//画面を更新する(球体地図) public void updateScreen2() { double hinode_keido, hinoiri_keido, asayake, higure; int hinoiriX = 0, hinodeX = 0; int asayakeX = 0, higureX = 0; double x, y; double halfPI = Math.PI / 2.0; //double scrDist = (scrWidth / 2.0) / Math.Tan(scrAngle / 180.0 * Math.PI); //if (screen == null | screen2 == null) return; //イメージを初期化 Color opaque = new Color(0, 0, 0, 0); for (int i = 0; i < shadow.width; i++) { for (int j = 0; j < shadow.height; j++) { shadow.SetPixel(i, j, opaque); } } EquatorialCoordinate sun = new EquatorialCoordinate(); EquatorialCoordinate moon = new EquatorialCoordinate(); double[] result = new double[3]; double[] result2 = new double[3]; double[] location = new double[2]; double asc = 0.0; double dec = 0.0; double moonasc = 0.0; double moondec = 0.0; try { SunAndMoon.getSunRightAscension(utc, result); sun.setRightAscension(result[0]); sun.setCelestialDeclination(result[1]); sun.setDistance(result[2]); asc = result[0]; //赤経 dec = result[1]; //赤緯 SunAndMoon.getMoonRightAscension(utc, result); moon.setRightAscension(result[0]); moon.setCelestialDeclination(result[1]); moon.setDistance(result[2]); moonasc = result[0]; moondec = result[1]; } catch (Exception) { Debug.Log("Exception1 "); return; } double phai0 = Almanac.getGreenidgeSiderealTime(utc);//グリニッジ恒星時 //恒星時をもとに、背景の回転を行う(恒星時は春分点の時角) Material skybox = RenderSettings.skybox; skybox.SetFloat("_Rotation", (float)-phai0);//時角のマイナス方向に回転。skyboxのマテリアルは左右が逆 //太陽位置計算(orbiterと同じコード) { double Theta = phai0 - asc; if (Theta < 0) { Theta += 360.0; } double DegToRad = Math.PI / 180; double denominator = (Math.Sin(dec * DegToRad) * Math.Cos(90.0 * DegToRad) - Math.Cos(dec * DegToRad) * Math.Sin(90.0 * DegToRad) * Math.Cos(Theta * DegToRad)); double A = Math.Atan((-Math.Cos(dec * DegToRad) * Math.Sin(Theta * DegToRad)) / denominator); double h = Math.Asin(Math.Sin(dec * DegToRad) * Math.Sin(90.0 * DegToRad) + Math.Cos(dec * DegToRad) * Math.Cos(90.0 * DegToRad) * Math.Cos(Theta * DegToRad)); A = A / DegToRad; h = h / DegToRad; //Arctanの象限を検討せよ if (denominator > 0) { //何故か解説書とは逆だが、分母が正の時に180度加算して象限を変える必要がある A += 180.0; } Vector3 sunvector = new Vector3(1.0f, 0.0f, 0.0f); sunvector = Quaternion.Euler(0.0f, 0.0f, (float)h) * sunvector; sunvector = Quaternion.Euler(0.0f, (float)A, 0.0f) * sunvector; float ratio = 1500.0f / sunvector.magnitude; sunvector *= ratio; GameObject game = GameObject.Find("Directional Light"); if (game != null) { game.transform.position = sunvector; Vector3 forward = sunvector; forward.Normalize(); game.transform.forward = -forward; } } //日の出・日の入りの同時線を描く double dist = sun.getDistance(); double parallax = SunAndMoon.getSunParallax(dist);//太陽視差 double k = SunAndMoon.getSunriseAltitude(SunAndMoon.getSunDiameter(dist), 0.0, SunAndMoon.refraction, parallax); double celestialdeclination = sun.getCelestialDeclination(); for (int i = -90; i < 90; i++) { //緯度を取得 double latitude = i;//getLatitudeFromY(Yequator - i); //緯度を元に時角を計算する double jikaku = SunAndMoon.getTimeAngle(k, celestialdeclination, latitude); if (!Double.IsNaN(jikaku))//時角がNaNでない { hinode_keido = SunAndMoon.reviseAngle(-jikaku + sun.getRightAscension() - phai0); hinoiri_keido = SunAndMoon.reviseAngle(jikaku + sun.getRightAscension() - phai0); // hinodeX =(int)getXfromLongitude(hinode_keido); // hinoiriX = (int)getXfromLongitude(hinoiri_keido);//昼側か調べる drawShadowTexture(hinode_keido, latitude, Color.white); drawShadowTexture(hinoiri_keido, latitude, Color.white); } } //輪郭の描画 VesselElements ve = new VesselElements(sun, moon, utc); SolarEclipse.getCrossPoint(ve, result, result2); double maxQ = SolarEclipse.getPenumbralQ(ve, result); double