Files
simgear/simgear/scene/sky/cloud.hxx
T
James Turner c8d802bc1d More SGPath / UTF-8 fixes
Use SGPath in more public APIs, so FlightGear doesn’t have to convert
and guess the conversion itself.
2020-03-15 14:26:42 +00:00

277 lines
7.6 KiB
C++

/**
* \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 - http://www.flightgear.org/~curt
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifndef _SG_CLOUD_HXX_
#define _SG_CLOUD_HXX_
#include <simgear/compiler.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/math/SGMath.hxx>
#include <simgear/structure/SGReferenced.hxx>
#include <string>
#include <osg/ref_ptr>
#include <osg/Array>
#include <osg/Geode>
#include <osg/Group>
#include <osg/MatrixTransform>
#include <osg/Switch>
class SGCloudField;
class SGPath;
/**
* A class layer to model a single cloud layer
*/
class SGCloudLayer : public SGReferenced {
public:
/**
* This is the list of available cloud coverages/textures
*/
enum Coverage {
SG_CLOUD_OVERCAST = 0,
SG_CLOUD_BROKEN,
SG_CLOUD_SCATTERED,
SG_CLOUD_FEW,
SG_CLOUD_CIRRUS,
SG_CLOUD_CLEAR,
SG_MAX_CLOUD_COVERAGES
};
static const std::string SG_CLOUD_OVERCAST_STRING; // "overcast"
static const std::string SG_CLOUD_BROKEN_STRING; // "broken"
static const std::string SG_CLOUD_SCATTERED_STRING; // "scattered"
static const std::string SG_CLOUD_FEW_STRING; // "few"
static const std::string SG_CLOUD_CIRRUS_STRING; // "cirrus"
static const std::string SG_CLOUD_CLEAR_STRING; // "clear"
/**
* Constructor
* @param tex_path the path to the set of cloud textures
*/
SGCloudLayer( const SGPath &tex_path );
/**
* 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
* @param set_span defines whether it is allowed to adjust the span
*/
void setElevation_m (float elevation_m, bool set_span = true);
/** 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 layer visibility */
float getVisibility_m() const;
/**
* set the layer visibility
* @param visibility_m the layer minimum visibility in meters.
*/
void setVisibility_m(float visibility_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);
/** get coverage as string */
const std::string & getCoverageString() const;
/** get coverage as string */
static const std::string & getCoverageString( Coverage coverage );
/** get coverage type from string */
static Coverage getCoverageType( const std::string & coverage );
/** set coverage as string */
void setCoverageString( const std::string & coverage );
/**
* set the cloud movement direction
* @param dir the cloud movement direction
*/
inline void setDirection(float dir) {
// cout << "cloud dir = " << dir << endl;
direction = dir;
}
/** get the cloud movement direction */
inline float getDirection() { return direction; }
/**
* set the cloud movement speed
* @param sp the cloud movement speed
*/
inline void setSpeed(float sp) {
// cout << "cloud speed = " << sp << endl;
speed = sp;
}
/** get the cloud movement speed */
inline float getSpeed() { return speed; }
/**
* set the alpha component of the cloud base color. Normally this
* should be 1.0, but you can set it anywhere in the range of 0.0
* to 1.0 to fade a cloud layer in or out.
* @param alpha cloud alpha value (0.0 to 1.0)
*/
inline void setAlpha( float alpha ) {
if ( alpha < 0.0 ) { alpha = 0.0; }
if ( alpha > max_alpha ) { alpha = max_alpha; }
cloud_alpha = alpha;
}
inline void setMaxAlpha( float alpha ) {
if ( alpha < 0.0 ) { alpha = 0.0; }
if ( alpha > 1.0 ) { alpha = 1.0; }
max_alpha = alpha;
}
inline float getMaxAlpha() const {
return max_alpha;
}
/** build the cloud object */
void rebuild();
/** Enable/disable 3D clouds in this layer */
void set_enable3dClouds(bool enable);
/**
* repaint the cloud colors based on the specified fog_color
* @param fog_color the fog color
*/
bool repaint( const SGVec3f& fog_color );
/**
* reposition the cloud layer at the specified origin and
* orientation.
* @param p position vector
* @param up the local up vector
* @param lon TODO
* @param lat TODO
* @param alt TODO
* @param dt the time elapsed since the last call
*/
bool reposition( const SGVec3f& p,
const SGVec3f& up,
double lon, double lat, double alt,
double dt = 0.0 );
osg::Switch* getNode() { return cloud_root.get(); }
/** return the 3D layer cloud associated with this 2D layer */
SGCloudField *get_layer3D(void) { return layer3D; }
protected:
void setTextureOffset(const osg::Vec2& offset);
private:
osg::ref_ptr<osg::Switch> cloud_root;
osg::ref_ptr<osg::Switch> layer_root;
osg::ref_ptr<osg::Group> group_top, group_bottom;
osg::ref_ptr<osg::MatrixTransform> layer_transform;
osg::ref_ptr<osg::Geode> layer[4];
float cloud_alpha; // 1.0 = drawn fully, 0.0 faded out completely
osg::ref_ptr<osg::Vec4Array> cl[4];
osg::ref_ptr<osg::Vec3Array> vl[4];
osg::ref_ptr<osg::Vec2Array> tl[4];
osg::ref_ptr<osg::Vec3Array> tl2[4];
// height above sea level (meters)
SGPath texture_path;
float layer_span;
float layer_asl;
float layer_thickness;
float layer_transition;
float layer_visibility;
Coverage layer_coverage;
float scale;
float speed;
float direction;
// for handling texture coordinates to simulate cloud movement
// from winds, and to simulate the clouds being tied to ground
// position, not view position
// double xoff, yoff;
SGGeod last_pos;
double last_course;
double max_alpha;
osg::Vec2 base;
SGCloudField *layer3D;
};
#endif // _SG_CLOUD_HXX_