Package gaiasky.util
Class GlobalConf.SceneConf
- java.lang.Object
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- gaiasky.util.GlobalConf.SceneConf
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- All Implemented Interfaces:
IObserver
,GlobalConf.IConf
- Enclosing class:
- GlobalConf
public static class GlobalConf.SceneConf extends java.lang.Object implements GlobalConf.IConf, IObserver
Contains preferences and attributes which define the scene
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Nested Class Summary
Nested Classes Modifier and Type Class Description static class
GlobalConf.SceneConf.ElevationType
The type of elevation representation if elevation textures are presentstatic class
GlobalConf.SceneConf.GraphicsQuality
Graphics quality setting
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Field Summary
Fields Modifier and Type Field Description double
AMBIENT_LIGHT
float
CAMERA_FOV
double
CAMERA_SPEED
double
CAMERA_SPEED_LIMIT
int
CAMERA_SPEED_LIMIT_IDX
boolean
CINEMATIC_CAMERA
boolean
COMPUTE_GAIA_SCAN
boolean
CROSSHAIR_CLOSEST
Closest object crosshairboolean
CROSSHAIR_FOCUS
Whether to show the focus crosshairboolean
CROSSHAIR_HOME
Home object crosshairdouble
DIST_SCALE_DESKTOP
Distance scaling factor in desktop modedouble
DIST_SCALE_VR
Distance scaling factor in VR modedouble
ELEVATION_MULTIPLIER
Elevation multiplierGlobalConf.SceneConf.ElevationType
ELEVATION_TYPE
How to represent elevation, if elevation textures present: Tessellation Parallax mapping Noneboolean
FOCUS_LOCK
boolean
FOCUS_LOCK_ORIENTATION
boolean
FREE_CAMERA_TARGET_MODE_ON
boolean
GALAXY_3D
Display galaxy as 3D object or as a 2D textureGlobalConf.SceneConf.GraphicsQuality
GRAPHICS_QUALITY
The graphics qualityfloat
LABEL_NUMBER_FACTOR
float
LABEL_SIZE_FACTOR
boolean
LAZY_MESH_INIT
Initializes meshes lazilyboolean
LAZY_TEXTURE_INIT
Lazy texture initialisation - textures are loaded only if neededint
LINE_RENDERER
The line render system: 0 - normal, 1 - shaderfloat
LINE_WIDTH_FACTOR
long
MAX_LOADED_STARS
In the case of multifile LOD datasets (such as DR2+), this setting contains the maximum number of stars loaded at a time.long
N_PM_STARS
Overrides the maximum number of proper motion vectors that are allowed to showlong
OBJECT_FADE_MS
float
OCTANT_THRESHOLD_0
Angle [rad] above which we start painting stars in octant with fade infloat
OCTANT_THRESHOLD_1
Angle [rad] below which we paint stars in octant with fade out.boolean
OCTREE_PARTICLE_FADE
Particle fade in/out flag for octree-backed catalogs.boolean
ONLY_OBSERVED_STARS
int
ORBIT_RENDERER
Whether to use the general line renderer or a faster GPU-based approach 0 - Sorted lines (see LINE_RENDERER) - slower but looks better 1 - GPU VBO - faster but looks a bit worseboolean
PM_ARROWHEADS
Whether to show arrow caps or notint
PM_COLOR_MODE
Color mode for velocity vectors 0 - direction 1 - length 2 - has radial velocity 3 - redshift (sun) 4 - redshift (camera) 5 - single colorfloat
PM_LEN_FACTOR
Factor to apply to the length of the proper motion vectorsfloat
PM_NUM_FACTOR
This governs the number of proper motion vectors to displaydouble
ROTATION_SPEED
boolean
SHADOW_MAPPING
Shadows enabled or disabledint
SHADOW_MAPPING_N_SHADOWS
Max number of objects with shadowsint
SHADOW_MAPPING_RESOLUTION
Resolution of the shadow mapdouble
STAR_BRIGHTNESS
Brightness of starsfloat
STAR_BRIGHTNESS_POWER
This value is used to modulate the star brightness as in final_brightness = brightness^powerboolean
STAR_COLOR_TRANSIT
float
STAR_MAX_OPACITY
float
STAR_MIN_OPACITY
float
STAR_POINT_SIZE
Size of stars rendered as point primitivesfloat
STAR_POINT_SIZE_BAK
Fallback valueint
STAR_TEX_INDEX
Star texture index (01, 02, 03)double
STAR_THRESHOLD_NONE
double
STAR_THRESHOLD_POINT
double
STAR_THRESHOLD_QUAD
java.lang.String
STARTUP_OBJECT
double
TESSELLATION_QUALITY
Quality of tessellationdouble