minQ = SolarEclipse.getPenumbralQ(ve, result2); //Debug.Log("MaxQ = " + maxQ + " minQ = " + minQ); //月位置計算(orbiterと同じコード) { double Theta = phai0 - moonasc; if (Theta < 0) { Theta += 360.0; } double DegToRad = Math.PI / 180; double denominator = (Math.Sin(moondec * DegToRad) * Math.Cos(90.0 * DegToRad) - Math.Cos(moondec * DegToRad) * Math.Sin(90.0 * DegToRad) * Math.Cos(Theta * DegToRad)); double A = Math.Atan((-Math.Cos(moondec * DegToRad) * Math.Sin(Theta * DegToRad)) / denominator); double h = Math.Asin(Math.Sin(moondec * DegToRad) * Math.Sin(90.0 * DegToRad) + Math.Cos(moondec * DegToRad) * Math.Cos(90.0 * DegToRad) * Math.Cos(Theta * DegToRad)); A = A / DegToRad; h = h / DegToRad; //Arctanの象限を検討せよ if (denominator > 0) { //何故か解説書とは逆だが、分母が正の時に180度加算して象限を変える必要がある A += 180.0; } Vector3 sunvector = new Vector3(1.0f, 0.0f, 0.0f); sunvector = Quaternion.Euler(0.0f, 0.0f, (float)h) * sunvector; sunvector = Quaternion.Euler(0.0f, (float)A, 0.0f) * sunvector; float ratio = (float)(moon.getDistance() * Constants.AUde * 3.16f) / sunvector.magnitude; sunvector *= ratio; // // Debug.Log("moondist = " + moon.getDistance()); GameObject game = GameObject.Find("Moon"); if (game != null) { game.transform.position = sunvector; } } /* Vector3 moonPos = new Vector3((float)ve.getX0(), (float)ve.getY0(), (float)ve.getZ0()); * moonPos.Normalize(); * moonPos *= 20; * GameObject moonobj = GameObject.Find("Moon"); * * if (moonobj!= null) * { * moonobj.transform.position = moonPos; * } */ //半影の描画 if (Double.IsNaN(maxQ) && Double.IsNaN(minQ)) { double first_longitude = Double.NaN; double first_latitude = Double.NaN; double last_longitude = Double.NaN; double last_latitude = Double.NaN; for (double i = 0.0; i <= 360.0; i += 0.2) { SolarEclipse.getPenumbralOutline(ve, i, result); if (Double.IsNaN(result[0]) | Double.IsNaN(result[1]) | Double.IsNaN(result[2])) { continue; //NaNが含まれていたらスキップする } if (first_longitude == double.NaN | first_latitude == double.NaN) { first_longitude = result[0]; first_latitude = result[1]; } last_longitude = result[0]; last_latitude = result[1]; Coordinate.transformICRStoGCS(ve, result, location); drawShadowTexture(location[0], location[1], Color.red); } //Debug.Log(first_longitude + ":" + first_latitude + "::" + last_longitude + ":" + last_latitude); } else if (!Double.IsNaN(maxQ) && !Double.IsNaN(minQ)) { double first_x = double.NaN; double first_y = double.NaN; double first_z = double.NaN; double last_x = double.NaN; double last_y = double.NaN; double last_z = double.NaN; if ((maxQ - minQ) >= 0.0) { maxQ -= 360.0; } SolarEclipse.getPenumbralOutline(ve, maxQ, result); Coordinate.transformICRStoGCS(ve, result, location); //Debug.Log("MaxQ :" + location[0] + ":" + location[1]+ ":" + maxQ); SolarEclipse.getPenumbralOutline(ve, minQ, result); Coordinate.transformICRStoGCS(ve, result, location); //Debug.Log("MinQ :" + location[0] + ":" + location[1] + ":" + minQ); /* * //maxQが通常の計算でNaNとなる場合に備えて、強制的に描画する。 * SolarEclipse.getPenumbralOutline(ve, maxQ, result); * result[2] = -0.01;//強制的に基準面に設定する * Coordinate.transformICRStoGCS(ve, result, location); * drawShadowTexture(location[0], location[1], Color.black); */ for (double i = maxQ /*Math.Ceiling(maxQ)*/; i < minQ; i += 0.2) { SolarEclipse.getPenumbralOutline(ve, i, result); if (Double.IsNaN(result[0]) | Double.IsNaN(result[1]) | Double.IsNaN(result[2])) { continue; //NaNが含まれていたらスキップする } if (Double.IsNaN(first_x) | Double.IsNaN(first_y) | Double.IsNaN(first_z)) { first_x = result[0]; first_y = result[1]; first_z = result[2]; } last_x = result[0]; last_y = result[1]; last_z = result[2]; Coordinate.transformICRStoGCS(ve, result, location); drawShadowTexture(location[0], location[1], Color.red); } { SolarEclipse.getPenumbralOutline(ve, minQ, result); if (!Double.IsNaN(result[0]) & !Double.IsNaN(result[1]) & !Double.IsNaN(result[2])) { Coordinate.transformICRStoGCS(ve, result, location); last_x = result[0]; last_y = result[2]; last_z = result[1]; drawShadowTexture(location[0], location[1], Color.red); } } //drawClosingLine2(ve, first_x, first_y, first_z, last_x, last_y, last_z); //Debug.Log(first_longitude + ":" + first_latitude + "::" + last_longitude + ":" + last_latitude); /* * //minQが通常の計算でNaNとなる場合に備えて、強制的に描画する。 * SolarEclipse.getPenumbralOutline(ve, minQ, result); * result[2] = -0.01;//強制的に基準面に設定する * Coordinate.transformICRStoGCS(ve, result, location); * drawShadowTexture(location[0], location[1], Color.red); */ } //本影の描画 for (int i = 0; i <= 360; i += 5) { SolarEclipse.getUmbralOutline(ve, (double)i, result); if (Double.IsNaN(result[0]) | Double.IsNaN(result[1]) | Double.IsNaN(result[2])) { continue; //NaNが含まれていたらスキップする } Coordinate.transformICRStoGCS(ve, result, location); drawShadowTexture(location[0], location[1], Color.black); } GameObject earthobj = GameObject.Find("perfectsphere"); Material[] mats = earthobj.GetComponent <Renderer>().materials; Debug.Log("elements =" + mats.Length); mats[0].SetTexture("_MainTex", (Texture)shadow); //mats[1].SetTexture("_EmissionMap", shadow); //repaint(); }
/* * //球体版のカメラの変換行列を設定する。 * private void initCameraVector(double longitude, double latitude) * { * viewpoint = new double[3]; * double[] xaxis = new double[3]; * double[] position = new double[3]; * * double phai = longitude / 180.0 * Math.PI; * double rho = latitude / 180.0 * Math.PI; * * //緯度に基づいて回転させる * position[0] = Altitude * Math.Cos(rho); * position[1] = 0.0; * position[2] = Altitude * Math.Sin(rho); * * //Z軸に基づいて回転させる。 * double[][] Zrevolve = new double[][] { { Math.Cos(phai), Math.Sin(phai), 0.0 }, { -Math.Sin(phai), Math.Cos(phai), 0.0 }, { 0.0, 0.0, 1.0 } }; * Matrix.multiplication31type2(Zrevolve, position, viewpoint); * * //接線ベクトルを計算する * position[0] = 0.0; * position[1] = 1.0; * position[2] = 0.0; * * // double[][] Xrevolve = new double[][]{{1.0, 0.0, 0.0 }, { 0.0, Math.cos(rho), -Math.sin(rho) }, {0.0 Math.sin(rho), Math. cos(rho) }}; * * Matrix.multiplication31type2(Zrevolve, position, xaxis); * * double norm = Math.Sqrt(viewpoint[0] * viewpoint[0] + viewpoint[1] * viewpoint[1] + viewpoint[2] * viewpoint[2]); * double[] yaxis = new double[] { -(viewpoint[0] / norm), -(viewpoint[1] / norm), -(viewpoint[2] / norm) }; * * double[] zaxis = new double[3]; * Matrix.getOuterProduct(xaxis, yaxis, zaxis); * * norm = Math.Sqrt(zaxis[0] * zaxis[0] + zaxis[1] * zaxis[1] + zaxis[2] * zaxis[2]); * zaxis[0] /= norm; * zaxis[1] /= norm; * zaxis[2] /= norm; * * * camvec = new double[][] { xaxis, yaxis, zaxis }; * InverseCam = new double[3][3]; * Matrix.getInverseMatrixType2(camvec, InverseCam); * } */ //画面を更新する(球体版) /* * private void createScreen2() * { * double hinode_keido, hinoiri_keido, asayake, higure; * int hinoiriX = 0, hinodeX = 0; * int asayakeX = 0, higureX = 0; * * // if (screen2 == null | earth == null) return; * * //イメージを初期化 * Color opaque = new Color(0, 0, 0, 0); * for (int i = 0; i < shadow.width; i++) * { * for (int j = 0; j < shadow.height; j++) * { * shadow.SetPixel(i, j, opaque); * } * } * * double scrDist = (scrWidth / 2.0) / Math.Tan(scrAngle / 180.0 * Math.PI); * double[] vector = new double[3]; * double[] result = new double[3]; * * double[] center = new double[] { viewpoint[0], viewpoint[1], viewpoint[2] }; //地球中心へ向かうベクトル * double norm = Math.Sqrt(center[0] * center[0] + center[1] * center[1] + center[2] * center[2]); * center[0] /= norm; * center[1] /= norm; * center[2] /= norm; * * double altitude = Math.Sqrt(viewpoint[0] * viewpoint[0] + viewpoint[1] * viewpoint[1] + viewpoint[2] * viewpoint[2]); * * for (int i = 0; i < scrWidth; i++) * { * double x = i - (scrWidth / 2); * double y = scrDist; * for (int j = 0; j < scrHeight; j++) * { * vector[0] = x; * vector[1] = y; * vector[2] = -(j - (scrHeight / 2)); * norm = Math.Sqrt(vector[0] * vector[0] + vector[1] * vector[1] + vector[2] * vector[2]); * vector[0] /= norm; * vector[1] /= norm; * vector[2] /= norm; * Matrix.multiplication31type2(camvec, vector, result); * * double theta = Math.Acos(-center[0] * result[0] - center[1] * result[1] - center[2] * result[2]); * * double b2 = 2.0 * altitude * Math.Cos(theta); //コサインを変換する必要ないのでは? * double D = b2 * b2 - 4.0 * (altitude * altitude - Constants.de * Constants.de); * * if (D >= 0) * { * double root = 0.5 * Math.Sqrt(D); * * double distance = altitude * Math.Cos(theta) - root; * if (distance < 0) { System.out.println("負の実数解"); return; } * * //x1は交点までの距離。方向ベクトルに距離を掛けると位置が出る * double pointX = viewpoint[0] + result[0] * distance; * double pointY = viewpoint[1] + result[1] * distance; * double pointZ = viewpoint[2] + result[2] * distance; * * double latitude = Math.Asin(pointZ / Constants.de) / Math.PI * 180.0; * double longitude = Math.Acos(pointX / Math.Sqrt(pointX * pointX + pointY * pointY)) / Math.PI * 180.0; * if (pointY < 0) longitude = -longitude; //象限を考慮する * * double xOnMap = longitude - longitudeleft; * if (xOnMap < 0.0) xOnMap += 360.0; * int x1 = (int)(xOnMap * (imageWidth / 360.0)); * * double yOnMap = (imageHeight / 180.0) * latitude; * int y1 = Yequator - (int)yOnMap; * if (x1 < earth.getWidth() & y1 < earth.getHeight()) screen2.setRGB(i, j, earth.getRGB(x1, y1)); * } * } * } * } */ //3D空間内の地用と月のモデルの位置を変更する private void updateSunAndMoonPosition() { EquatorialCoordinate sun = new EquatorialCoordinate(); EquatorialCoordinate moon = new EquatorialCoordinate(); double asc = 0.0; double dec = 0.0; double moonasc = 0.0; double moondec = 0.0; try { double[] result = new double[2]; SunAndMoon.getSunRightAscension(utc, result); asc = result[0]; //赤経 dec = result[1]; //赤緯 SunAndMoon.getMoonRightAscension(utc, result); moonasc = result[0]; moondec = result[1]; } catch (Exception) { Debug.Log("Exception1 "); return; } double phai0 = Almanac.getGreenidgeSiderealTime(utc); //グリニッジ恒星時 //恒星時をもとに、背景の回転を行う(恒星時は春分点の時角) Material skybox = RenderSettings.skybox; skybox.SetFloat("_Rotation", (float)-phai0);//時角のマイナス方向に回転。skyboxのマテリアルは左右が逆 //太陽位置 { //赤緯・赤経は北極から見て時計回り。自覚、恒星時は反時計回り。時角に合わせて計算する //float ramda = -(float)((-asc + phai0) * DegToRad);これを書き換えて下の式になる float ramda = (float)((asc - phai0) * DegToRad); float psy = (float)(dec * DegToRad); float sundistance = 400; float x = Mathf.Cos(psy) * Mathf.Cos(ramda) * sundistance; float y = Mathf.Cos(psy) * Mathf.Sin(ramda) * sundistance; float z = Mathf.Sin(psy) * sundistance; GameObject light = GameObject.Find("Directional Light"); Vector3 sunpos = light.transform.position; sunpos.Set(x, z, y); light.transform.position = sunpos; sunpos.Normalize(); sunpos *= -1; light.transform.forward = sunpos; } //月位置 { float ramda = (float)((moonasc - phai0) * DegToRad); float psy = (float)(moondec * DegToRad); float x = Mathf.Cos(psy) * Mathf.Cos(ramda) * distanceToMoon; float y = Mathf.Cos(psy) * Mathf.Sin(ramda) * distanceToMoon; float z = Mathf.Sin(psy) * distanceToMoon; GameObject light = GameObject.Find("Moon"); Vector3 moonpos = light.transform.position; moonpos.Set(x, z, y); light.transform.position = moonpos; } }
