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
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// << "," << asl_offset[2] << endl;
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osg::Matrix T, LON, LAT;
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// Translate to zero elevation
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// Point3D zero_elev = current_view.get_cur_zero_elev();
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T.makeTranslate( asl_offset );
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osg::Matrix T, LON, LAT;
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// Translate to zero elevation
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// Point3D zero_elev = current_view.get_cur_zero_elev();
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T.makeTranslate( asl_offset );
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// printf(" Translated to %.2f %.2f %.2f\n",
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// zero_elev.x, zero_elev.y, zero_elev.z );
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// printf(" Translated to %.2f %.2f %.2f\n",
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// zero_elev.x, zero_elev.y, zero_elev.z );
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// Rotate to proper orientation
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// printf(" lon = %.2f lat = %.2f\n",
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// lon * SGD_RADIANS_TO_DEGREES,
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// lat * SGD_RADIANS_TO_DEGREES);
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LON.makeRotate(lon, osg::Vec3(0, 0, 1));
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// Rotate to proper orientation
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// printf(" lon = %.2f lat = %.2f\n",
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// lon * SGD_RADIANS_TO_DEGREES,
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// lat * SGD_RADIANS_TO_DEGREES);
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LON.makeRotate(lon, osg::Vec3(0, 0, 1));
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// xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
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// 0.0, 1.0, 0.0 );
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LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
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// xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
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// 0.0, 1.0, 0.0 );
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LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
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layer_transform->setMatrix( LAT*LON*T );
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layer_transform->setMatrix( LAT*LON*T );
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// The layers need to be drawn in order because they are
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// translucent, but OSG transparency sorting doesn't work because
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// the cloud polys are huge. However, the ordering is simple: the
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// bottom polys should be drawn from high altitude to low, and the
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// top polygons from low to high. The altitude can be used
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// directly to order the polygons!
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group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
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"RenderBin");
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group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
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"RenderBin");
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if ( alt <= layer_asl ) {
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layer_root->setSingleChildOn(0);
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} else if ( alt >= layer_asl + layer_thickness ) {
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layer_root->setSingleChildOn(1);
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} else {
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layer_root->setAllChildrenOff();
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}
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// The layers need to be drawn in order because they are
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// translucent, but OSG transparency sorting doesn't work because
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// the cloud polys are huge. However, the ordering is simple: the
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// bottom polys should be drawn from high altitude to low, and the
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// top polygons from low to high. The altitude can be used
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// directly to order the polygons!
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group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
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"RenderBin");
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group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
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"RenderBin");
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if ( alt <= layer_asl ) {
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layer_root->setSingleChildOn(0);
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} else if ( alt >= layer_asl + layer_thickness ) {
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layer_root->setSingleChildOn(1);
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} else {
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layer_root->setAllChildrenOff();
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}
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// now calculate update texture coordinates
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SGGeod pos = SGGeod::fromRad(lon, lat);
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if ( last_pos == SGGeod() ) {
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last_pos = pos;
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}
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double sp_dist = speed*dt;
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if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
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double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
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dist = SGGeodesy::distanceM(last_pos, pos);
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// now calculate update texture coordinates
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SGGeod pos = SGGeod::fromRad(lon, lat);
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if ( last_pos == SGGeod() ) {
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last_pos = pos;
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}
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// if start and dest are too close together,
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// calc_gc_course_dist() can return a course of "nan". If
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// this happens, lets just use the last known good course.
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// This is a hack, and it would probably be better to make
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// calc_gc_course_dist() more robust.
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if ( isnan(course) ) {
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course = last_course;
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} else {
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last_course = course;
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}
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double sp_dist = speed*dt;
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if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
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double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
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dist = SGGeodesy::distanceM(last_pos, pos);
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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 start and dest are too close together,
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// calc_gc_course_dist() can return a course of "nan". If
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// this happens, lets just use the last known good course.
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// This is a hack, and it would probably be better to make
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// calc_gc_course_dist() more robust.
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if ( isnan(course) ) {
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course = last_course;
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} else {
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last_course = course;
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}
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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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// 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((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
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by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
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}
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if (sp_dist > 0) {
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bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
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by = sin((180.0-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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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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// const float layer_scale = layer_span / scale;
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// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
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base[0] += xoff;
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// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
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base[0] += xoff;
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// the while loops can lead to *long* pauses if base[0] comes
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// with a bogus value.
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// while ( base[0] > 1.0 ) { base[0] -= 1.0; }
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// while ( base[0] < 0.0 ) { base[0] += 1.0; }
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if ( base[0] > -10.0 && base[0] < 10.0 ) {
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base[0] -= (int)base[0];
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} else {
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SG_LOG(SG_ASTRO, SG_DEBUG,
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"Error: base = " << base[0] << "," << base[1] <<
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" course = " << course << " dist = " << dist );
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base[0] = 0.0;
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}
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base[1] += yoff;
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// the while loops can lead to *long* pauses if base[0] comes
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// with a bogus value.
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// while ( base[1] > 1.0 ) { base[1] -= 1.0; }
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// while ( base[1] < 0.0 ) { base[1] += 1.0; }
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if ( base[1] > -10.0 && base[1] < 10.0 ) {
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base[1] -= (int)base[1];
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} else {
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SG_LOG(SG_ASTRO, SG_DEBUG,
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// the while loops can lead to *long* pauses if base[0] comes
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// with a bogus value.
