Added standard UNIX package files.

ver1_5_1
Chris Laurel 2001-04-30 23:45:07 +00:00
parent 64753fe426
commit e68ca84c5c
6 changed files with 687 additions and 3 deletions

0
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278
COPYING 100644
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151
ChangeLog 100644
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Celestia Revision History
-------------------------
1.00
* Initial public release
1.01
* Added more realistic and aesthetically pleasing ring illumination function
* Made planets project shadows onto their rings (requires multitexturing)
* Detect and use ARB_multitexture extension
* Some configuration parameters now read from a file
* Support for multiple solar system catalog files
* Split solar system files into solarsys.ssc and extrasolar.ssc
* Added Help/License menu
* Added simple camera orbit mode
* Fixed up parsing and printing of catalog numbers--still kludgy though
1.02
* Made Celestia icon appear in corner of window. Whee.
* Fixed an extremely subtle numerical precision bug which manifested itself in
a number of ways: jittering when following small objects, incorrect
targeting of small objects with goto, occasional flashes when closely
approaching an object, and probably other things as well.
* Reversed rotation directions when orbiting--it's much more intuitive now
* Added an exponential dolly capability to the camera
* Double-clicking will now center on the selected object
* Fixed bug in elliptical orbit calculation
* When orbits are displayed, the Orbit for the selected object is highlighted
* Incorporated Scott Hudson's asteroid geometry data for Toutatis, Kleopatra,
and Geographos.
* Fixed problems with disappearing labels and with misplaced labels for
extrasolar planets
* Eliminated 'sticking' when mouse buttons released outside of Celestia window
* Added Real Time option to Time menu
* Reversed planet rotation direction so it's correct. Oops.
* Added about a dozen extrasolar systems from Jean Schneider's catalog
* Create two new textures for extrasolar planets
* Moved Selection class outside of Simulation, as it's generally useful
1.03
* Rotating the camera is now more responsive to mouse movement
* 'Infinite mouse' hack allows rotating and dollying without having to pick up
the mouse and reposition the cursor in the window
* Fixed z ordering for planets and satellites so small that they only appear
as points. Small satellites will no longer get obscured by planets they're
in front of.
* Apparent magnitude calculation for planets now takes into account phase
* At close range, stars are now rendered as textured sphere meshes.
* Choosing stars by catalog number no longer selects a star even when the specified
star doesn't exist.
* Added labels for stars; the list of labelled stars is read from celestia.cfg
* Cleaned up vecmath.h, added consts and reference parameters where appropriate
* Cleaned up StarNameDatabase
1.04
* Start out at the moon instead of in deep space
* Made picking of planets work properly for planets with disc sizes greater than one
pixel.
* Added call to glDeleteTextures to Texture class destructor
* Added bump mapping. Uses DOT3 bump mapping and only works on GeForce cards
right now.
* Enabled user control of per-pixel lighting.
* Menu checked state for label options synced with renderer state.
* Added a context menu that appears when an object is right clicked.
* Celestia now uses texture coordinates from 3DS files
* Added 3DS model of Eros based on NEAR laser rangefinder data
* Added 3DS models of Deimos, Phobos, and numerous other asteroids and
small moons based on Phil Stooke's models
* Replaced TriangleList class with much more flexible VertexList
* Introduced support for compressed textures; texture compression is specified
on a per texture basis in .ssc files.
* Added a reverse time option
* Added an OpenGL Driver Info item to the help menu
1.05
* Made per-pixel lighting work for planets without bump maps too
* Allow user control of magnitude of faintest visible stars
* Added support for PNG textures
* Improved console: enabled backspace, relocated text entry, code cleanup, ...
* Corrected star positions by converting them from equatorial to ecliptical
coordinates.
