Package gaiasky.util
Class GlobalConf.SceneConf
java.lang.Object
gaiasky.util.GlobalConf.SceneConf
- All Implemented Interfaces:
IObserver
,GlobalConf.IConf
- Enclosing class:
- GlobalConf
Contains preferences and attributes which define the scene
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Nested Class Summary
Modifier and TypeClassDescriptionstatic class
The type of elevation representation if elevation textures are presentstatic class
Graphics quality setting -
Field Summary
Modifier and TypeFieldDescriptiondouble
float
double
double
int
boolean
boolean
Closest object crosshairboolean
Whether to show the focus crosshairboolean
Home object crosshairdouble
Distance scaling factor in desktop modedouble
Distance scaling factor in VR modedouble
Elevation multiplierHow to represent elevation, if elevation textures present: Tessellation Parallax mapping Noneboolean
boolean
boolean
boolean
Display galaxy as 3D object or as a 2D textureThe graphics qualityfloat
float
boolean
Initializes meshes lazilyboolean
Lazy texture initialisation - textures are loaded only if neededint
The line render system: 0 - normal, 1 - shaderfloat
long
In the case of multifile LOD datasets (such as DR2+), this setting contains the maximum number of stars loaded at a time.long
float
Angle [rad] above which we start painting stars in octant with fade infloat
Angle [rad] below which we paint stars in octant with fade out.boolean
Particle fade in/out flag for octree-backed catalogs.boolean
int
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
Whether to show arrow caps or notint
Color mode for velocity vectors 0 - direction 1 - length 2 - has radial velocity 3 - redshift (sun) 4 - redshift (camera) 5 - single colorfloat
Factor to apply to the length of the proper motion vectorsfloat
This governs the number of proper motion vectors to displaydouble
boolean
Shadows enabled or disabledint
Max number of objects with shadowsint
Resolution of the shadow mapdouble
Brightness of starsfloat
This value is used to modulate the star brightness as in final_brightness = brightness^powerboolean
boolean
Flag to switch off star group billboard renderingint
Max.int
Max.int
Max.float
float
float
Size of stars rendered as point primitivesfloat
Fallback valueint
Star texture index (01, 02, 03)double
double
double
double
Quality of tessellationdouble
boolean[]
Visibility of component types -
Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionvoid
initialize(String sTARTUP_OBJECT, GlobalConf.SceneConf.GraphicsQuality gRAPHICS_QUALITY, long oBJECT_FADE_MS, float sTAR_BRIGHTNESS, float sTAR_BRIGHTNESS_POWER, int sTAR_TEX_INDEX, boolean sTAR_GROUP_BILLBOARD_FLAG, int sTAR_GROUP_N_BILLBOARDS, int sTAR_GROUP_N_LABELS, int sTAR_GROUP_N_VELVECS, 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, 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
boolean
void
void
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Field Details
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STARTUP_OBJECT
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OBJECT_FADE_MS
public long OBJECT_FADE_MS -
AMBIENT_LIGHT
public double AMBIENT_LIGHT -
CAMERA_FOV
public float CAMERA_FOV -
CAMERA_SPEED
public double CAMERA_SPEED -
TURNING_SPEED
public double TURNING_SPEED -
ROTATION_SPEED
public double ROTATION_SPEED -
FREE_CAMERA_TARGET_MODE_ON
public boolean FREE_CAMERA_TARGET_MODE_ON -
CAMERA_SPEED_LIMIT_IDX
public int CAMERA_SPEED_LIMIT_IDX -
CAMERA_SPEED_LIMIT
public double CAMERA_SPEED_LIMIT -
FOCUS_LOCK
public boolean FOCUS_LOCK -
FOCUS_LOCK_ORIENTATION
public boolean FOCUS_LOCK_ORIENTATION -
CINEMATIC_CAMERA
public boolean CINEMATIC_CAMERA -
LABEL_SIZE_FACTOR
public float LABEL_SIZE_FACTOR -
LABEL_NUMBER_FACTOR
public float LABEL_NUMBER_FACTOR -
LINE_WIDTH_FACTOR
public float LINE_WIDTH_FACTOR -
VISIBILITY
public boolean[] VISIBILITYVisibility of component types -
GALAXY_3D
public boolean GALAXY_3DDisplay galaxy as 3D object or as a 2D texture -
SHADOW_MAPPING
public boolean SHADOW_MAPPINGShadows enabled or disabled -
SHADOW_MAPPING_N_SHADOWS
public int SHADOW_MAPPING_N_SHADOWSMax number of objects with shadows -
SHADOW_MAPPING_RESOLUTION
public int SHADOW_MAPPING_RESOLUTIONResolution of the shadow map -
PM_LEN_FACTOR
