suggestion
19.10.1999 Christian Mayer change to use PLIB's sg instead of Point[2/3]D
and lots of wee code cleaning
+14.12.1999 Christian Mayer Changed the internal structure to use Dave
+ Eberly's spherical interpolation code. This
+ stops our dependancy on the (ugly) voronoi
+ code and simplyfies the code structure a lot.
+07.05.2000 Tony Peden Added functionality to get the weather data
+ on 'the bus'
+18.05.2000 Christian Mayer Minor clean-ups. Changed the code to use
+ FGWeatherUtils.h for unit conversion
*****************************************************************************/
/****************************************************************************/
/* INCLUDES */
/****************************************************************************/
-#include <Include/compiler.h>
-#include <Include/fg_constants.h>
+#include <simgear/compiler.h>
+#include <simgear/constants.h>
#include <Aircraft/aircraft.hxx>
#include "FGLocalWeatherDatabase.h"
-#include "FGVoronoi.h"
+#include "FGWeatherParse.h"
-/****************************************************************************/
-/********************************** CODE ************************************/
-/****************************************************************************/
+#include "FGWeatherUtils.h"
/****************************************************************************/
-/* return the index (better: ID) of the area with point p */
-/****************************************************************************/
-unsigned int FGLocalWeatherDatabase::AreaWith(const sgVec2& p) const
-{
-
- for (FGMicroWeatherList::size_type i = 0; i != WeatherAreas.size(); i++)
- {
- if (WeatherAreas[i].hasPoint(p) == true)
- return i+1;
- }
-
- return 0; //nothing found
-}
-
-/****************************************************************************/
-/* make tiles out of points on a 2D plane */
+/********************************** CODE ************************************/
/****************************************************************************/
-void FGLocalWeatherDatabase::tileLocalWeather(const FGPhysicalProperties2DVector& EntryList)
-{
- FGVoronoiInputList input;
-
- for (FGPhysicalProperties2DVectorConstIt it1 = EntryList.begin(); it1 != EntryList.end(); it1++)
- input.push_back(FGVoronoiInput(it1->p, *it1));
-
- FGVoronoiOutputList output = Voronoiate(input);
- for (FGVoronoiOutputList::iterator it2 = output.begin(); it2 != output.end(); it2++)
- WeatherAreas.push_back(FGMicroWeather(it2->value, it2->boundary));
-}
-
-/****************************************************************************/
-/* Constructor and Destructor */
-/****************************************************************************/
FGLocalWeatherDatabase* FGLocalWeatherDatabase::theFGLocalWeatherDatabase = 0;
FGLocalWeatherDatabase *WeatherDatabase;
-FGLocalWeatherDatabase::FGLocalWeatherDatabase(const sgVec3& position, const WeatherPrecision visibility, const DatabaseWorkingType type)
+void FGLocalWeatherDatabase::init( const WeatherPrecision visibility,
+ const DatabaseWorkingType type,
+ const string &root )
{
+ FGPhysicalProperties f[2]; //make an standard weather that's the same at the whole world
+
cerr << "Initializing FGLocalWeatherDatabase\n";
cerr << "-----------------------------------\n";
if (theFGLocalWeatherDatabase)
{
- //FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one local weather allowed" );
cerr << "Error: only one local weather allowed";
exit(-1);
}
setWeatherVisibility(visibility);
DatabaseStatus = type;
- global = 0; //just get sure...
- sgCopyVec3(last_known_position, position);
+ database = 0; //just get sure...