* Eliminated case sensitivity when selecting objects by name
* New ring texture for Saturn with separate reflectance and opacity
* Ring textures now specified in .ssc files instead of hardcoded
* Implemented date/time selector dialog box
* Changed the mouse wheel function from zoom to dolly. Zoom is now controlled by
shift left-dragging the mouse. For mice without wheels, control left-dragging
will dolly.
* Fixed orbit and dolly functions to work in follow mode
* Improved rendering of objects at close range: less clipping, extra sphere LOD.
* Fixed bug that caused irregular objects to be displayed at half their actual size
* ESC now cancels goto and follow instead of exiting app.
* Fixed orbital calculations for planets so their positions are now closer to
reality.
* Completed extrasolar planets database; it now contains all known planets
around normal stars
* Mir!
* MeanAnomaly field in .ssc files was incorrectly called TrueAnomaly; this
is fixed, and solar system parser now also accepts MeanLongitude in orbital
elements section.
* Epoch can now be specified for orbital elements. Default is J2000.
1.06
* Made Alt+F4 exit the app.
* Fixed text rendering to be pixel-accurate; labels and console text are now
crisper and don't have any missing pixels (need to test on more graphics
chipsets.)
* Updated parser to handle negative numbers. Big oops.
* Corrected errors and omissions in extrasolar planets catalog.
* Added locations menu for saving and recalling favorite places.
* Added intro message.
* Removed stars without spectral class info from database.
* Included support for cloud maps
* Added extrasolar planets from the ESO's April 4th announcement
* Axial rotation for stars
* Alleviated clipping of very distant stars (Deneb was missing from Earth's
sky due to this bug.)
* Increased depth buffer precision for planet rendering--this should improve
the quality of rendering with 16-bit z buffers
* Added option to render constellation diagrams
* Use strips instead of lists for rendering spheres
* Enabled keyboard control of zoom with home and end
* Implemented basics of linear scripting system
* Run a script at startup; the script filename can be set in the config file
Code revisions:
* Converted Simulation class to use Julian days instead of seconds as internal
time units.
* Eliminated brain damaged observer methods in Simulation
* Cleaned up Console class
1.07
* More corrections to planetary orbital calculations
* Accept LongOfPericenter as well ArgOfPericenter in solar system catalog files
* Updated parser to accept C-style string escapes
* Render the Milky Way and other galaxies
* Added more constellations
* Display constellation names
* Cleaned up render menu
* Added FPS counter
* Implemented basic WWW info feature for planets and stars
* New script commands: renderflags, labels, orbit
* Implemented a scripted demo mode
* Placed ISS in Earth orbit

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219
README 100644
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@ -0,0 +1,219 @@
Celestia: A real-time visual space simulation
Copyright (C) 2001, Chris Laurel <claurel@shatters.net>
--
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
USA.
--
Getting started:
Important: Celestia must be started from the directory in which the EXE
resides or else it will not find its data files. A real installer is
forthcoming.
Celestia will start up in a window, and if everything is working
correctly, you'll see the asteroid Eros moving past a field of
stars. In the left corner is a welcome message and some information
about your target (Eros), your speed, and the current time (Universal
Time, so it'll probably be a few hours off from your computer's clock.)
Right drag the mouse to orbit Eros and you should see the Earth and some
familiar constellations. Left dragging the mouse changes your
orientation too, but the camera rotates about its center instead of
rotating around Eros. Rolling the mouse wheel will change your distance
to the space station--you can move light years away, then roll the wheel
in the opposite direction to get back to your starting location. If your
mouse lacks a wheel, you can use the Home and End keys instead.
In Celestia, you'll generally have an object selected; currently,
it's Eros, but it could also be a star, planet, spacecraft, or galaxy.
The simplest way to select an object is to click on it. Try clicking
on a star to select it. The information about Eros is replaced with
some details about the star. Press G (or use the navigation menu),
and you'll zoom through space toward the selected star. If you
press G again, you'll approach the star even closer.
Press H to select our Sun, and then G to go back to our solar system.
