예제 #1
0
//! Fill with black around viewport disc shape.
static void drawViewportShape(StelRenderer* renderer, StelProjectorP projector)
{
	if (projector->getMaskType() != StelProjector::MaskDisk)
	{
		return;
	}

	renderer->setBlendMode(BlendMode_None);
	renderer->setGlobalColor(0.0f, 0.0f, 0.0f);

	const float innerRadius = 0.5 * projector->getViewportFovDiameter();
	const float outerRadius = projector->getViewportWidth() + projector->getViewportHeight();
	Q_ASSERT_X(innerRadius >= 0.0f && outerRadius > innerRadius,
	           Q_FUNC_INFO, "Inner radius must be at least zero and outer radius must be greater");

	const float sweepAngle = 360.0f;

	static const int resolution = 192;

	float sinCache[resolution];
	float cosCache[resolution];

	const float deltaRadius = outerRadius - innerRadius;
	const int slices = resolution - 1;
	// Cache is the vertex locations cache
	for (int s = 0; s <= slices; s++)
	{
		const float angle = (M_PI * sweepAngle) / 180.0f * s / slices;
		sinCache[s] = std::sin(angle);
		cosCache[s] = std::cos(angle);
	}
	sinCache[slices] = sinCache[0];
	cosCache[slices] = cosCache[0];

	const float radiusHigh = outerRadius - deltaRadius;

	StelVertexBuffer<VertexP2>* vertices = 
		renderer->createVertexBuffer<VertexP2>(PrimitiveType_TriangleStrip);

	const Vec2f center = projector->getViewportCenterAbsolute();
	for (int i = 0; i <= slices; i++)
	{
		vertices->addVertex(VertexP2(center[0] + outerRadius * sinCache[i],
		                             center[1] + outerRadius * cosCache[i]));
		vertices->addVertex(VertexP2(center[0] + radiusHigh * sinCache[i],
		                             center[1] + radiusHigh * cosCache[i]));
	}

	vertices->lock();
	renderer->setCulledFaces(CullFace_None);
	renderer->drawVertexBuffer(vertices);
	delete vertices;
}
예제 #2
0
// Find an object in a "clever" way, v in J2000 frame
StelObjectP StelObjectMgr::cleverFind(const StelCore* core, const Vec3d& v) const
{
	StelObjectP sobj;
	QList<StelObjectP> candidates;

	const StelProjectorP prj = core->getProjection(StelCore::FrameJ2000);

	// Field of view for a searchRadiusPixel pixel diameter circle on screen
	float fov_around = core->getMovementMgr()->getCurrentFov()/qMin(prj->getViewportWidth(), prj->getViewportHeight()) * searchRadiusPixel;

	// Collect the objects inside the range
	for (const auto* m : objectsModule)
		candidates += m->searchAround(v, fov_around, core);

	// GZ 2014-08-17: This should be exactly the sky's limit magnitude (or even more, but not less!), else visible stars cannot be clicked.
	float limitMag = core->getSkyDrawer()->getLimitMagnitude(); // -2.f;
	QList<StelObjectP> tmp;
	for (const auto& obj : candidates)
	{
		if (obj->getSelectPriority(core)<=limitMag)
			tmp.append(obj);
	}
	
	candidates = tmp;
	
	// Now select the object minimizing the function y = distance(in pixel) + magnitude
	Vec3d winpos;
	prj->project(v, winpos);
	float xpos = winpos[0];
	float ypos = winpos[1];

	float best_object_value;
	best_object_value = 100000.f;
	for (const auto& obj : candidates)
	{
		prj->project(obj->getJ2000EquatorialPos(core), winpos);
		float distance = std::sqrt((xpos-winpos[0])*(xpos-winpos[0]) + (ypos-winpos[1])*(ypos-winpos[1]))*distanceWeight;
		float priority =  obj->getSelectPriority(core);
		// qDebug() << (*iter).getShortInfoString(core) << ": " << priority << " " << distance;
		if (distance + priority < best_object_value)
		{
			best_object_value = distance + priority;
			sobj = obj;
		}
	}

	return sobj;
}
예제 #3
0
void PointerCoordinates::draw(StelCore *core)
{
	if (!isEnabled())
		return;

	const StelProjectorP prj = core->getProjection(StelCore::FrameJ2000, StelCore::RefractionAuto);
	StelPainter sPainter(prj);
	sPainter.setColor(textColor[0], textColor[1], textColor[2], 1.f);
	font.setPixelSize(getFontSize());
	sPainter.setFont(font);

