Planet.hpp   Planet.hpp 
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float _precessionRate, double _siderealPeri od); float _precessionRate, double _siderealPeri od);
double getRotAscendingnode(void) const {return re.ascendingNode;} double getRotAscendingnode(void) const {return re.ascendingNode;}
// return angle between axis and normal of ecliptic plane (or, for a moon, equatorial/reference plane defined by parent). // return angle between axis and normal of ecliptic plane (or, for a moon, equatorial/reference plane defined by parent).
// TODO: decide if this is always angle between axis and J2000 eclip tic, or should be axis//current ecliptic! // TODO: decide if this is always angle between axis and J2000 eclip tic, or should be axis//current ecliptic!
double getRotObliquity(double JDE) const; double getRotObliquity(double JDE) const;
//! Get the Planet position in the parent Planet ecliptic coordinate in AU //! Get the Planet position in the parent Planet ecliptic coordinate in AU
Vec3d getEclipticPos() const; Vec3d getEclipticPos() const;
// Return the heliocentric ecliptical position // Return the heliocentric ecliptical position
Vec3d getHeliocentricEclipticPos() const; Vec3d getHeliocentricEclipticPos() const {return getHeliocentricPos( eclipticPos);}
// Return the heliocentric transformation for local coordinate // Return the heliocentric transformation for local coordinate
Vec3d getHeliocentricPos(Vec3d) const; Vec3d getHeliocentricPos(Vec3d) const;
void setHeliocentricEclipticPos(const Vec3d &pos); void setHeliocentricEclipticPos(const Vec3d &pos);
// Compute the distance to the given position in heliocentric coordi nate (in AU) // Compute the distance to the given position in heliocentric coordi nate (in AU)
double computeDistance(const Vec3d& obsHelioPos); double computeDistance(const Vec3d& obsHelioPos);
double getDistance(void) const {return distance;} double getDistance(void) const {return distance;}
void setRings(Ring* r) {rings = r;} void setRings(Ring* r) {rings = r;}
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bool halo; // Does the planet have a halo? bool halo; // Does the planet have a halo?
PlanetType pType; // Type of body PlanetType pType; // Type of body
ApparentMagnitudeAlgorithm vMagAlgorithm; ApparentMagnitudeAlgorithm vMagAlgorithm;
static Vec3f labelColor; static Vec3f labelColor;
static StelTextureSP hintCircleTex; static StelTextureSP hintCircleTex;
static QMap<PlanetType, QString> pTypeMap; // Maps fast type to engl ish name. static QMap<PlanetType, QString> pTypeMap; // Maps fast type to engl ish name.
static QMap<ApparentMagnitudeAlgorithm, QString> vMagAlgorithmMap; static QMap<ApparentMagnitudeAlgorithm, QString> vMagAlgorithmMap;
static bool flagCustomGrsSettings; // Is enabled usage of custo
m settings for calculation of position of Great Red Spot?
static double customGrsJD; // Initial JD for calculatio
n of position of Great Red Spot
static int customGrsLongitude; // Longitude of Great Red Sp
ot (System II, degrees)
static double customGrsDrift; // Annual drift of Great Red
Spot position (degrees)
// Shader-related variables // Shader-related variables
struct PlanetShaderVars { struct PlanetShaderVars {
int projectionMatrix; int projectionMatrix;
int texCoord; int texCoord;
int unprojectedVertex; int unprojectedVertex;
int vertex; int vertex;
int texture; int texture;
int lightDirection; int lightDirection;
int eyeDirection; int eyeDirection;
int diffuseLight; int diffuseLight;
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