public void drawLines() { //テクスチャ初期化 Color opaque = new Color(0, 0, 0, 0); for (int i = 0; i < shadow.width; i++) { for (int j = 0; j < shadow.height; j++) { shadow.SetPixel(i, j, opaque); } } EquatorialCoordinate sun = new EquatorialCoordinate(); EquatorialCoordinate moon = new EquatorialCoordinate(); double[] result = new double[3]; double[] result2 = new double[3]; double[] location = new double[2]; double asc = 0.0; double dec = 0.0; double moonasc = 0.0; double moondec = 0.0; try { SunAndMoon.getSunRightAscension(utc, result); sun.setRightAscension(result[0]); sun.setCelestialDeclination(result[1]); sun.setDistance(result[2]); asc = result[0]; //赤経 dec = result[1]; //赤緯 SunAndMoon.getMoonRightAscension(utc, result); moon.setRightAscension(result[0]); moon.setCelestialDeclination(result[1]); moon.setDistance(result[2]); moonasc = result[0]; moondec = result[1]; } catch (Exception) { Debug.Log("Exception1 "); return; } double phai0 = Almanac.getGreenidgeSiderealTime(utc);//グリニッジ恒星時 //太陽位置を計算してライトの位置と向きを変更する { //恒星時をもとに、背景の回転を行う(恒星時は春分点の時角) Material skybox = RenderSettings.skybox; skybox.SetFloat("_Rotation", (float)-phai0);//時角のマイナス方向に回転。skyboxのマテリアルは左右が逆 //赤緯・赤経は北極から見て時計回り。自覚、恒星時は反時計回り。時角に合わせて計算する //float ramda = -(float)((-asc + phai0) * DegToRad);これを書き換えて下の式になる float ramda = (float)((asc - phai0) * DegToRad); float psy = (float)(dec * DegToRad); float sundistance = 400; float x = Mathf.Cos(psy) * Mathf.Cos(ramda) * sundistance; float y = Mathf.Cos(psy) * Mathf.Sin(ramda) * sundistance; float z = Mathf.Sin(psy) * sundistance; GameObject light = GameObject.Find("Directional Light"); Vector3 sunpos = light.transform.position; sunpos.Set(x, z, y); light.transform.position = sunpos; sunpos.Normalize(); sunpos *= -1; light.transform.forward = sunpos; } /* * //日の出・日の入りの同時線を描く * { * double dist = sun.getDistance(); * double parallax = SunAndMoon.getSunParallax(dist);//太陽視差 * double k = SunAndMoon.getSunriseAltitude(SunAndMoon.getSunDiameter(dist), 0.0, SunAndMoon.refraction, parallax); * double celestialdeclination = sun.getCelestialDeclination(); * * for (int i = -90; i < 90; i++) * { * //緯度を取得 * double latitude = i;//getLatitudeFromY(Yequator - i); * * //緯度を元に時角を計算する * double jikaku = SunAndMoon.getTimeAngle(k, celestialdeclination, latitude); * * if (!Double.IsNaN(jikaku))//時角がNaNでない * { * double hinode_keido = SunAndMoon.reviseAngle(-jikaku + sun.getRightAscension() - phai0); * double hinoiri_keido = SunAndMoon.reviseAngle(jikaku + sun.getRightAscension() - phai0); * // hinodeX =(int)getXfromLongitude(hinode_keido); * // hinoiriX = (int)getXfromLongitude(hinoiri_keido);//昼側か調べる * drawShadowTexture(hinode_keido, latitude, Color.white); * drawShadowTexture(hinoiri_keido, latitude, Color.white); * } * } * } */ //輪郭の描画 //ベッセル数 VesselElements ve = new VesselElements(sun, moon, utc); SolarEclipse.getCrossPoint(ve, result, result2); //月影と地球外円との交点を調べる double maxQ = SolarEclipse.getPenumbralQ(ve, result); double minQ = SolarEclipse.getPenumbralQ(ve, result2); //Debug.Log("MaxQ = " + maxQ + " minQ = " + minQ); //半影の描画 if (Double.IsNaN(maxQ) && Double.IsNaN(minQ)) { //交点が存在しない場合。月影がすべて地球上に投射されている。 