	QPoint p = StelMainView::getInstance().getMousePos(); // get screen coordinates of mouse cursor
	Vec3d mousePosition;
	float wh = prj->getViewportWidth()/2.; // get half of width of the screen
	float hh = prj->getViewportHeight()/2.; // get half of height of the screen
	float mx = p.x()-wh; // point 0 in center of the screen, axis X directed to right
	float my = p.y()-hh; // point 0 in center of the screen, axis Y directed to bottom
	// calculate position of mouse cursor via position of center of the screen (and invert axis Y)
	// If coordinates are invalid, don't draw them.
	bool coordsValid=false;
	coordsValid = prj->unProject(prj->getViewportPosX()+wh+mx, prj->getViewportPosY()+hh+1-my, mousePosition);
	{ // Nick Fedoseev patch
		Vec3d win;
		prj->project(mousePosition,win);
		float dx = prj->getViewportPosX()+wh+mx - win.v[0];
		float dy = prj->getViewportPosY()+hh+1-my - win.v[1];
		coordsValid = prj->unProject(prj->getViewportPosX()+wh+mx+dx, prj->getViewportPosY()+hh+1-my+dy, mousePosition);
	}
	if (!coordsValid)
		return;

	bool withDecimalDegree = StelApp::getInstance().getFlagShowDecimalDegrees();
	bool useSouthAzimuth = StelApp::getInstance().getFlagSouthAzimuthUsage();

	QString coordsSystem, cxt, cyt;
	double cx, cy;
	switch (getCurrentCoordinateSystem())
	{
		case RaDecJ2000:
		{
			StelUtils::rectToSphe(&cx,&cy,mousePosition); // Calculate RA/DE (J2000.0) and show it...
			coordsSystem = qc_("RA/Dec (J2000.0)", "abbreviated in the plugin");
			if (withDecimalDegree)
			{
				cxt = StelUtils::radToDecDegStr(cx, 5, false, true);
				cyt = StelUtils::radToDecDegStr(cy);
			}
			else
			{
				cxt = StelUtils::radToHmsStr(cx, true);
				cyt = StelUtils::radToDmsStr(cy, true);
			}
			break;
		}
		case RaDec:
		{
			StelUtils::rectToSphe(&cx,&cy,core->j2000ToEquinoxEqu(mousePosition)); // Calculate RA/DE and show it...
			coordsSystem = qc_("RA/Dec", "abbreviated in the plugin");
			if (withDecimalDegree)
			{
				cxt = StelUtils::radToDecDegStr(cx, 5, false, true);
				cyt = StelUtils::radToDecDegStr(cy);
			}
			else
			{
				cxt = StelUtils::radToHmsStr(cx, true);
				cyt = StelUtils::radToDmsStr(cy, true);
			}
			break;
		}
		case AltAzi:
		{
			StelUtils::rectToSphe(&cy,&cx,core->j2000ToAltAz(mousePosition, StelCore::RefractionAuto));
			float direction = 3.; // N is zero, E is 90 degrees
			if (useSouthAzimuth)
				direction = 2.;
			cy = direction*M_PI - cy;
			if (cy > M_PI*2)
				cy -= M_PI*2;

