Files
simgear/simgear/sky/sky.hxx
T
curt 427f309aea Complete overhaul of the sky/sun/moon/stars/planets. It is now an ssg
model that get's inserted into the scene graph.
2000-03-16 03:17:04 +00:00

114 lines
3.3 KiB
C++

// sky.hxx -- ssg based sky model
//
// Written by Curtis Olson, started December 1997.
// SSG-ified by Curtis Olson, February 2000.
//
// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program 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
// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifndef _SG_SKY_HXX
#define _SG_SKY_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <plib/ssg.h> // plib include
#include <simgear/misc/fgpath.hxx>
#include "dome.hxx"
#include "moon.hxx"
#include "oursun.hxx"
#include "stars.hxx"
class SGSky {
// components of the sky
SGSkyDome *dome;
SGSun *oursun;
SGMoon *moon;
SGStars *planets;
SGStars *stars;
ssgSelector *sky_selector;
ssgTransform *sky_transform;
FGPath tex_path;
public:
// Constructor
SGSky( void );
// Destructor
~SGSky( void );
// initialize the sky and connect the components to the scene
// graph at the provided branch
ssgBranch *build( double sun_size, double moon_size,
int nplanets, sgdVec3 *planet_data, double planet_dist,
int nstars, sgdVec3 *star_data, double star_dist );
// repaint the sky components based on current value of sun_angle,
// sky, and fog colors.
//
// sun angle in degrees relative to verticle
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool repaint( sgVec4 sky_color, sgVec4 fog_color,
double sun_angle, double moon_angle,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data );
// reposition the sky at the specified origin and orientation
//
// lon specifies a rotation about the Z axis
// lat specifies a rotation about the new Y axis
// spin specifies a rotation about the new Z axis (this allows
// additional orientation for the sunrise/set effects and is used
// by the skydome and perhaps clouds.
bool reposition( sgVec3 view_pos, sgVec3 zero_elev,
double lon, double lat, double spin,
double gst,
double sun_ra, double sun_dec, double sun_dist,
double moon_ra, double moon_dec, double moon_dist );
// specify the texture path (optional, defaults to current directory)
inline void texture_path( const string& path ) {
tex_path = FGPath( path );
}
// enable the sky in the scene graph (default)
inline void enable() { sky_selector->select( 1 ); }
// disable the sky in the scene graph. The leaf node is still
// there, how ever it won't be traversed on by ssgCullandRender()
inline void disable() { sky_selector->select( 0 ); }
};
#endif // _SG_SKY_HXX