#include "stdafx.h" #include "sun.h" #include "globals.h" #include "mtable.h" ////////////////////////////////////////////////////////////////////////////////////////// // cSun -- class responsible for dynamic calculation of position and intensity of the Sun, cSun::cSun() { setLocation( 19.00f, 52.00f ); // default location roughly in centre of Poland m_observer.press = 1013.0; // surface pressure, millibars m_observer.temp = 15.0; // ambient dry-bulb temperature, degrees C TIME_ZONE_INFORMATION timezoneinfo; // TODO: timezone dependant on geographic location ::GetTimeZoneInformation( &timezoneinfo ); m_observer.timezone = -timezoneinfo.Bias / 60.0f; } cSun::~cSun() { gluDeleteQuadric( sunsphere ); } void cSun::init() { sunsphere = gluNewQuadric(); gluQuadricNormals( sunsphere, GLU_SMOOTH ); } void cSun::update() { move(); Math3D::vector3 position( 0.0f, 0.0f, -2000.0f ); position.RotateX( (float)( m_body.elevref * ( M_PI / 180.0 ) ) ); position.RotateY( (float)( ( 90.0 - m_body.hrang ) * ( M_PI / 180.0 ) ) ); m_position = position; } void cSun::render() { /* glLightfv(GL_LIGHT0, GL_POSITION, position.getVector() ); // sun GLfloat LightPosition[]= { 10.0f, 50.0f, -5.0f, 1.0f }; // ambient glLightfv(GL_LIGHT1, GL_POSITION, LightPosition ); */ glDisable(GL_LIGHTING); glDisable(GL_FOG); glColor4f( 255.0f/255.0f, 242.0f/255.0f, 231.0f/255.0f, 1.f ); // debug line to locate the sun easier Math3D::vector3 position = m_position; glBegin( GL_LINES ); glVertex3f( position.x, position.y, position.z ); glVertex3f( position.x, 0.0f, position.z ); glEnd(); glPushMatrix(); glTranslatef( position.x, position.y, position.z ); // radius is a result of scaling true distance down to 2km -- it's scaled by equal ratio gluSphere( sunsphere, (float)(m_body.distance * 9.359157), 12, 12 ); glPopMatrix(); glEnable(GL_FOG); glEnable(GL_LIGHTING); } Math3D::vector3 cSun::getDirection() { Math3D::vector3 position( 0.f, 0.f, -1.f ); position.RotateX( (float)(m_body.elevref * (M_PI/180.0)) ); position.RotateY( (float)((90.0 - m_body.hrang) * (M_PI/180.0)) ); position.Normalize(); return position; } float cSun::getAngle() { return (float)m_body.elevref; } float cSun::getIntensity() { irradiance(); return (float)( m_body.etr/ 1399.0 ); // arbitrary scaling factor taken from etrn value } void cSun::setLocation( float const Longitude, float const Latitude ) { // convert fraction from geographical base of 6o minutes m_observer.longitude = (int)Longitude + (Longitude - (int)(Longitude)) * 100.0 / 60.0; m_observer.latitude = (int)Latitude + (Latitude - (int)(Latitude)) * 100.0 / 60.0 ; } void cSun::setTemperature( float const Temperature ) { m_observer.temp = Temperature; } void cSun::setPressure( float const Pressure ) { m_observer.press = Pressure; } void cSun::move() { static double degrad = 57.295779513; // converts from radians to degrees static double raddeg = 0.0174532925; // converts from degrees to radians SYSTEMTIME localtime; // time for the calculation time( &localtime ); double ut = localtime.wHour + localtime.wMinute / 60.0 // too low resolution, noticeable skips + localtime.wSecond / 3600.0; // good enough