			coordsSystem = qc_("Az/Alt", "abbreviated in the plugin");
			if (withDecimalDegree)
			{
				cxt = StelUtils::radToDecDegStr(cy);
				cyt = StelUtils::radToDecDegStr(cx);
			}
			else
			{
				cxt = StelUtils::radToDmsStr(cy);
				cyt = StelUtils::radToDmsStr(cx);
			}
			break;
		}
		case Galactic:
		{
			StelUtils::rectToSphe(&cx,&cy,core->j2000ToGalactic(mousePosition)); // Calculate galactic position and show it...
			coordsSystem = qc_("Gal. Long/Lat", "abbreviated in the plugin");
			if (withDecimalDegree)
			{
				cxt = StelUtils::radToDecDegStr(cx);
				cyt = StelUtils::radToDecDegStr(cy);
			}
			else
			{
				cxt = StelUtils::radToDmsStr(cx, true);
				cyt = StelUtils::radToDmsStr(cy, true);
			}
			break;
		}
		case Ecliptic:
		{
			double lambda, beta;
			StelUtils::rectToSphe(&cx,&cy,core->j2000ToEquinoxEqu(mousePosition));
			StelUtils::equToEcl(cx, cy, core->getCurrentPlanet()->getRotObliquity(core->getJDE()), &lambda, &beta); // Calculate ecliptic position and show it...
			if (lambda<0) lambda+=2.0*M_PI;
			coordsSystem = qc_("Ecl. Long/Lat", "abbreviated in the plugin");
			if (withDecimalDegree)
			{
				cxt = StelUtils::radToDecDegStr(lambda);
				cyt = StelUtils::radToDecDegStr(beta);
			}
			else
			{
				cxt = StelUtils::radToDmsStr(lambda, true);
				cyt = StelUtils::radToDmsStr(beta, true);
			}
			break;
		}
		case EclipticJ2000:
		{
			double lambda, beta;
			StelUtils::rectToSphe(&cx,&cy, mousePosition);
			StelUtils::equToEcl(cx, cy, core->getCurrentPlanet()->getRotObliquity(2451545.0), &lambda, &beta); // Calculate ecliptic position and show it...
			if (lambda<0) lambda+=2.0*M_PI;
			coordsSystem = qc_("Ecl. Long/Lat (J2000.0)", "abbreviated in the plugin");
			if (withDecimalDegree)
			{
				cxt = StelUtils::radToDecDegStr(lambda);
				cyt = StelUtils::radToDecDegStr(beta);
			}
			else
			{
				cxt = StelUtils::radToDmsStr(lambda, true);
				cyt = StelUtils::radToDmsStr(beta, true);
			}
			break;
		}
		case HourAngle:
		{
			Vec3d v = core->j2000ToAltAz(mousePosition, StelCore::RefractionAuto);
			StelUtils::rectToSphe(&cx,&cy,Mat4d::zrotation(-core->getLocalSiderealTime())*core->altAzToEquinoxEqu(v, StelCore::RefractionOff));
			cx = 2.*M_PI-cx;
			coordsSystem = qc_("HA/Dec", "abbreviated in the plugin");
			if (withDecimalDegree)
			{
				double ha_sidereal = cx*12/M_PI;
				if (ha_sidereal>24.)
					ha_sidereal -= 24.;
				cxt = QString("%1h").arg(ha_sidereal, 0, 'f', 5);
				cyt = StelUtils::radToDecDegStr(cy);

			}
			else
			{
				cxt = StelUtils::radToHmsStr(cx);
				cyt = StelUtils::radToDmsStr(cy);
			}
			break;		
		}
	}

	QString coordsText = QString("%1: %2/%3").arg(coordsSystem).arg(cxt).arg(cyt);
	sPainter.drawText(getCoordinatesPlace(coordsText).first, getCoordinatesPlace(coordsText).second, coordsText);
}
예제 #4
0
//! Draw the sky grid in the current frame
void SkyGrid::draw(const StelCore* core) const
{
	const StelProjectorP prj = core->getProjection(frameType, frameType!=StelCore::FrameAltAz ? StelCore::RefractionAuto : StelCore::RefractionOff);
	if (!fader.getInterstate())
		return;

	bool withDecimalDegree = dynamic_cast<StelGui*>(StelApp::getInstance().getGui())->getFlagShowDecimalDegrees();

	// Look for all meridians and parallels intersecting with the disk bounding the viewport
	// Check whether the pole are in the viewport
	bool northPoleInViewport = false;
	bool southPoleInViewport = false;
	Vec3f win;
	if (prj->project(Vec3f(0,0,1), win) && prj->checkInViewport(win))
		northPoleInViewport = true;
	if (prj->project(Vec3f(0,0,-1), win) && prj->checkInViewport(win))
		southPoleInViewport = true;
	// Get the longitude and latitude resolution at the center of the viewport
	Vec3d centerV;
	prj->unProject(prj->getViewportPosX()+prj->getViewportWidth()/2, prj->getViewportPosY()+prj->getViewportHeight()/2+1, centerV);
	double lon2, lat2;
	StelUtils::rectToSphe(&lon2, &lat2, centerV);

