Fix horizon sunrise/sunset effect position.
Fix sun position in default renderer. (Committing fix provided after discussion on IRC + forum, no bug ID)
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1 changed files with 12 additions and 3 deletions
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@ -361,7 +361,10 @@ void FGLight::update_adj_fog_color () {
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sif = 1e-4;
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// determine horizontal angle between current view direction and sun
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double hor_rotation = -_sun_rotation - SGD_PI_2 - heading + heading_offset;
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// since _sun_rotation is relative to South, and heading is in the local frame
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// we need to account for the 180 degrees offset and differing signs
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// hence the negation and SGD_PI adjustment.
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double hor_rotation = -_sun_rotation - SGD_PI - heading + heading_offset;
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if (hor_rotation < 0 )
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hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI;
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else
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@ -430,8 +433,14 @@ void FGLight::updateSunPos()
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// Get direction to the sun in the local frame.
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SGVec3d local_sun_vec = hlOr.transform(nsun);
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// Angle from south.
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_sun_rotation = 2.0 * atan2(local_sun_vec.x(), -local_sun_vec.y());
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// Angle from South.
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// atan2(y,x) returns the angle between the positive X-axis
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// and the vector with the origin at 0, going through (x,y)
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// Since the local frame coordinates have x-positive pointing Nord and
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// y-positive pointing East we need to negate local_sun_vec.x()
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// _sun_rotation is positive counterclockwise from South (sun in the East)
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// and negative clockwise from South (sun in the West)
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_sun_rotation = atan2(local_sun_vec.y(), -local_sun_vec.x());
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// cout << " Sky needs to rotate = " << _sun_rotation << " rads = "
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// << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
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