You'll find yourself half a light year away from the sun, which looks
merely like a bright star at this range. Press G three more times to
get within about 30 AU of the sun and you will be to see a few become
visible near the sun. Right click on the sun to bring up a menu of
planets and other objects in the solar system. After selecting a planet
from the menu, hit G again to travel toward it. Once there, hold down
the right mouse button and drag to orbit the planet.
That covers the very basics . . .
MOUSE FUNCTIONS:
Left drag to orient camera
Right drag to orbit the selected object
Use the mouse wheel to adjust distance to selection
(for wheelless mice, dragging while holding left and right
buttons or left dragfing while holding control to dolly camera
will adjust distance)
Left drag while holding shift to zoom
Click the wheel to reset the field of view to 45 degrees
Left-click to select; double click to center selection
Right-click to bring up planets menu
KEYBOARD COMMANDS
Navigation:
H : Select the sun (Home)
C : Center on selected object
G : Goto selected object
F : Follow selected object
ESC: Cancel motion
Free movement:
HOME : Move closer to object
END : Move farther from object
F1 : Stop
F2 : Set velocity to 1 km/s
F3 : Set velocity to 1,000 km/s
F4 : Set velocity to 1,000,000 km/s
F5 : Set velocity to 1 AU/s
F6 : Set velocity to 1 ly/s
A : Increase velocity by 10x
Z : Decrease velocity by 10x
Q : Reverse direction
X : Set movement direction toward center of screen
Time:
Space : stop time
L : Time 10x faster
K : Time 10x slower
J : Reverse time
Options:
U : Toggle galaxy rendering
N : Toggle planet and moon labels
O : Toggle planet orbits
V : Toggle HUD Text
I : Toggle planet atmospheres (cloud textures)
W : Toggle wireframe mode
/ : Toggle constellation diagrams
= : Toggle constellation labels
B : Toggle star labels
P : Toggle per-pixel lighting (if supported)
[ : Decrease limiting magnitude (fewer stars visible)
] : Increase limiting magnitude (more stars visible)
Other:
D : Run demo
` : Show frames rendered per second
It's possible to choose a star or planet by name. There are two ways to
enter a star name: choose 'Select Object' from the Navigation menu to
bring up a dialog box, or by hitting Enter, typing in the name, and
pressing Enter again. You can use common names, or Bayer designations
and HD catalog numbers for stars. Bayer and Flamsteed designations need
to be entered like this:
Upsilon And
51 Peg
The constellation must be given as a three letter abbreviation and the
full Greek letter name spelled out. Irritating, but it'll be fixed.
HD catalog numbers must be entered with a space between HD and the number.
Celestia handles star catalog numbers in a slightly kludgy way. To keep the
star database size to minimum, only one catalog number is stored. Normally,
this will a number from the HD catalog, but if a star isn't in the HD catalog
the number from another catalog will be used instead. Currently, the secondary
catalog is always the HIPPARCOS data set, for which the prefix "HIP" should be
used.
Basic Hacking Tips:
It's possible to modify the solarsys.ssc, stars.dat, and hdnames.dat
files to create an entirely fictional universe.
The easiest file to modify is the solar system catalog, as it's a text
file and the format is very text-editor friendly since that's how I
had to enter all the data. It's also quite verbose, but that's not a
problem yet.
The units used for the solar system data may not be obvious. All
angle fields in the catalog are in degrees. For planets, the period
is specified in earth years, and the semi-major axis in AU; for
satellites, days and kilometers are used instead.
All solar system textures should be placed in the textures
subdirectory. Currently, JPEG and BMP are the only formats supported.
Models belong in the models directory. Celestia can read 3DS models,
as well as a custom format (.cms files, used right now just for rough
fractal displacement map likenesses of asteroids and small moons.) 3DS
meshes are normalized to fit within a unit cube--the Radius field
determines how big they appear within Celestia.