	const double gridStepParallelRad = M_PI/180.*getClosestResolutionDMS(prj->getPixelPerRadAtCenter());
	double gridStepMeridianRad;
	if (northPoleInViewport || southPoleInViewport)
		gridStepMeridianRad = (frameType==StelCore::FrameAltAz || frameType==StelCore::FrameGalactic) ? M_PI/180.* 10. : M_PI/180.* 15.;
	else
	{
		const double closetResLon = (frameType==StelCore::FrameAltAz || frameType==StelCore::FrameGalactic) ? getClosestResolutionDMS(prj->getPixelPerRadAtCenter()*std::cos(lat2)) : getClosestResolutionHMS(prj->getPixelPerRadAtCenter()*std::cos(lat2));
		gridStepMeridianRad = M_PI/180.* ((northPoleInViewport || southPoleInViewport) ? 15. : closetResLon);
	}

	// Get the bounding halfspace
	const SphericalCap& viewPortSphericalCap = prj->getBoundingCap();

	// Compute the first grid starting point. This point is close to the center of the screen
	// and lays at the intersection of a meridien and a parallel
	lon2 = gridStepMeridianRad*((int)(lon2/gridStepMeridianRad+0.5));
	lat2 = gridStepParallelRad*((int)(lat2/gridStepParallelRad+0.5));
	Vec3d firstPoint;
	StelUtils::spheToRect(lon2, lat2, firstPoint);
	firstPoint.normalize();

	// Q_ASSERT(viewPortSphericalCap.contains(firstPoint));

	// Initialize a painter and set openGL state
	StelPainter sPainter(prj);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode
	Vec4f textColor(color[0], color[1], color[2], 0);
	sPainter.setColor(color[0],color[1],color[2], fader.getInterstate());

	textColor*=2;
	textColor[3]=fader.getInterstate();

	sPainter.setFont(font);
	ViewportEdgeIntersectCallbackData userData(&sPainter);
	userData.textColor = textColor;
	userData.frameType = frameType;

	/////////////////////////////////////////////////
	// Draw all the meridians (great circles)
	SphericalCap meridianSphericalCap(Vec3d(1,0,0), 0);
	Mat4d rotLon = Mat4d::zrotation(gridStepMeridianRad);
	Vec3d fpt = firstPoint;
	Vec3d p1, p2;
	int maxNbIter = (int)(M_PI/gridStepMeridianRad);
	int i;
	for (i=0; i<maxNbIter; ++i)
	{
		StelUtils::rectToSphe(&lon2, &lat2, fpt);
		userData.raAngle = lon2;

		meridianSphericalCap.n = fpt^Vec3d(0,0,1);
		meridianSphericalCap.n.normalize();
		if (!SphericalCap::intersectionPoints(viewPortSphericalCap, meridianSphericalCap, p1, p2))
		{
			if (viewPortSphericalCap.d<meridianSphericalCap.d && viewPortSphericalCap.contains(meridianSphericalCap.n))
			{
				// The meridian is fully included in the viewport, draw it in 3 sub-arcs to avoid length > 180.
				const Mat4d& rotLon120 = Mat4d::rotation(meridianSphericalCap.n, 120.*M_PI/180.);
				Vec3d rotFpt=fpt;
				rotFpt.transfo4d(rotLon120);
				Vec3d rotFpt2=rotFpt;
				rotFpt2.transfo4d(rotLon120);
				sPainter.drawGreatCircleArc(fpt, rotFpt, NULL, viewportEdgeIntersectCallback, &userData);
				sPainter.drawGreatCircleArc(rotFpt, rotFpt2, NULL, viewportEdgeIntersectCallback, &userData);
				sPainter.drawGreatCircleArc(rotFpt2, fpt, NULL, viewportEdgeIntersectCallback, &userData);
				fpt.transfo4d(rotLon);
				continue;
			}
			else
				break;
		}

		Vec3d middlePoint = p1+p2;
		middlePoint.normalize();
		if (!viewPortSphericalCap.contains(middlePoint))
			middlePoint*=-1.;