double first_longitude = Double.NaN; double first_latitude = Double.NaN; double last_longitude; double last_latitude; Color gray = new Color(0, 0, 0, 0.4f); //初期の点 SolarEclipse.getPenumbralOutline(ve, 0.0, result); Coordinate.transformICRStoGCS(ve, result, location); last_longitude = location[0]; last_latitude = location[1]; bool fill = true; for (double i = 1.0; i <= 360.0; i += 1.0) { SolarEclipse.getPenumbralOutline(ve, i, result2); if (Double.IsNaN(result2[0]) | Double.IsNaN(result2[1]) | Double.IsNaN(result2[2])) { fill = false; continue;//NaNが含まれていたらスキップする } Coordinate.transformICRStoGCS(ve, result2, location); // drawShadowTexture(location[0], location[1], gray); //Debug.Log("i=" + i + ":" +location[0] + ":" + location[1]); drawOutline(last_longitude, last_latitude, location[0], location[1], Color.red); last_longitude = location[0]; last_latitude = location[1]; } if (fill) { fillShadow(last_longitude - 2, last_latitude, shadow, gray); } /* * byte[] pngData = shadow.EncodeToPNG(); // pngのバイト情報を取得. * * // ファイルダイアログの表示. * string filePath = EditorUtility.SaveFilePanel("Save Texture", "", shadow.name + ".png", "png"); * * if (filePath.Length > 0) * { * // pngファイル保存. * File.WriteAllBytes(filePath, pngData); * } */ //Debug.Log(first_longitude + ":" + first_latitude + "::" + last_longitude + ":" + last_latitude); } else if (!Double.IsNaN(maxQ) && !Double.IsNaN(minQ))//交点が存在する { double first_x = double.NaN; double first_y = double.NaN; double first_z = double.NaN; double last_x = double.NaN; double last_y = double.NaN; double last_z = double.NaN; Color gray = new Color(0, 0, 0, 0.4f); if ((maxQ - minQ) >= 0.0) { maxQ -= 360.0; } SolarEclipse.getPenumbralOutline(ve, maxQ, result); Coordinate.transformICRStoGCS(ve, result, location); //Debug.Log("MaxQ :" + location[0] + ":" + location[1]+ ":" + maxQ); SolarEclipse.getPenumbralOutline(ve, minQ, result); Coordinate.transformICRStoGCS(ve, result, location); //Debug.Log("MinQ :" + location[0] + ":" + location[1] + ":" + minQ); /* * //maxQが通常の計算でNaNとなる場合に備えて、強制的に描画する。 * SolarEclipse.getPenumbralOutline(ve, maxQ, result); * result[2] = -0.01;//強制的に基準面に設定する * Coordinate.transformICRStoGCS(ve, result, location); * drawShadowTexture(location[0], location[1], Color.black); */ for (double i = maxQ /*Math.Ceiling(maxQ)*/; i < minQ; i += 0.2) { SolarEclipse.getPenumbralOutline(ve, i, result); if (Double.IsNaN(result[0]) | Double.IsNaN(result[1]) | Double.IsNaN(result[2])) { continue; //NaNが含まれていたらスキップする } if (Double.IsNaN(first_x) | Double.IsNaN(first_y) | Double.IsNaN(first_z)) { first_x = result[0]; first_y = result[1]; first_z = result[2]; } last_x = result[0]; last_y = result[1]; last_z = result[2]; Coordinate.transformICRStoGCS(ve, result, location); drawShadowTexture(location[0], location[1], gray); } { SolarEclipse.getPenumbralOutline(ve, minQ, result); if (!Double.IsNaN(result[0]) & !Double.IsNaN(result[1]) & !Double.IsNaN(result[2])) { Coordinate.transformICRStoGCS(ve, result, location); last_x = result[0]; last_y = result[2]; last_z = result[1]; drawShadowTexture(location[0], location[1], gray); } } } //本影の描画 for (int i = 0; i <= 360; i += 5) { SolarEclipse.getUmbralOutline(ve, (double)i, result); if (Double.IsNaN(result[0]) | Double.IsNaN(result[1]) | Double.IsNaN(result[2])) { continue; //NaNが含まれていたらスキップする } Coordinate.transformICRStoGCS(ve, result, location); drawShadowTexture(location[0], location[1], Color.black); } // shadow.Apply(); }
//地球に写る月の影の輪郭を描く public void drawLines(DateTime utc) { EquatorialCoordinate sun = new EquatorialCoordinate(); EquatorialCoordinate moon = new EquatorialCoordinate(); double[] result = new double[3]; double[] result2 = new double[3]; double[] dataset = new double[7]; double[] location = new double[2]; double asc = 0.0; double dec = 0.0; double moonasc = 0.0; double moondec = 0.0; double phai0; if (mode == PLAYMODE) { dataholder.getPositions(utc, dataset); asc = dataset[0]; dec = dataset[1]; sun.setRightAscension(dataset[0]); sun.setCelestialDeclination(dataset[1]); sun.setDistance(dataset[2]); moon.setRightAscension(dataset[3]); moon.setCelestialDeclination(dataset[4]); moon.setDistance(dataset[5]); moonasc = dataset[3]; moondec = dataset[4]; phai0 = dataset[6]; } else if (mode == RECORDMODE) { try { SunAndMoon.getSunRightAscension(utc, result); asc = result[0]; dec = result[1]; sun.setRightAscension(result[0]); sun.setCelestialDeclination(result[1]); sun.setDistance(result[2]); SunAndMoon.getMoonRightAscension(utc, result); moon.setRightAscension(result[0]); moon.setCelestialDeclination(result[1]); moon.setDistance(result[2]); moonasc = result[0]; moondec = result[1]; } catch (Exception) { /* Debug.Log("Exception1 ");*/ return; } phai0 = Almanac.getGreenidgeSiderealTime(utc);//グリニッジ恒星時 //記録する dataholder.setPositions(asc, dec, sun.getDistance(), moonasc, moondec, moon.getDistance(), phai0, utc); } else { return; } //輪郭の描画 //ベッセル数 VesselElements ve = new VesselElements(sun, moon, utc); // SolarEclipse.getD(ve, 143.009267, 42.7396185, 0); SolarEclipse.getCrossPoint(ve, result, result2); //月影と地球外円との交点を調べる double maxQ = SolarEclipse.getPenumbralQ(ve, result); double minQ = SolarEclipse.getPenumbralQ(ve, result2); //Debug.Log("MaxQ = " + maxQ + " minQ = " + minQ); //半影の描画 if (Double.IsNaN(maxQ) && Double.IsNaN(minQ)) { clearTexture(); //交点が存在しない場合。月影がすべて地球上に投射されている。 double last_longitude; double last_latitude; Color gray = new Color(0, 0, 0, 0.4f); //初期の点 SolarEclipse.getPenumbralOutline(ve, 0.0, result); Coordinate.transformICRStoGCS(ve, result, location); last_longitude = location[0]; last_latitude = location[1]; double max_lat = -90, min_lat = 90; double east_lon = location[0]; double west_lon = double.NaN; //bool for (double i = 1.0; i <= 360.0; i += 1.0) { SolarEclipse.getPenumbralOutline(ve, i, result2); if (Double.IsNaN(result[0]) | Double.IsNaN(result[1]) | Double.IsNaN(result[2])) { continue;//NaNが含まれていたらスキップする } Coordinate.transformICRStoGCS(ve, result2, location); if (double.IsNaN(location[0]) | double.IsNaN(location[1])) { continue; } //値の取得で例外が発生したら、処理をスキップする try { drawOutline(last_longitude, last_latitude, location[0], location[1], shadow, sunoutline); } catch (Exception ex) { continue; } last_longitude = location[0]; last_latitude = location[1]; if (i == 180.0) { west_lon = location[0]; } if (max_lat < last_latitude) { max_lat = last_latitude; } if (min_lat > last_latitude) { min_lat = last_latitude; } } if (!double.IsNaN(west_lon) & !double.IsNaN(east_lon)) { if (west_lon > east_lon) { east_lon += 360.0; } Point paintpoint = getScreenPoint((east_lon + west_lon) / 2, (max_lat + min_lat) / 2); fillShadowEx(paintpoint.x, paintpoint.y, shadow, shadowcolor); // Debug.Log("west= " + west_lon + " east=" +east_lon) ; } } else if (!Double.IsNaN(maxQ) && !Double.IsNaN(minQ))//交点が存在する { double first_longitude; double first_latitude; double last_longitude; double last_latitude; clearTexture(); Color gray = new Color(0, 0, 0, 0.4f); if ((maxQ - minQ) >= 0.0) { maxQ -= 360.0; } SolarEclipse.getPenumbralOutline(ve, maxQ, result); Coordinate.transformICRStoGCS(ve, result, location); //Debug.Log("MaxQ :" + location[0] + ":" + location[1]+ ":" + maxQ); SolarEclipse.getPenumbralOutline(ve, minQ, result); Coordinate.transformICRStoGCS(ve, result, location); //初期の点 double delta = 0.0; while (true) { SolarEclipse.getPenumbralOutline(ve, maxQ + delta, result); if (Double.IsNaN(result[0]) | Double.IsNaN(result[1]) | Double.IsNaN(result[2])) { delta += 0.1; } else { break; } if (delta > 5.0) { break; } } Coordinate.transformICRStoGCS(ve, result, location); first_longitude = last_longitude = location[0]; first_latitude = last_latitude = location[1]; // double max_lon = 0, max_lat = -90, min_lon = 360, min_lat = 90; for (double i = maxQ + delta + 0.5; i < minQ; i += 0.5) { SolarEclipse.getPenumbralOutline(ve, i, result2); if (Double.IsNaN(result2[0]) | Double.IsNaN(result2[1]) | Double.IsNaN(result2[2])) { continue;//NaNが含まれていたらスキップする } Coordinate.transformICRStoGCS(ve, result2, location); //値の取得で例外が発生したら、処理をスキップする if (double.IsNaN(location[0]) | double.IsNaN(location[1])) { continue; } try { drawOutline(last_longitude, last_latitude, location[0], location[1], shadow, sunoutline); } catch (Exception e) { continue; } last_longitude = location[0]; last_latitude = location[1]; } SolarEclipse.getPenumbralOutline(ve, minQ, result); if (!Double.IsNaN(result[0]) & !Double.IsNaN(result[1]) & !Double.IsNaN(result[2])) { Coordinate.transformICRStoGCS(ve, result, location); if (!double.IsNaN(location[0]) & !double.IsNaN(location[1])) { drawOutline(last_longitude, last_latitude, location[0], location[1], shadow, sunoutline); last_longitude = location[0]; last_latitude = location[1]; } } //同時線を描く { //日の出・日の入りの同時線を描く int alllength = getSunLine(sun, phai0); //終点から同時線までの最短の線を描く Point pnt = getScreenPoint(last_longitude, last_latitude); double leastdistance = double.MaxValue; int finishindex = -1; //終点と最も近い点のインデックス if (pnt.x < 0) { pnt.x += shadow.width; } else if (pnt.x >= shadow.width) { pnt.x -= shadow.width; } if (pnt.y < 0) { pnt.y = 0; } else if (pnt.y >= shadow.width) { pnt.y = shadow.width; } for (int i = 0; i < alllength; i++) { double xdiff = Math.Abs(pnt.x - sunline[i * 2]); if (xdiff > shadow.width / 2) { xdiff = shadow.width - xdiff; } double ydiff = pnt.y - sunline[i * 2 + 1]; double length = Math.Sqrt(xdiff * xdiff + ydiff * ydiff); if (length < leastdistance) { leastdistance = length; finishindex = i; } } if (finishindex != -1 & leastdistance != double.MaxValue) { if (!double.IsNaN(last_longitude) & !double.IsNaN(last_latitude)) { drawScreenOutline(pnt.x, pnt.y, sunline[finishindex * 2], sunline[finishindex * 2 + 1], sunoutline); } } //開始点から同時線までの最短の線を描く pnt = getScreenPoint(first_longitude, first_latitude); leastdistance = double.MaxValue; int startindex = -1; //始点と最も近い点のインデックス if (pnt.x < 0) { pnt.x += shadow.width; } else if (pnt.x >= shadow.width) { pnt.x -= shadow.width; } if (pnt.y < 0) { pnt.y = 0; } else if (pnt.y >= shadow.width) { pnt.y = shadow.width; } for (int i = 0; i < alllength; i++) { double xdiff = Math.Abs(pnt.x - sunline[i * 2]); if (xdiff > shadow.width / 2) { xdiff = shadow.width - xdiff; } double ydiff = pnt.y - sunline[i * 2 + 1]; double length = Math.Sqrt(xdiff * xdiff + ydiff * ydiff); if (length < leastdistance) { leastdistance = length; startindex = i; } } if (startindex != -1 & leastdistance != double.MaxValue) { if (!double.IsNaN(last_longitude) & !double.IsNaN(last_latitude)) { drawScreenOutline(pnt.x, pnt.y, sunline[startindex * 2], sunline[startindex * 2 + 1], sunoutline); } } //判定を正確にするため、同時線は最後に描く。alllengthは要素数だから、マイナスしない for (int i = 0; i < alllength; i++) { drawScreenPixel(sunline[i * 2], sunline[i * 2 + 1], boundscolor); } //影の中を塗る int middlepoint = -1; if (Math.Abs(finishindex - startindex) > (alllength / 2)) { middlepoint = (finishindex + startindex + alllength) / 2; if (middlepoint >= alllength) { middlepoint -= alllength; } else if (middlepoint < 0) { middlepoint += alllength; } } else { middlepoint = (finishindex + startindex) / 2; } getInnerPoint(sunline[middlepoint * 2], sunline[middlepoint * 2 + 1], shadow);//塗の指示 }//同時線の描画の終わり } //半影の描画の終わり else if (!Double.IsNaN(maxQ) | !Double.IsNaN(minQ)) /*Debug.Log("minQ or maxQ is NaN");*/ } {