The stars.dat file is a binary database of stars, processed from
the 50+ meg HIPPARCOS data set. The first four bytes are an int
containing the number of stars in the database. Following that
are a bunch of records of this form:
4 byte int : catalog number
4 byte float : right ascension
4 byte float : declination
4 byte float : parallax
2 byte int : apparent magnitude
2 byte int : stellar class
1 byte : parallax error
RA, declination, and parallax are converted to x, y, z coordinates
and apparent magnitude is converted to absolute magnitude when the
database is read.
Credits and Copyrights:
Most of the planet maps are from David Seal's site: http://maps.jpl.nasa.gov/.
A few of these maps were modified by me, with fictional terrain added
to fill in gaps. The model of the Galileo spacecraft is also from
David Seal's site (though it was converter from Inventor to 3DS format.)
The Mars, Moon, and Pluto textures and bump maps are all from James
Hastings-Trew's collection. Some of the prettiest planet maps around
are at http://apollo.spaceports.com/~jhasting/
The Venus, Saturn, and Saturn's rings textures are from Bjorn Jonsson.
His site is http://www.mmedia.is/~bjj/ and is an excellent resource
for solar system rendering.
3D asteroid models of Toutatis, Kleopatra, and Geographos are courtesy of
Scott Hudson, Washington State University. His site is:
http://www.eecs.wsu.edu/~hudson/Research/Asteroids/4179/index.html
3D models of Phobos, Deimos, Amalthea, Proteus, Vesta, Ida,
Mathilde, and Gaspra are derived from Phil Stooke's Cartography of
Non-Spherical Worlds: http://publish.uwo.ca/~pjstooke/plancart.htm
The texture font library I use for displaying text in OpenGL is
copyright Mark Kilgard.
The Intel JPEG library (ijl10.dll) is copyright Intel Corp.
The star database (stars.dat) was derived from the HIPPARCOS data set.
Chris Laurel
claurel@shatters.net
http://www.shatters.net/~claurel
and
http://www.shatters.net/celestia/

View File

@ -221,9 +221,6 @@ static void AddFavorite(string name)
}
void CancelScript()
{
if (runningScript != NULL)
@ -442,6 +439,14 @@ void Idle(void)
double lastTime = currentTime;
currentTime = timer->getTime();
double dt = currentTime - lastTime;
if (runningScript != NULL)
{
bool finished = runningScript->tick(dt);
if (finished)
CancelScript();
}
sim->update(dt);
Display();
@ -543,6 +548,10 @@ void KeyPress(unsigned char c, int x, int y)
case '\r':
textEnterMode = true;
break;
case '\e':
CancelScript();
textEnterMode = false;
break;
case 'A':
if (sim->getTargetSpeed() == 0)
sim->setTargetSpeed(0.000001f);
@ -709,6 +718,32 @@ void KeyPress(unsigned char c, int x, int y)
}
void SpecialKeyPress(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_F1:
sim->setTargetSpeed(0);
break;
case GLUT_KEY_F2:
sim->setTargetSpeed(astro::kilometersToLightYears(1.0));
break;
case GLUT_KEY_F3:
sim->setTargetSpeed(astro::kilometersToLightYears(1000.0));
break;
case GLUT_KEY_F4:
sim->setTargetSpeed(astro::kilometersToLightYears(1000000.0));
break;
case GLUT_KEY_F5:
sim->setTargetSpeed(astro::AUtoLightYears(1));
break;
case GLUT_KEY_F6:
sim->setTargetSpeed(1);
break;
}
}
int main(int argc, char* argv[])
{
// Say we're not ready to render yet.
@ -822,6 +857,7 @@ int main(int argc, char* argv[])
glutMouseFunc(MouseButton);
glutMotionFunc(MouseDrag);
glutKeyboardFunc(KeyPress);
glutSpecialFunc(SpecialKeyPress);
timer = CreateTimer();
renderer = new Renderer();