		// Draw the arc in 2 sub-arcs to avoid lengths > 180 deg
		sPainter.drawGreatCircleArc(p1, middlePoint, NULL, viewportEdgeIntersectCallback, &userData);
		sPainter.drawGreatCircleArc(p2, middlePoint, NULL, viewportEdgeIntersectCallback, &userData);

		fpt.transfo4d(rotLon);
	}

	if (i!=maxNbIter)
	{
		rotLon = Mat4d::zrotation(-gridStepMeridianRad);
		fpt = firstPoint;
		fpt.transfo4d(rotLon);
		for (int j=0; j<maxNbIter-i; ++j)
		{
			StelUtils::rectToSphe(&lon2, &lat2, fpt);
			userData.raAngle = lon2;

			meridianSphericalCap.n = fpt^Vec3d(0,0,1);
			meridianSphericalCap.n.normalize();
			if (!SphericalCap::intersectionPoints(viewPortSphericalCap, meridianSphericalCap, p1, p2))
				break;

			Vec3d middlePoint = p1+p2;
			middlePoint.normalize();
			if (!viewPortSphericalCap.contains(middlePoint))
				middlePoint*=-1;

			sPainter.drawGreatCircleArc(p1, middlePoint, NULL, viewportEdgeIntersectCallback, &userData);
			sPainter.drawGreatCircleArc(p2, middlePoint, NULL, viewportEdgeIntersectCallback, &userData);

			fpt.transfo4d(rotLon);
		}
	}

	/////////////////////////////////////////////////
	// Draw all the parallels (small circles)
	SphericalCap parallelSphericalCap(Vec3d(0,0,1), 0);
	rotLon = Mat4d::rotation(firstPoint^Vec3d(0,0,1), gridStepParallelRad);
	fpt = firstPoint;
	maxNbIter = (int)(M_PI/gridStepParallelRad)-1;
	for (i=0; i<maxNbIter; ++i)
	{
		StelUtils::rectToSphe(&lon2, &lat2, fpt);
		if (withDecimalDegree)
			userData.text = StelUtils::radToDecDegStr(lat2);
		else
			userData.text = StelUtils::radToDmsStrAdapt(lat2);

		parallelSphericalCap.d = fpt[2];
		if (parallelSphericalCap.d>0.9999999)
			break;

		const Vec3d rotCenter(0,0,parallelSphericalCap.d);
		if (!SphericalCap::intersectionPoints(viewPortSphericalCap, parallelSphericalCap, p1, p2))
		{
			if ((viewPortSphericalCap.d<parallelSphericalCap.d && viewPortSphericalCap.contains(parallelSphericalCap.n))
				|| (viewPortSphericalCap.d<-parallelSphericalCap.d && viewPortSphericalCap.contains(-parallelSphericalCap.n)))
			{
				// The parallel is fully included in the viewport, draw it in 3 sub-arcs to avoid lengths >= 180 deg
				static const Mat4d rotLon120 = Mat4d::zrotation(120.*M_PI/180.);
				Vec3d rotFpt=fpt;
				rotFpt.transfo4d(rotLon120);
				Vec3d rotFpt2=rotFpt;
				rotFpt2.transfo4d(rotLon120);
				sPainter.drawSmallCircleArc(fpt, rotFpt, rotCenter, viewportEdgeIntersectCallback, &userData);
				sPainter.drawSmallCircleArc(rotFpt, rotFpt2, rotCenter, viewportEdgeIntersectCallback, &userData);
				sPainter.drawSmallCircleArc(rotFpt2, fpt, rotCenter, viewportEdgeIntersectCallback, &userData);
				fpt.transfo4d(rotLon);
				continue;
			}
			else
				break;
		}