TURNING_SPEED
boolean[]
VISIBILITY
Visibility of component types
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Constructor Summary
Constructors Constructor Description SceneConf()
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description java.lang.String
getStarTexture()
void
initialize(java.lang.String sTARTUP_OBJECT, GlobalConf.SceneConf.GraphicsQuality gRAPHICS_QUALITY, long oBJECT_FADE_MS, float sTAR_BRIGHTNESS, float sTAR_BRIGHTNESS_POWER, int sTAR_TEX_INDEX, float aMBIENT_LIGHT, float cAMERA_FOV, float cAMERA_SPEED, float tURNING_SPEED, float rOTATION_SPEED, int cAMERA_SPEED_LIMIT_IDX, boolean fOCUS_LOCK, boolean fOCUS_LOCK_ORIENTATION, float lABEL_SIZE_FACTOR, float lABEL_NUMBER_FACTOR, float lINE_WIDTH_FACTOR, boolean[] vISIBILITY, int oRBIT_RENDERER, int lINE_RENDERER, double sTAR_TH_ANGLE_NONE, double sTAR_TH_ANGLE_POINT, double sTAR_TH_ANGLE_QUAD, float sTAR_MIN_OPACITY, float sTAR_MAX_OPACITY, boolean oCTREE_PARTICLE_FADE, float oCTANT_TH_ANGLE_0, float oCTANT_TH_ANGLE_1, float pM_NUM_FACTOR, float pM_LEN_FACTOR, long n_PM_STARS, int pM_COLOR_MODE, boolean pM_ARROWHEADS, float sTAR_POINT_SIZE, boolean gALAXY_3D, boolean cROSSHAIR_FOCUS, boolean cROSSHAIR_CLOSEST, boolean cROSSHAIR_HOME, boolean cINEMATIC_CAMERA, boolean lAZY_TEXTURE_INIT, boolean lAZY_MESH_INIT, boolean fREE_CAMERA_TARGET_MODE_ON, boolean sHADOW_MAPPING, int sHADOW_MAPPING_N_SHADOWS, int sHADOW_MAPPING_RESOLUTION, long mAX_LOADED_STARS, GlobalConf.SceneConf.ElevationType eLEVATION_TYPE, double eLEVATION_MULTIPLIER, double tESSELLATION_QUALITY, double dIST_SCALE_DESKTOP, double dIST_SCALE_VR)
boolean
isNormalLineRenderer()
boolean
isQuadLineRenderer()
void
notify(Events event, java.lang.Object... data)
void
updateSpeedLimit()
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Field Detail
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STARTUP_OBJECT
public java.lang.String STARTUP_OBJECT
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OBJECT_FADE_MS
public long OBJECT_FADE_MS
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AMBIENT_LIGHT
public double AMBIENT_LIGHT
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CAMERA_FOV
public float CAMERA_FOV
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CAMERA_SPEED
public double CAMERA_SPEED
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TURNING_SPEED
public double TURNING_SPEED
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ROTATION_SPEED
public double ROTATION_SPEED
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FREE_CAMERA_TARGET_MODE_ON
public boolean FREE_CAMERA_TARGET_MODE_ON
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CAMERA_SPEED_LIMIT_IDX
public int CAMERA_SPEED_LIMIT_IDX
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CAMERA_SPEED_LIMIT
public double CAMERA_SPEED_LIMIT
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FOCUS_LOCK
public boolean FOCUS_LOCK
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FOCUS_LOCK_ORIENTATION
public boolean FOCUS_LOCK_ORIENTATION
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CINEMATIC_CAMERA
public boolean CINEMATIC_CAMERA
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LABEL_SIZE_FACTOR
public float LABEL_SIZE_FACTOR
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LABEL_NUMBER_FACTOR
public float LABEL_NUMBER_FACTOR
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LINE_WIDTH_FACTOR
public float LINE_WIDTH_FACTOR
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VISIBILITY
public boolean[] VISIBILITY
Visibility of component types
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GALAXY_3D
public boolean GALAXY_3D
Display galaxy as 3D object or as a 2D texture
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SHADOW_MAPPING
public boolean SHADOW_MAPPING
Shadows enabled or disabled
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SHADOW_MAPPING_N_SHADOWS
