StelUtils.hpp   StelUtils.hpp
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//! Convert from spherical coordinates to Rectangular direction. //! Convert from spherical coordinates to Rectangular direction.
//! @param lng float* to store longitude in radian //! @param lng float* to store longitude in radian
//! @param lat float* to store latitude in radian //! @param lat float* to store latitude in radian
//! @param v the input 3D vector //! @param v the input 3D vector
void rectToSphe(float *lng, float *lat, const Vec3f& v); void rectToSphe(float *lng, float *lat, const Vec3f& v);
//! Coordinate Transformation from equatorial to ecliptical //! Coordinate Transformation from equatorial to ecliptical
//! Coordinate Transformation from ecliptical to equatorial
//! Convert a string longitude, latitude, RA or Declination angle //! Convert a string longitude, latitude, RA or Declination angle
//! @param str the angle in format something like these: //! @param str the angle in format something like these:
//! - +53d 51'21.6" //! - +53d 51'21.6"
//! - +53d51'21.6" //! - +53d51'21.6"
//! - -1d 10'31.8" //! - -1d 10'31.8"
//! - +46d6'31" //! - +46d6'31"
//! - 50D46'0"N //! - 50D46'0"N
//! - 123D47'59"W //! - 123D47'59"W
//! - 123.567 N //! - 123.567 N
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inline Vec3f getNightColor(const Vec3f& dayColor) inline Vec3f getNightColor(const Vec3f& dayColor)
{ {
float max = 0.0; float max = 0.0;
for(int i=0; i<3; i++) for(int i=0; i<3; i++)
{ {
max = dayColor[i] > max ? dayColor[i] : max; max = dayColor[i] > max ? dayColor[i] : max;
} }
return Vec3f(max, 0, 0); return Vec3f(max, 0, 0);
} }
//! Calculate and s (in AU) //! Calculate and return sidereal period in days from semi-major axi s (in AU)
double calculateSiderealPeriod(const double SemiMajorAxis); double calculateSiderealPeriod(const double SemiMajorAxis);
//! Convert decimal hours to hours, minutes, seconds
QString hoursToHmsStr(const double hours); QString hoursToHmsStr(const double hours);
//! Get the number of seconds since program start. //! Get the number of seconds since program start.
//! //!
//! @note This is implemented in platform-specific ways to be as pre cise //! @note This is implemented in platform-specific ways to be as pre cise
//! as possible, but there is a fallback for other platforms t hat //! as possible, but there is a fallback for other platforms t hat
//! might not be precise at all. //! might not be precise at all.
//! This is currently used e.g. to measure FPS, but it should never //! This is currently used e.g. to measure FPS, but it should never
//! be used for critical functionality. //! be used for critical functionality.
long double secondsSinceStart(); long double secondsSinceStart();
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