		// Draw the arc in 2 sub-arcs to avoid lengths > 180 deg
		Vec3d middlePoint = p1-rotCenter+p2-rotCenter;
		middlePoint.normalize();
		middlePoint*=(p1-rotCenter).length();
		middlePoint+=rotCenter;
		if (!viewPortSphericalCap.contains(middlePoint))
		{
			middlePoint-=rotCenter;
			middlePoint*=-1.;
			middlePoint+=rotCenter;
		}

		sPainter.drawSmallCircleArc(p1, middlePoint, rotCenter, viewportEdgeIntersectCallback, &userData);
		sPainter.drawSmallCircleArc(p2, middlePoint, rotCenter, viewportEdgeIntersectCallback, &userData);

		fpt.transfo4d(rotLon);
	}

	if (i!=maxNbIter)
	{
		rotLon = Mat4d::rotation(firstPoint^Vec3d(0,0,1), -gridStepParallelRad);
		fpt = firstPoint;
		fpt.transfo4d(rotLon);
		for (int j=0; j<maxNbIter-i; ++j)
		{
			StelUtils::rectToSphe(&lon2, &lat2, fpt);
			if (withDecimalDegree)
				userData.text = StelUtils::radToDecDegStr(lat2);
			else
				userData.text = StelUtils::radToDmsStrAdapt(lat2);

			parallelSphericalCap.d = fpt[2];
			const Vec3d rotCenter(0,0,parallelSphericalCap.d);
			if (!SphericalCap::intersectionPoints(viewPortSphericalCap, parallelSphericalCap, p1, p2))
			{
				if ((viewPortSphericalCap.d<parallelSphericalCap.d && viewPortSphericalCap.contains(parallelSphericalCap.n))
					 || (viewPortSphericalCap.d<-parallelSphericalCap.d && viewPortSphericalCap.contains(-parallelSphericalCap.n)))
				{
					// The parallel is fully included in the viewport, draw it in 3 sub-arcs to avoid lengths >= 180 deg
					static const Mat4d rotLon120 = Mat4d::zrotation(120.*M_PI/180.);
					Vec3d rotFpt=fpt;
					rotFpt.transfo4d(rotLon120);
					Vec3d rotFpt2=rotFpt;
					rotFpt2.transfo4d(rotLon120);
					sPainter.drawSmallCircleArc(fpt, rotFpt, rotCenter, viewportEdgeIntersectCallback, &userData);
					sPainter.drawSmallCircleArc(rotFpt, rotFpt2, rotCenter, viewportEdgeIntersectCallback, &userData);
					sPainter.drawSmallCircleArc(rotFpt2, fpt, rotCenter, viewportEdgeIntersectCallback, &userData);
					fpt.transfo4d(rotLon);
					continue;
				}
				else
					break;
			}

			// Draw the arc in 2 sub-arcs to avoid lengths > 180 deg
			Vec3d middlePoint = p1-rotCenter+p2-rotCenter;
			middlePoint.normalize();
			middlePoint*=(p1-rotCenter).length();
			middlePoint+=rotCenter;
			if (!viewPortSphericalCap.contains(middlePoint))
			{
				middlePoint-=rotCenter;
				middlePoint*=-1.;
				middlePoint+=rotCenter;
			}

			sPainter.drawSmallCircleArc(p1, middlePoint, rotCenter, viewportEdgeIntersectCallback, &userData);
			sPainter.drawSmallCircleArc(p2, middlePoint, rotCenter, viewportEdgeIntersectCallback, &userData);

			fpt.transfo4d(rotLon);
		}
	}
}
예제 #5
0
// Draw the Comet and all the related infos : name, circle etc... GZ: Taken from Planet.cpp 2013-11-05 and extended
void Comet::draw(StelCore* core, float maxMagLabels, const QFont& planetNameFont)
{
	if (hidden)
		return;
	if (getEnglishName() == core->getCurrentLocation().planetName)
	{ // GZ moved this up. Maybe even don't do that? E.g., draw tail while riding the comet? Decide later.
		return;
	}

	// The CometOrbit is in fact available in userDataPtr!
	CometOrbit* orbit=(CometOrbit*)userDataPtr;
	Q_ASSERT(orbit);
	if (!orbit->objectDateValid(core->getJDay())) return; // out of useful date range. This allows having hundreds of comet elements.

	if (orbit->getUpdateTails()){
		// Compute lengths and orientations from orbit object, but only if required.
		// TODO: This part should possibly be moved to another thread to keep draw() free from too much computation.