public int SHADOW_MAPPING_N_SHADOWS
Max number of objects with shadows
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SHADOW_MAPPING_RESOLUTION
public int SHADOW_MAPPING_RESOLUTION
Resolution of the shadow map
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PM_LEN_FACTOR
public float PM_LEN_FACTOR
Factor to apply to the length of the proper motion vectors
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PM_NUM_FACTOR
public float PM_NUM_FACTOR
This governs the number of proper motion vectors to display
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N_PM_STARS
public long N_PM_STARS
Overrides the maximum number of proper motion vectors that are allowed to show
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PM_COLOR_MODE
public int PM_COLOR_MODE
Color mode for velocity vectors- 0 - direction
- 1 - length
- 2 - has radial velocity
- 3 - redshift (sun)
- 4 - redshift (camera)
- 5 - single color
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PM_ARROWHEADS
public boolean PM_ARROWHEADS
Whether to show arrow caps or not
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STAR_COLOR_TRANSIT
public boolean STAR_COLOR_TRANSIT
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ONLY_OBSERVED_STARS
public boolean ONLY_OBSERVED_STARS
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COMPUTE_GAIA_SCAN
public boolean COMPUTE_GAIA_SCAN
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ORBIT_RENDERER
public int ORBIT_RENDERER
Whether to use the general line renderer or a faster GPU-based approach- 0 - Sorted lines (see LINE_RENDERER) - slower but looks better
- 1 - GPU VBO - faster but looks a bit worse
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LINE_RENDERER
public int LINE_RENDERER
The line render system: 0 - normal, 1 - shader
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GRAPHICS_QUALITY
public GlobalConf.SceneConf.GraphicsQuality GRAPHICS_QUALITY
The graphics quality
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LAZY_TEXTURE_INIT
public boolean LAZY_TEXTURE_INIT
Lazy texture initialisation - textures are loaded only if needed
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LAZY_MESH_INIT
public boolean LAZY_MESH_INIT
Initializes meshes lazily
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ELEVATION_TYPE
public GlobalConf.SceneConf.ElevationType ELEVATION_TYPE
How to represent elevation, if elevation textures present:- Tessellation
- Parallax mapping
- None
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ELEVATION_MULTIPLIER
public double ELEVATION_MULTIPLIER
Elevation multiplier
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TESSELLATION_QUALITY
public double TESSELLATION_QUALITY
Quality of tessellation
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CROSSHAIR_FOCUS
public boolean CROSSHAIR_FOCUS
Whether to show the focus crosshair
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CROSSHAIR_CLOSEST
public boolean CROSSHAIR_CLOSEST
Closest object crosshair
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CROSSHAIR_HOME
public boolean CROSSHAIR_HOME
Home object crosshair
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STAR_THRESHOLD_NONE
public double STAR_THRESHOLD_NONE
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STAR_THRESHOLD_POINT
public double STAR_THRESHOLD_POINT
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STAR_THRESHOLD_QUAD
public double STAR_THRESHOLD_QUAD
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STAR_MIN_OPACITY
public float STAR_MIN_OPACITY
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STAR_MAX_OPACITY
public float STAR_MAX_OPACITY
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STAR_POINT_SIZE
public float STAR_POINT_SIZE
Size of stars rendered as point primitives
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STAR_POINT_SIZE_BAK
public float STAR_POINT_SIZE_BAK
Fallback value
