/************************************************************************** * 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. * * $Id$ **************************************************************************/ #ifdef HAVE_CONFIG_H # include <config.h> #endif #ifdef HAVE_WINDOWS_H # include <windows.h> #endif #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... // Euhh, actually the ecplise doesn't work... earthsMoon->newImage(); // Step 2b: Add the sun ourSun->newImage(); // 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(); }