		Vec2f tailFactors=getComaDiameterAndTailLengthAU();
		float gasTailEndRadius=qMax(tailFactors[0], 0.025f*tailFactors[1]) ; // This avoids too slim gas tails for bright comets like Hale-Bopp.
		float gasparameter=gasTailEndRadius*gasTailEndRadius/(2.0f*tailFactors[1]); // parabola formula: z=r²/2p, so p=r²/2z
		// The dust tail is thicker and usually shorter. The factors can be configured in the elements.
		float dustparameter=gasTailEndRadius*gasTailEndRadius*dustTailWidthFactor*dustTailWidthFactor/(2.0f*dustTailLengthFactor*tailFactors[1]);

		// Find valid parameters to create paraboloid vertex arrays: dustTail, gasTail.
		computeParabola(gasparameter, gasTailEndRadius, -0.5f*gasparameter, gastailVertexArr,  gastailTexCoordArr, gastailIndices);
		// This was for a rotated straight parabola:
		//computeParabola(dustparameter, 2.0f*tailFactors[0], -0.5f*dustparameter, dusttailVertexArr, dusttailTexCoordArr, dusttailIndices);
		// Now we make a skewed parabola. Skew factor 15 (last arg) ad-hoc/empirical. TBD later: Find physically correct solution.
		computeParabola(dustparameter, dustTailWidthFactor*gasTailEndRadius, -0.5f*dustparameter, dusttailVertexArr, gastailTexCoordArr, gastailIndices, 25.0f*orbit->getVelocity().length());

		// Note that we use a diameter larger than what the formula returns. A scale factor of 1.2 is ad-hoc/empirical (GZ), but may look better.
		computeComa(1.0f*tailFactors[0]);
		orbit->setUpdateTails(false); // don't update until position has been recalculated elsewhere
	}

	Mat4d mat = Mat4d::translation(eclipticPos) * rotLocalToParent;
/*  // We can remove that - a Comet has no parent except for the sun...
	PlanetP p = parent;
	while (p && p->parent)
	{
		mat = Mat4d::translation(p->eclipticPos) * mat * p->rotLocalToParent;
		p = p->parent;
	}
*/
	// This removed totally the Planet shaking bug!!!
	StelProjector::ModelViewTranformP transfo = core->getHeliocentricEclipticModelViewTransform();
	transfo->combine(mat);

	// Compute the 2D position and check if in the screen
	const StelProjectorP prj = core->getProjection(transfo);
	float screenSz = getAngularSize(core)*M_PI/180.*prj->getPixelPerRadAtCenter();
	float viewport_left = prj->getViewportPosX();
	float viewport_bottom = prj->getViewportPosY();
	if (prj->project(Vec3d(0), screenPos)
		&& screenPos[1]>viewport_bottom - screenSz && screenPos[1] < viewport_bottom + prj->getViewportHeight()+screenSz
		&& screenPos[0]>viewport_left - screenSz && screenPos[0] < viewport_left + prj->getViewportWidth() + screenSz)
	{
		// Draw the name, and the circle if it's not too close from the body it's turning around
		// this prevents name overlapping (ie for jupiter satellites)
		float ang_dist = 300.f*atan(getEclipticPos().length()/getEquinoxEquatorialPos(core).length())/core->getMovementMgr()->getCurrentFov();
		// if (ang_dist==0.f) ang_dist = 1.f; // if ang_dist == 0, the Planet is sun.. --> GZ: we can remove it.

		// by putting here, only draw orbit if Comet is visible for clarity
		drawOrbit(core);  // TODO - fade in here also...

		if (flagLabels && ang_dist>0.25 && maxMagLabels>getVMagnitude(core))
		{
			labelsFader=true;
		}
		else
		{
			labelsFader=false;
		}
		drawHints(core, planetNameFont);

		draw3dModel(core,transfo,screenSz);
	}
	// tails should also be drawn if core is off-screen...
	drawTail(core,transfo,true);  // gas tail
	drawTail(core,transfo,false); // dust tail