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// while ( base[0] > 1.0 ) { base[0] -= 1.0; }
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// while ( base[0] < 0.0 ) { base[0] += 1.0; }
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if ( base[0] > -10.0 && base[0] < 10.0 ) {
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base[0] -= (int)base[0];
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} else {
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SG_LOG(SG_ASTRO, SG_DEBUG,
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"Error: base = " << base[0] << "," << base[1] <<
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" course = " << course << " dist = " << dist );
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base[1] = 0.0;
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base[0] = 0.0;
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}
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base[1] += yoff;
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// the while loops can lead to *long* pauses if base[0] comes
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// with a bogus value.
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// while ( base[1] > 1.0 ) { base[1] -= 1.0; }
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// while ( base[1] < 0.0 ) { base[1] += 1.0; }
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if ( base[1] > -10.0 && base[1] < 10.0 ) {
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base[1] -= (int)base[1];
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} else {
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SG_LOG(SG_ASTRO, SG_DEBUG,
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"Error: base = " << base[0] << "," << base[1] <<
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" course = " << course << " dist = " << dist );
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base[1] = 0.0;
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}
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// cout << "base = " << base[0] << "," << base[1] << endl;
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setTextureOffset(base);
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last_pos = pos;
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}
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// cout << "base = " << base[0] << "," << base[1] << endl;
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setTextureOffset(base);
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last_pos = pos;
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}
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layer3D->reposition( p, up, lon, lat, dt, layer_asl, speed, direction);
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@@ -72,16 +72,17 @@ double SGNewCloud::sprite_density = 1.0;
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SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
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{
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min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
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max_width = cld_def->getDoubleValue("max-cloud-width-m", 1000.0);
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min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width);
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max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width);
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max_width = cld_def->getDoubleValue("max-cloud-width-m", min_width*2);
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min_height = cld_def->getDoubleValue("min-cloud-height-m", 400.0);
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max_height = cld_def->getDoubleValue("max-cloud-height-m", min_height*2);
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min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
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max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width);
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min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width);
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max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width);
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max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width*1.5);
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min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", 150);
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max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", min_sprite_height*1.5);
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num_sprites = cld_def->getIntValue("num-sprites", 20);
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num_textures_x = cld_def->getIntValue("num-textures-x", 4);
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num_textures_y = cld_def->getIntValue("num-textures-y", 4);
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height_map_texture = cld_def->getBoolValue("height-map-texture", false);
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bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
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zscale = cld_def->getDoubleValue("z-scale", 1.0);
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texture = cld_def->getStringValue("texture", "cl_cumulus.png");
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@@ -166,7 +167,11 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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osg::ref_ptr<EffectGeode> geode = new EffectGeode;
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CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height, zscale);
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CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x,
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num_textures_y,
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max_width + max_sprite_width,
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max_height + max_sprite_height,
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zscale);
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// Determine how big this specific cloud instance is. Note that we subtract
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// the sprite size because the width/height is used to define the limits of
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@@ -186,26 +191,28 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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// Determine the position of the sprite. Rather than being completely random,
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// we place them on the surface of a distorted sphere. However, we place
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// the first sprite in the center of the sphere (and at maximum size) to
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// ensure good coverage and reduce the chance of there being "holes" in our
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// ensure good coverage and reduce the chance of there being "holes" in the
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// middle of our cloud. Also note that (0,0,0) defines the _bottom_ of the
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// cloud, not the middle.
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float x, y, z;
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if (i == 0) {
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x = 0;
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y = 0;
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z = 0;
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z = height * 0.5;
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} else {
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double theta = sg_random() * SGD_2PI;
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double elev = sg_random() * SGD_PI;
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x = width * cos(theta) * 0.5f * sin(elev);
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y = width * sin(theta) * 0.5f * sin(elev);
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z = height * cos(elev) * 0.5f;
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z = height * cos(elev) * 0.5f + height * 0.5f;
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}
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// Determine the height and width as scaling factors on the minimum size (used to create the quad).
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float sprite_width = 1.0f + sg_random() * (max_sprite_width - min_sprite_width) / min_sprite_width;
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float sprite_height = 1.0f + sg_random() * (max_sprite_height - min_sprite_height) / min_sprite_height;
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// Sprites are never taller than square.
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if (sprite_height * min_sprite_height > sprite_width * min_sprite_width)
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{
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@@ -217,17 +224,31 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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sprite_width = 1.0f + (max_sprite_width - min_sprite_width) / min_sprite_width;
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sprite_height = 1.0f + (max_sprite_height - min_sprite_height) / min_sprite_height;
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}
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// If the center of the sprite is less than half the sprite heightthe sprite will extend
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// below the bottom of the cloud and must be shifted upwards. This is particularly important
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// for cumulus clouds which have a very well defined base.
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if (z < 0.5f * sprite_height * min_sprite_height)
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{
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z = 0.5f * sprite_height * min_sprite_height;
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}
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// Determine the sprite texture indexes.
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int index_x = (int) floor(sg_random() * num_textures_x);
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if (index_x == num_textures_x) { index_x--; }
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// The y index depends on the positing of the sprite within the cloud.
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// This allows cloud designers to have particular sprites for the base
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// and tops of the cloud.
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int index_y = (int) floor((z / height + 0.5f) * num_textures_y);
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int index_y = (int) floor(sg_random() * num_textures_y);
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if (height_map_texture) {
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// The y index depends on the position of the sprite within the cloud.
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// This allows cloud designers to have particular sprites for the base
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// and tops of the cloud.
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index_y = (int) floor((z / height + 0.5f) * num_textures_y);
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}
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if (index_y == num_textures_y) { index_y--; }
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sg->addSprite(SGVec3f(x, y, z),
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index_x,
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index_y,
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@@ -71,6 +71,7 @@ private:
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double max_sprite_height;
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double bottom_shade;
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double zscale;
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bool height_map_texture;
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int num_sprites;
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int num_textures_x;
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int num_textures_y;
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