in normal circumstances /* + localtime.wMilliseconds / 3600000.0; // for really smooth movement */ double daynumber = 367 * localtime.wYear - 7 * ( localtime.wYear + ( localtime.wMonth + 9 ) /12 ) / 4 + 275 * localtime.wMonth / 9 + localtime.wDay - 730530 + (ut / 24.0); // Universal Coordinated (Greenwich standard) time m_observer.utime = ut * 3600.0; m_observer.utime = m_observer.utime / 3600.0 - m_observer.timezone; // mean longitude m_body.mnlong = 280.460 + 0.9856474 * daynumber; m_body.mnlong -= 360.0 * (int) ( m_body.mnlong / 360.0 ); // clamp the range to 0-360 if( m_body.mnlong < 0.0 ) m_body.mnlong += 360.0; // mean anomaly m_body.mnanom = 357.528 + 0.9856003 * daynumber; m_body.mnanom -= 360.0 * (int) ( m_body.mnanom / 360.0 ); // clamp the range to 0-360 if( m_body.mnanom < 0.0 ) m_body.mnanom += 360.0; // ecliptic longitude m_body.eclong = m_body.mnlong + 1.915 * sin( m_body.mnanom * raddeg ) + 0.020 * sin ( 2.0 * m_body.mnanom * raddeg ); m_body.eclong -= 360.0 * (int)( m_body.eclong / 360.0 ); if( m_body.eclong < 0.0 ) m_body.eclong += 360.0; // clamp the range to 0-360 // obliquity of the ecliptic m_body.ecobli = 23.439 - 4.0e-07 * daynumber; // declination m_body.declin = degrad * asin( sin (m_body.ecobli * raddeg) * sin (m_body.eclong * raddeg) ); // right ascension double top = cos ( raddeg * m_body.ecobli ) * sin ( raddeg * m_body.eclong ); double bottom = cos ( raddeg * m_body.eclong ); m_body.rascen = degrad * atan2( top, bottom ); if( m_body.rascen < 0.0 ) m_body.rascen += 360.0; // (make it a positive angle) // Greenwich mean sidereal time m_observer.gmst = 6.697375 + 0.0657098242 * daynumber + m_observer.utime; m_observer.gmst -= 24.0 * (int)( m_observer.gmst / 24.0 ); if( m_observer.gmst < 0.0 ) m_observer.gmst += 24.0; // local mean sidereal time m_observer.lmst = m_observer.gmst * 15.0 + m_observer.longitude; m_observer.lmst -= 360.0 * (int)( m_observer.lmst / 360.0 ); if( m_observer.lmst < 0.0 ) m_observer.lmst += 360.0; // hour angle m_body.hrang = m_observer.lmst - m_body.rascen; if( m_body.hrang < -180.0 ) m_body.hrang += 360.0; // (force it between -180 and 180 degrees) else if( m_body.hrang > 180.0 ) m_body.hrang -= 360.0; double cz; // cosine of the solar zenith angle double tdatcd = cos( raddeg * m_body.declin ); double tdatch = cos( raddeg * m_body.hrang ); double tdatcl = cos( raddeg * m_observer.latitude ); double tdatsd = sin( raddeg * m_body.declin ); double tdatsl = sin( raddeg * m_observer.latitude ); cz = tdatsd * tdatsl + tdatcd * tdatcl * tdatch; // (watch out for the roundoff errors) if( fabs (cz) > 1.0 ) { cz >= 0.0 ? cz = 1.0 : cz = -1.0; } m_body.zenetr = acos( cz ) * degrad; m_body.elevetr = 90.0 - m_body.zenetr; refract(); // additional calculations for proper object sizing. // orbit eccentricity double e = 0.016709 - 1.151e-9 * daynumber; // eccentric anomaly double E = m_body.mnanom + e * degrad * sin(m_body.mnanom) * ( 1.0 + e * cos(m_body.mnanom) ); double xv = cos(E) - e; double yv = sqrt(1.0 - e*e) * sin(E); m_body.distance = sqrt( xv*xv + yv*yv ); } void cSun::refract() { static double raddeg = 0.0174532925; // converts from degrees