	//Coma: this is just a fan disk tilted towards the observer;-)
	drawComa(core, transfo);
	return;
}
예제 #6
0
void Atmosphere::updateGrid(const StelProjectorP projector)
{
	viewport                   = projector->getViewport();
	const float viewportWidth  = projector->getViewportWidth();
	const float viewportHeight = projector->getViewportHeight();
	const float aspectRatio    = viewportWidth / viewportHeight;
	skyResolutionY             = StelApp::getInstance()
	                                     .getSettings()
	                                    ->value("landscape/atmosphereybin", 44)
	                                     .toInt();
	const float resolutionX    = skyResolutionY * 0.5 * sqrt(3.0) * aspectRatio;
	skyResolutionX             = static_cast<int>(floor(0.5 + resolutionX));
	const float stepX          = viewportWidth  / (skyResolutionX - 0.5);
	const float stepY          = viewportHeight / skyResolutionY;
	const float viewportLeft   = projector->getViewportPosX();
	const float viewportBottom = projector->getViewportPosY();

	vertexGrid->unlock();
	vertexGrid->clear();

	// Construct the vertex grid.
	for(int y = 0; y <= skyResolutionY; ++y)
	{
		const float yPos = viewportBottom + y * stepY;
		for (int x = 0; x <= skyResolutionX; ++x)
		{
			const float offset = (x == 0)              ? 0.0f :
			                     (x == skyResolutionX) ? viewportWidth
			                                           : (x - 0.5 * (y & 1)) * stepX;
			const float xPos = viewportLeft + offset;
			vertexGrid->addVertex(Vertex(Vec2f(xPos, yPos), Vec4f()));
		}
	}
	vertexGrid->lock();

	// The grid is (resolutionX + 1) * (resolutionY + 1),
	// so the rows are for 0 to resolutionY-1
	// The last row includes vertices in row resolutionY

	// Construct an index buffer for each row in the grid.
	for(int row = 0; row < skyResolutionY; ++row)
	{
		StelIndexBuffer* buffer; 
		// Reuse previously used row index buffer.
		if(rowIndices.size() > row)
		{
			buffer = rowIndices[row];
			buffer->unlock();
			buffer->clear();
		}
		// Add new row index buffer.
		else
		{
			buffer = renderer->createIndexBuffer(IndexType_U16);
			rowIndices.append(buffer);
		}

		uint g0 = row       * (1 + skyResolutionX);
		uint g1 = (row + 1) * (1 + skyResolutionX);
		for (int col = 0; col <= skyResolutionX; ++col)
		{
			buffer->addIndex(g0++);
			buffer->addIndex(g1++);
		}
		buffer->lock();

		Q_ASSERT_X(buffer->length() == (skyResolutionX + 1) * 2, Q_FUNC_INFO,
		           "Unexpected grid row index buffer size");
	}

	Q_ASSERT_X(rowIndices.size() >= skyResolutionY, Q_FUNC_INFO,
	           "Not enough row index buffers");
}
예제 #7
0
//! Draw any parts on the screen which are for our module
void CompassMarks::draw(StelCore* core)
{
	if (markFader.getInterstate() <= 0.0) { return; }

	Vec3d pos, screenPos;
	StelProjectorP prj = core->getProjection(StelCore::FrameAltAz, StelCore::RefractionOff);
	StelPainter painter(prj);
	painter.setFont(font);

	int f = 0;
	if (StelApp::getInstance().getFlagSouthAzimuthUsage())
		f = 180;

	painter.setColor(markColor[0], markColor[1], markColor[2], markFader.getInterstate());
	painter.setBlending(true);
	painter.setLineSmooth(true);

	for(int i=0; i<360; i++)
	{
		float a = i*M_PI/180;
		pos.set(sin(a),cos(a), 0.f);
		float h = -0.002;
		if (i % 15 == 0)
		{
			h = -0.02;  // the size of the mark every 15 degrees

			QString s = QString("%1").arg((i+90+f)%360);

			float shiftx = painter.getFontMetrics().width(s) / 2.;
			float shifty = painter.getFontMetrics().height() / 2.;
			painter.drawText(pos, s, 0, -shiftx, shifty);
		}
		else if (i % 5 == 0)
		{
			h = -0.01;  // the size of the mark every 5 degrees
		}

		// Limit arcs to those that are visible for improved performance
		if (prj->project(pos, screenPos) && 
		     screenPos[0]>prj->getViewportPosX() && screenPos[0] < prj->getViewportPosX() + prj->getViewportWidth()) {
			painter.drawGreatCircleArc(pos, Vec3d(pos[0], pos[1], h), Q_NULLPTR);
		}
	}
	painter.setBlending(false);
	painter.setLineSmooth(false);
}