-
- theFGLocalWeatherDatabase = this;
+ Thunderstorm = false;
+ //I don't need to set theThunderstorm as Thunderstorm == false
switch(DatabaseStatus)
{
case use_global:
{
- global = new FGGlobalWeatherDatabase; //initialize GlobalDatabase
- global->setDatabaseStatus(FGGlobalWeatherDatabase_working);
- tileLocalWeather(global->getAll(position, WeatherVisibility, 3));
+ cerr << "Error: there's no global database anymore!\n";
+ exit(-1);
+ }
+ break;
+
+ case use_internet:
+ {
+ FGWeatherParse *parsed_data = new FGWeatherParse();
+
+ parsed_data->input( "weather/current.gz" );
+ unsigned int n = parsed_data->stored_stations();
+
+ sgVec2 *p = new sgVec2 [n];
+ FGPhysicalProperties *f = new FGPhysicalProperties[n];
+
+ // fill the database
+ for (unsigned int i = 0; i < n; i++)
+ {
+ f[i] = parsed_data->getFGPhysicalProperties(i);
+ parsed_data->getPosition(i, p[i]);
+
+ if ( (i%100) == 0)
+ cerr << ".";
+ }
+
+ // free the memory of the parsed data to ease the required memory
+ // for the very memory consuming spherical interpolation
+ delete parsed_data;
+
+ //and finally init the interpolation
+ cerr << "\nInitialiating Interpolation. (2-3 minutes on a PII-350)\n";
+ database = new SphereInterpolate<FGPhysicalProperties>(n, p, f);
+
+ //and free my allocations:
+ delete[] p;
+ delete[] f;
+ cerr << "Finished weather init.\n";
+
}
break;
case manual:
case default_mode:
{
- vector<sgVec2Wrap> emptyList;
- WeatherAreas.push_back(FGMicroWeather(FGPhysicalProperties2D(), emptyList)); //in these cases I've only got one tile
+ double x[2] = {0.0, 0.0}; //make an standard weather that's the same at the whole world
+ double y[2] = {0.0, 0.0}; //make an standard weather that's the same at the whole world
+ double z[2] = {1.0, -1.0}; //make an standard weather that's the same at the whole world
+ database = new SphereInterpolate<FGPhysicalProperties>(2,x,y,z,f);
}
break;
FGLocalWeatherDatabase::~FGLocalWeatherDatabase()
{
//Tidying up:
-
- //delete every stored area
- WeatherAreas.erase(WeatherAreas.begin(), WeatherAreas.end());
-
- //delete global database if necessary
- if (DatabaseStatus == use_global)
- delete global;
+ delete database;
}
/****************************************************************************/
/****************************************************************************/
void FGLocalWeatherDatabase::reset(const DatabaseWorkingType type)
{
- //delete global database if necessary
- if ((DatabaseStatus == use_global) && (type != use_global))
- delete global;
-
- DatabaseStatus = type;
- if (DatabaseStatus == use_global)
- tileLocalWeather(global->getAll(last_known_position, WeatherVisibility, 3));
-
- //delete every stored area
- WeatherAreas.erase(WeatherAreas.begin(), WeatherAreas.end());
+ cerr << "FGLocalWeatherDatabase::reset isn't supported yet\n";
}
/****************************************************************************/
/****************************************************************************/
void FGLocalWeatherDatabase::update(const WeatherPrecision dt)
{
- if (DatabaseStatus==use_global)
- global->update(dt);
+ //if (DatabaseStatus==use_global)
+ // global->update(dt);
}
void FGLocalWeatherDatabase::update(const sgVec3& p) //position has changed
{
sgCopyVec3(last_known_position, p);
- //cerr << "****\nupdate inside\n";
- //cerr << "Parameter: " << p << "\n";
- //cerr << "****\n";
+
+ //uncomment this when you are using the GlobalDatabase
+ /*
+ cerr << "****\nupdate(p) inside\n";
+ cerr << "Parameter: " << p[0] << "/" << p[1] << "/" << p[2] << "\n";
+ sgVec2 p2d;
+ sgSetVec2( p2d, p[0], p[1] );
+ cerr << FGPhysicalProperties2D(get(p2d), p2d);
+ cerr << "****\n";
+ */
+
}
void FGLocalWeatherDatabase::update(const sgVec3& p, const WeatherPrecision dt) //time and/or position has changed
{
sgCopyVec3(last_known_position, p);
-
- if (DatabaseStatus==use_global)
- global->update(dt);
}
/****************************************************************************/
/****************************************************************************/
FGPhysicalProperty FGLocalWeatherDatabase::get(const sgVec3& p) const
{
- unsigned int a = AreaWith(p);
- if (a != 0)
- return WeatherAreas[a-1].get(p[3]);
- else //point is outside => ask GlobalWeatherDatabase
- return global->get(p);
+ return FGPhysicalProperty(database->Evaluate(p), p[2]);
}
+#ifdef macintosh
+ /* fix a problem with mw compilers in that they don't know the
+ difference between the next two methods. Since the first one
+ doesn't seem to be used anywhere, I commented it out. This is
+ supposed to be fixed in the forthcoming CodeWarrior Release