to radians double prestemp; // temporary pressure/temperature correction double refcor; // temporary refraction correction double tanelev; // tangent of the solar elevation angle // if the sun is near zenith, the algorithm bombs; refraction near 0. if( m_body.elevetr > 85.0 ) refcor = 0.0; else { tanelev = tan( raddeg * m_body.elevetr ); if( m_body.elevetr >= 5.0 ) refcor = 58.1 / tanelev - 0.07 / pow( tanelev, 3 ) + 0.000086 / pow( tanelev, 5 ); else if( m_body.elevetr >= -0.575 ) refcor = 1735.0 + m_body.elevetr * ( -518.2 + m_body.elevetr * ( 103.4 + m_body.elevetr * ( -12.79 + m_body.elevetr * 0.711 ) ) ); else refcor = -20.774 / tanelev; prestemp = ( m_observer.press * 283.0 ) / ( 1013.0 * ( 273.0 + m_observer.temp ) ); refcor *= prestemp / 3600.0; } // refracted solar elevation angle m_body.elevref = m_body.elevetr + refcor; // refracted solar zenith angle m_body.zenref = 90.0 - m_body.elevref; } void cSun::irradiance() { static double degrad = 57.295779513; // converts from radians to degrees static double raddeg = 0.0174532925; // converts from degrees to radians SYSTEMTIME localtime; // time for the calculation time( &localtime ); m_body.dayang = ( yearday( localtime.wDay, localtime.wMonth, localtime.wYear ) - 1 ) * 360.0 / 365.0; double sd = sin( raddeg * m_body.dayang ); // sine of the day angle double cd = cos( raddeg * m_body.dayang ); // cosine of the day angle or delination m_body.erv = 1.000110 + 0.034221*cd + 0.001280*sd; double d2 = 2.0 * m_body.dayang; double c2 = cos( raddeg * d2 ); double s2 = sin( raddeg * d2 ); m_body.erv += 0.000719*c2 + 0.000077*s2; double solcon = 1367.0; // Solar constant, 1367 W/sq m m_body.coszen = cos( raddeg * m_body.zenref ); if( m_body.coszen > 0.0 ) { m_body.etrn = solcon * m_body.erv; m_body.etr = m_body.etrn * m_body.coszen; } else { m_body.etrn = 0.0; m_body.etr = 0.0; } } int cSun::yearday( int Day, const int Month, const int Year ) { char daytab[ 2 ][ 13 ] = { { 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }, { 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 } }; int i, leap; leap = ( Year%4 == 0 ) && ( Year%100 != 0 ) || ( Year%400 == 0 ); for( i = 1; i < Month; ++i ) Day += daytab[ leap ][ i ]; return Day; } void cSun::daymonth( WORD &Day, WORD &Month, WORD const Year, WORD const Yearday ) { WORD daytab[ 2 ][ 13 ] = { { 0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334, 365 }, { 0, 31, 60, 91, 121, 152, 182, 213, 244, 274, 305, 335, 366 } }; int leap = ( Year % 4 == 0 ) && ( Year % 100 != 0 ) || ( Year % 400 == 0 ); WORD idx = 1; while( (idx < 13) && ( Yearday <= daytab[ leap ][ idx ] )) { ++idx; } Month = idx + 1; Day = Yearday - daytab[ leap ][ idx ]; } // obtains current time for calculations void cSun::time( SYSTEMTIME *Time ) { ::GetLocalTime( Time ); // NOTE: we're currently using local time to determine day/month/year if( Global::fMoveLight > 0.0 ) { // TODO: enter scenario-defined day/month/year instead. daymonth( Time->wDay, Time->wMonth, Time->wYear, static_cast(Global::fMoveLight) ); } Time->wHour = GlobalTime->hh; Time->wMinute = GlobalTime->mm; Time->wSecond = std::floor( GlobalTime->mr ); }