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flightgear/Simulator/Astro/solarsystem.cxx

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/**************************************************************************
* solarsystem.cxx
* Written by Durk Talsma. Originally started October 1997, for distribution
* with the FlightGear project. Version 2 was written in August and
* September 1998. This code is based upon algorithms and data kindly
* provided by Mr. Paul Schlyter. (pausch@saaf.se).
*
* 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.
*
* $Id$
**************************************************************************/
1998-09-24 15:25:22 +00:00
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
1998-11-23 21:48:09 +00:00
#ifdef __BORLANDC__
# define exception c_exception
#endif
#include <math.h>
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <Debug/logstream.hxx>
#include <Time/sunpos.hxx>
#include <Time/moonpos.hxx>
#include "solarsystem.hxx"
/***************************************************************************
* default constructor for class SolarSystem:
* or course there can only be one way to create an entire solar system -:) )
* the FGTime argument is needed to properly initialize the the current orbital
* elements
*************************************************************************/
SolarSystem::SolarSystem(FGTime *t)
{
if (theSolarSystem)
{
FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one solarsystem allowed" );
exit(-1);
}
theSolarSystem = this;
ourSun = new Star(t);
earthsMoon = new Moon(t);
mercury = new Mercury(t);
venus = new Venus(t);
mars = new Mars(t);
jupiter = new Jupiter(t);
saturn = new Saturn(t);
uranus = new Uranus(t);
neptune = new Neptune(t);
displayList = 0;
};
/**************************************************************************
* the destructor for class SolarSystem;
**************************************************************************/
SolarSystem::~SolarSystem()
{
delete ourSun;
delete earthsMoon;
delete mercury;
delete venus;
delete mars;
delete jupiter;
delete saturn;
delete uranus;
delete neptune;
}
/****************************************************************************
* void SolarSystem::rebuild()
*
* this member function updates the positions for the sun, moon, and planets,
* and then rebuilds the display list.
*
* arguments: none
* return value: none
***************************************************************************/
void SolarSystem::rebuild()
{
//fgLIGHT *l = &cur_light_params;
FGTime *t = FGTime::cur_time_params;
//float x, y, z;
//double sun_angle;
double ra, dec;
//double x_2, x_4, x_8, x_10;*/
double magnitude;
//GLfloat ambient;
//GLfloat amb[4];
glDisable(GL_LIGHTING);
// Step 1: update all the positions
ourSun->updatePosition(t);
earthsMoon->updatePosition(t, ourSun);
mercury->updatePosition(t, ourSun);
venus->updatePosition(t, ourSun);
mars->updatePosition(t, ourSun);
jupiter->updatePosition(t, ourSun);
saturn->updatePosition(t, ourSun);
uranus->updatePosition(t, ourSun);
neptune->updatePosition(t, ourSun);
fgUpdateSunPos(); // get the right sun angle (especially important when
// running for the first time).
fgUpdateMoonPos();
if (displayList)
xglDeleteLists(displayList, 1);
displayList = xglGenLists(1);
FG_LOG( FG_ASTRO, FG_INFO, "Rebuilding astro display list" );
// Step 2: rebuild the display list
xglNewList( displayList, GL_COMPILE);
{
// Step 2a: Add the moon...
// Not that it is preferred to draw the moon first, and the sun next, in order to mime a
// solar eclipse. This is yet untested though...
earthsMoon->newImage();
// Step 2b: Add the sun
//xglPushMatrix();
//{
//ourSun->drawHalo();
//earthsMoon->castShadow();
ourSun->newImage();
//}
//xglPopMatrix();
// Step 2c: Add the planets
xglBegin(GL_POINTS);
mercury->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
venus ->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
mars ->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
jupiter->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
saturn ->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
uranus ->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
neptune->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
xglEnd();
xglEnable(GL_LIGHTING);
}
xglEndList();
}
/*****************************************************************************
* double SolarSystem::scaleMagnitude(double magn)
* This private member function rescales the original magnitude, as used in the
* astronomical sense of the word, into a value used by OpenGL to draw a
* convincing Star or planet
*
* Argument: the astronomical magnitude
*
* return value: the rescaled magnitude
****************************************************************************/
double SolarSystem::scaleMagnitude(double magn)
{
double magnitude = (0.0 - magn) / 5.0 + 1.0;
magnitude = magnitude * 0.7 + (3 * 0.1);
if (magnitude > 1.0) magnitude = 1.0;
if (magnitude < 0.0) magnitude = 0.0;
return magnitude;
}
/***************************************************************************
* void SolarSytem::addPlanetToList(double ra, double dec, double magn);
*
* This private member function first causes the magnitude to be properly
* rescaled, and then adds the planet to the display list.
*
* arguments: Right Ascension, declination, and magnitude
*
* return value: none
**************************************************************************/
void SolarSystem::addPlanetToList(double ra, double dec, double magn)
{
double
magnitude = scaleMagnitude ( magn );
fgLIGHT *l = &cur_light_params;
if ((double) (l->sun_angle - FG_PI_2) >
((magnitude - 1.0) * - 20 * DEG_TO_RAD))
{
xglColor3f (magnitude, magnitude, magnitude);
xglVertex3f( 50000.0 * cos (ra) * cos (dec),
50000.0 * sin (ra) * cos (dec),
50000.0 * sin (dec));
}
}
SolarSystem* SolarSystem::theSolarSystem = 0;
/******************************************************************************
* void solarSystemRebuild()
* this a just a wrapper function, provided for use as an interface to the
* event manager
*****************************************************************************/
void solarSystemRebuild()
{
SolarSystem::theSolarSystem->rebuild();
}