Use SGPath in more public APIs, so FlightGear doesn’t have to convert and guess the conversion itself.
277 lines
7.6 KiB
C++
277 lines
7.6 KiB
C++
/**
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* \file cloud.hxx
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* Provides a class to model a single cloud layer
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*/
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// Written by Curtis Olson, started June 2000.
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//
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// Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#ifndef _SG_CLOUD_HXX_
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#define _SG_CLOUD_HXX_
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#include <simgear/compiler.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/math/SGMath.hxx>
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#include <simgear/structure/SGReferenced.hxx>
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#include <string>
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#include <osg/ref_ptr>
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#include <osg/Array>
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#include <osg/Geode>
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#include <osg/Group>
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#include <osg/MatrixTransform>
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#include <osg/Switch>
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class SGCloudField;
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class SGPath;
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/**
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* A class layer to model a single cloud layer
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*/
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class SGCloudLayer : public SGReferenced {
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public:
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/**
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* This is the list of available cloud coverages/textures
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*/
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enum Coverage {
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SG_CLOUD_OVERCAST = 0,
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SG_CLOUD_BROKEN,
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SG_CLOUD_SCATTERED,
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SG_CLOUD_FEW,
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SG_CLOUD_CIRRUS,
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SG_CLOUD_CLEAR,
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SG_MAX_CLOUD_COVERAGES
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};
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static const std::string SG_CLOUD_OVERCAST_STRING; // "overcast"
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static const std::string SG_CLOUD_BROKEN_STRING; // "broken"
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static const std::string SG_CLOUD_SCATTERED_STRING; // "scattered"
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static const std::string SG_CLOUD_FEW_STRING; // "few"
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static const std::string SG_CLOUD_CIRRUS_STRING; // "cirrus"
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static const std::string SG_CLOUD_CLEAR_STRING; // "clear"
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/**
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* Constructor
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* @param tex_path the path to the set of cloud textures
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*/
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SGCloudLayer( const SGPath &tex_path );
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/**
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* Destructor
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*/
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~SGCloudLayer( void );
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/** get the cloud span (in meters) */
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float getSpan_m () const;
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/**
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* set the cloud span
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* @param span_m the cloud span in meters
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*/
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void setSpan_m (float span_m);
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/** get the layer elevation (in meters) */
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float getElevation_m () const;
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/**
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* set the layer elevation. Note that this specifies the bottom
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* of the cloud layer. The elevation of the top of the layer is
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* elevation_m + thickness_m.
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* @param elevation_m the layer elevation in meters
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* @param set_span defines whether it is allowed to adjust the span
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*/
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void setElevation_m (float elevation_m, bool set_span = true);
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/** get the layer thickness */
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float getThickness_m () const;
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/**
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* set the layer thickness.
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* @param thickness_m the layer thickness in meters.
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*/
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void setThickness_m (float thickness_m);
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/** get the layer visibility */
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float getVisibility_m() const;
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/**
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* set the layer visibility
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* @param visibility_m the layer minimum visibility in meters.
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*/
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void setVisibility_m(float visibility_m);
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/**
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* get the transition/boundary layer depth in meters. This
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* allows gradual entry/exit from the cloud layer via adjusting
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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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*/
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void setTransition_m (float transition_m);
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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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/** get coverage as string */
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const std::string & getCoverageString() const;
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/** get coverage as string */
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static const std::string & getCoverageString( Coverage coverage );
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/** get coverage type from string */
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static Coverage getCoverageType( const std::string & coverage );
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/** set coverage as string */
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void setCoverageString( const std::string & 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) {
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// cout << "cloud dir = " << dir << endl;
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direction = dir;
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}
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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) {
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// cout << "cloud speed = " << sp << endl;
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speed = sp;
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}
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/** get the cloud movement speed */
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inline float getSpeed() { return speed; }
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/**
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* set the alpha component of the cloud base color. Normally this
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* should be 1.0, but you can set it anywhere in the range of 0.0
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* to 1.0 to fade a cloud layer in or out.
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* @param alpha cloud alpha value (0.0 to 1.0)
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*/
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inline void setAlpha( float alpha ) {
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if ( alpha < 0.0 ) { alpha = 0.0; }
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if ( alpha > max_alpha ) { alpha = max_alpha; }
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cloud_alpha = alpha;
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}
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inline void setMaxAlpha( float alpha ) {
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if ( alpha < 0.0 ) { alpha = 0.0; }
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if ( alpha > 1.0 ) { alpha = 1.0; }
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max_alpha = alpha;
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}
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inline float getMaxAlpha() const {
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return max_alpha;
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}
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/** build the cloud object */
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void rebuild();
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/** Enable/disable 3D clouds in this layer */
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void set_enable3dClouds(bool enable);
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/**
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* repaint the cloud colors based on the specified fog_color
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* @param fog_color the fog color
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*/
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bool repaint( const SGVec3f& fog_color );
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/**
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* reposition the cloud layer at the specified origin and
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* orientation.
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* @param p position vector
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* @param up the local up vector
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* @param lon TODO
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* @param lat TODO
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* @param alt TODO
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* @param dt the time elapsed since the last call
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*/
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bool reposition( const SGVec3f& p,
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const SGVec3f& up,
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double lon, double lat, double alt,
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double dt = 0.0 );
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osg::Switch* getNode() { return cloud_root.get(); }
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/** return the 3D layer cloud associated with this 2D layer */
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SGCloudField *get_layer3D(void) { return layer3D; }
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protected:
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void setTextureOffset(const osg::Vec2& offset);
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private:
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osg::ref_ptr<osg::Switch> cloud_root;
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osg::ref_ptr<osg::Switch> layer_root;
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osg::ref_ptr<osg::Group> group_top, group_bottom;
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osg::ref_ptr<osg::MatrixTransform> layer_transform;
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osg::ref_ptr<osg::Geode> layer[4];
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float cloud_alpha; // 1.0 = drawn fully, 0.0 faded out completely
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osg::ref_ptr<osg::Vec4Array> cl[4];
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osg::ref_ptr<osg::Vec3Array> vl[4];
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osg::ref_ptr<osg::Vec2Array> tl[4];
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osg::ref_ptr<osg::Vec3Array> tl2[4];
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// height above sea level (meters)
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SGPath texture_path;
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float layer_span;
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float layer_asl;
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float layer_thickness;
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float layer_transition;
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float layer_visibility;
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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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// position, not view position
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// double xoff, yoff;
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SGGeod last_pos;
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double last_course;
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double max_alpha;
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osg::Vec2 base;
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SGCloudField *layer3D;
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};
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#endif // _SG_CLOUD_HXX_
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