public float PM_LEN_FACTORFactor to apply to the length of the proper motion vectors -
PM_NUM_FACTOR
public float PM_NUM_FACTORThis governs the number of proper motion vectors to display -
PM_COLOR_MODE
public int PM_COLOR_MODEColor 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_ARROWHEADSWhether to show arrow caps or not -
STAR_COLOR_TRANSIT
public boolean STAR_COLOR_TRANSIT -
ONLY_OBSERVED_STARS
public boolean ONLY_OBSERVED_STARS -
ORBIT_RENDERER
public int ORBIT_RENDERERWhether 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_RENDERERThe line render system: 0 - normal, 1 - shader -
GRAPHICS_QUALITY
The graphics quality -
LAZY_TEXTURE_INIT
public boolean LAZY_TEXTURE_INITLazy texture initialisation - textures are loaded only if needed -
LAZY_MESH_INIT
public boolean LAZY_MESH_INITInitializes meshes lazily -
ELEVATION_TYPE
How to represent elevation, if elevation textures present:- Tessellation
- Parallax mapping
- None
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ELEVATION_MULTIPLIER
public double ELEVATION_MULTIPLIERElevation multiplier -
TESSELLATION_QUALITY
public double TESSELLATION_QUALITYQuality of tessellation -
CROSSHAIR_FOCUS
public boolean CROSSHAIR_FOCUSWhether to show the focus crosshair -
CROSSHAIR_CLOSEST
public boolean CROSSHAIR_CLOSESTClosest object crosshair -
CROSSHAIR_HOME
public boolean CROSSHAIR_HOMEHome object crosshair -
STAR_THRESHOLD_NONE
public double STAR_THRESHOLD_NONE -
STAR_THRESHOLD_POINT
public double STAR_THRESHOLD_POINT -
STAR_THRESHOLD_QUAD
public double STAR_THRESHOLD_QUAD -
STAR_MIN_OPACITY
public float STAR_MIN_OPACITY -
STAR_MAX_OPACITY
public float STAR_MAX_OPACITY -
STAR_POINT_SIZE
public float STAR_POINT_SIZESize of stars rendered as point primitives -
STAR_POINT_SIZE_BAK
public float STAR_POINT_SIZE_BAKFallback value -
STAR_BRIGHTNESS
public double STAR_BRIGHTNESSBrightness of stars -
STAR_BRIGHTNESS_POWER
public float STAR_BRIGHTNESS_POWERThis value is used to modulate the star brightness as in final_brightness = brightness^power -
STAR_TEX_INDEX
public int STAR_TEX_INDEXStar texture index (01, 02, 03) -
STAR_GROUP_BILLBOARD_FLAG
public boolean STAR_GROUP_BILLBOARD_FLAGFlag to switch off star group billboard rendering -
STAR_GROUP_N_BILLBOARDS
public int STAR_GROUP_N_BILLBOARDSMax. number of billboards per star group -
STAR_GROUP_N_LABELS
public int STAR_GROUP_N_LABELSMax. number of labels per star group -
STAR_GROUP_N_VELVECS
public int STAR_GROUP_N_VELVECSMax. number of velocity vectors per star group -
OCTREE_PARTICLE_FADE
public boolean OCTREE_PARTICLE_FADEParticle fade in/out flag for octree-backed catalogs. WARNING: This implies particles are sent to GPU at each cycle -
OCTANT_THRESHOLD_0
public float OCTANT_THRESHOLD_0Angle [rad] above which we start painting stars in octant with fade in -
OCTANT_THRESHOLD_1
public float OCTANT_THRESHOLD_1Angle [rad] below which we paint stars in octant with fade out. Above this angle, inner stars are painted with full brightness -
MAX_LOADED_STARS
public long MAX_LOADED_STARSIn 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. -
DIST_SCALE_DESKTOP
public double DIST_SCALE_DESKTOPDistance scaling factor in desktop mode -
DIST_SCALE_VR
public double DIST_SCALE_VRDistance scaling factor in VR mode
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Constructor Details
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SceneConf
public SceneConf()
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Method Details
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initialize
public void initialize(String sTARTUP_OBJECT, GlobalConf.SceneConf.GraphicsQuality gRAPHICS_QUALITY, long oBJECT_FADE_MS, float sTAR_BRIGHTNESS, float sTAR_BRIGHTNESS_POWER, int sTAR_TEX_INDEX, boolean sTAR_GROUP_BILLBOARD_FLAG, int sTAR_GROUP_N_BILLBOARDS, int sTAR_GROUP_N_LABELS, int sTAR_GROUP_N_VELVECS, 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, 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) -
updateSpeedLimit
public void updateSpeedLimit() -
notify
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isNormalLineRenderer
public boolean isNormalLineRenderer() -
isQuadLineRenderer
public boolean isQuadLineRenderer() -
getStarTexture
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