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STAR_BRIGHTNESS
public double STAR_BRIGHTNESS
Brightness of stars
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STAR_BRIGHTNESS_POWER
public float STAR_BRIGHTNESS_POWER
This value is used to modulate the star brightness as in final_brightness = brightness^power
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STAR_TEX_INDEX
public int STAR_TEX_INDEX
Star texture index (01, 02, 03)
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OCTREE_PARTICLE_FADE
public boolean OCTREE_PARTICLE_FADE
Particle fade in/out flag for octree-backed catalogs. WARNING: This implies particles are sent to GPU at each cycle
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OCTANT_THRESHOLD_0
public float OCTANT_THRESHOLD_0
Angle [rad] above which we start painting stars in octant with fade in
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OCTANT_THRESHOLD_1
public float OCTANT_THRESHOLD_1
Angle [rad] below which we paint stars in octant with fade out. Above this angle, inner stars are painted with full brightness
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MAX_LOADED_STARS
public long MAX_LOADED_STARS
In the case of multifile LOD datasets (such as DR2+), this setting contains the maximum number of stars loaded at a time. If the number of loaded stars surpasses this setting, the system will start looking for the best candidates to be unloaded and start unloading data. Should not be set too low, and this should be balanced with the dataset and the draw distance.
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DIST_SCALE_DESKTOP
public double DIST_SCALE_DESKTOP
Distance scaling factor in desktop mode
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DIST_SCALE_VR
public double DIST_SCALE_VR
Distance scaling factor in VR mode
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Method Detail
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initialize
public void initialize(java.lang.String sTARTUP_OBJECT, GlobalConf.SceneConf.GraphicsQuality gRAPHICS_QUALITY, long oBJECT_FADE_MS, float sTAR_BRIGHTNESS, float sTAR_BRIGHTNESS_POWER, int sTAR_TEX_INDEX, float aMBIENT_LIGHT, float cAMERA_FOV, float cAMERA_SPEED, float tURNING_SPEED, float rOTATION_SPEED, int cAMERA_SPEED_LIMIT_IDX, boolean fOCUS_LOCK, boolean fOCUS_LOCK_ORIENTATION, float lABEL_SIZE_FACTOR, float lABEL_NUMBER_FACTOR, float lINE_WIDTH_FACTOR, boolean[] vISIBILITY, int oRBIT_RENDERER, int lINE_RENDERER, double sTAR_TH_ANGLE_NONE, double sTAR_TH_ANGLE_POINT, double sTAR_TH_ANGLE_QUAD, float sTAR_MIN_OPACITY, float sTAR_MAX_OPACITY, boolean oCTREE_PARTICLE_FADE, float oCTANT_TH_ANGLE_0, float oCTANT_TH_ANGLE_1, float pM_NUM_FACTOR, float pM_LEN_FACTOR, long n_PM_STARS, int pM_COLOR_MODE, boolean pM_ARROWHEADS, float sTAR_POINT_SIZE, boolean gALAXY_3D, boolean cROSSHAIR_FOCUS, boolean cROSSHAIR_CLOSEST, boolean cROSSHAIR_HOME, boolean cINEMATIC_CAMERA, boolean lAZY_TEXTURE_INIT, boolean lAZY_MESH_INIT, boolean fREE_CAMERA_TARGET_MODE_ON, boolean sHADOW_MAPPING, int sHADOW_MAPPING_N_SHADOWS, int sHADOW_MAPPING_RESOLUTION, long mAX_LOADED_STARS, GlobalConf.SceneConf.ElevationType eLEVATION_TYPE, double eLEVATION_MULTIPLIER, double tESSELLATION_QUALITY, double dIST_SCALE_DESKTOP, double dIST_SCALE_VR)
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updateSpeedLimit
public void updateSpeedLimit()
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notify
public void notify(Events event, java.lang.Object... data)
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isNormalLineRenderer
public boolean isNormalLineRenderer()
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isQuadLineRenderer
public boolean isQuadLineRenderer()
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getStarTexture
public java.lang.String getStarTexture()
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