+ 6. */
+#else
FGPhysicalProperties FGLocalWeatherDatabase::get(const sgVec2& p) const
{
- sgVec3 temp;
- sgSetVec3(temp, p[0], p[1], 0.0);
-
- unsigned int a = AreaWith(temp);
- if (a != 0)
- return WeatherAreas[a-1].get();
- else //point is outside => ask GlobalWeatherDatabase
- return global->get(p);
+ return database->Evaluate(p);
}
+#endif
WeatherPrecision FGLocalWeatherDatabase::getAirDensity(const sgVec3& p) const
{
- FGPhysicalProperty dummy;
- unsigned int a = AreaWith(p);
- if (a != 0)
- dummy = WeatherAreas[a-1].get(p[3]);
- else //point is outside => ask GlobalWeatherDatabase
- dummy = global->get(p);
+ FGPhysicalProperty dummy(database->Evaluate(p), p[2]);
return
(dummy.AirPressure*FG_WEATHER_DEFAULT_AIRDENSITY*FG_WEATHER_DEFAULT_TEMPERATURE) /
(dummy.Temperature*FG_WEATHER_DEFAULT_AIRPRESSURE);
}
-/****************************************************************************/
-/* Add a weather feature at the point p and surrounding area */
-/****************************************************************************/
-void FGLocalWeatherDatabase::addWind(const WeatherPrecision alt, const sgVec3& x, const sgVec2& p)
-{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].addWind(alt, x);
-}
-
-void FGLocalWeatherDatabase::addTurbulence(const WeatherPrecision alt, const sgVec3& x, const sgVec2& p)
-{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].addTurbulence(alt, x);
-}
-
-void FGLocalWeatherDatabase::addTemperature(const WeatherPrecision alt, const WeatherPrecision x, const sgVec2& p)
-{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].addTemperature(alt, x);
-}
-
-void FGLocalWeatherDatabase::addAirPressure(const WeatherPrecision alt, const WeatherPrecision x, const sgVec2& p)
-{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].addAirPressure(alt, x);
-}
-
-void FGLocalWeatherDatabase::addVaporPressure(const WeatherPrecision alt, const WeatherPrecision x, const sgVec2& p)
-{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].addVaporPressure(alt, x);
-}
-
-void FGLocalWeatherDatabase::addCloud(const WeatherPrecision alt, const FGCloudItem& x, const sgVec2& p)
-{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].addCloud(alt, x);
-}
void FGLocalWeatherDatabase::setSnowRainIntensity(const WeatherPrecision x, const sgVec2& p)
{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].setSnowRainIntensity(x);
+ /* not supported yet */
}
void FGLocalWeatherDatabase::setSnowRainType(const SnowRainType x, const sgVec2& p)
{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].setSnowRainType(x);
+ /* not supported yet */
}
void FGLocalWeatherDatabase::setLightningProbability(const WeatherPrecision x, const sgVec2& p)
{
- unsigned int a = AreaWith(p);
- if (a != 0)
- WeatherAreas[a-1].setLightningProbability(x);
-}
-
-void FGLocalWeatherDatabase::addProperties(const FGPhysicalProperties2D& x)
-{
- if (DatabaseStatus==use_global)
- {
- global->add(x);
-
- //BAD, BAD, BAD thing I'm doing here: I'm adding to the global database a point that
- //changes my voronoi diagram but I don't update it! instead I'm changing one local value
- //that could be anywhere!!
- //This only *might* work when the plane moves so far so fast that the diagram gets new
- //calculated soon...
- unsigned int a = AreaWith(x.p);
- if (a != 0)
- WeatherAreas[a-1].setStoredWeather(x);
- }
- else
- {
- unsigned int a = AreaWith(x.p);
- if (a != 0)
- WeatherAreas[a-1].setStoredWeather(x);
- }
+ /* not supported yet */
}
void FGLocalWeatherDatabase::setProperties(const FGPhysicalProperties2D& x)
{
- if (DatabaseStatus==use_global)
- {
- global->change(x);
-
- //BAD, BAD, BAD thing I'm doing here: I'm adding to the global database a point that
- //changes my voronoi diagram but I don't update it! Instead I'm changing one local value
- //that could be anywhere!!
- //This only *might* work when the plane moves so far so fast that the diagram gets newly
- //calculated soon...
- unsigned int a = AreaWith(x.p);
- if (a != 0)
- WeatherAreas[a-1].setStoredWeather(x);
- }
- else
- {
- unsigned int a = AreaWith(x.p);
- if (a != 0)
- WeatherAreas[a-1].setStoredWeather(x);
- }
+ /* not supported yet */
}
void fgUpdateWeatherDatabase(void)
{
- //cerr << "FGLocalWeatherDatabase::update()\n";
sgVec3 position;
+ sgVec3 wind;
+
+
sgSetVec3(position,
- current_aircraft.fdm_state->get_Latitude(),
- current_aircraft.fdm_state->get_Longitude(),
- current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER);
-
+ current_aircraft.fdm_state->get_Latitude(),
+ current_aircraft.fdm_state->get_Longitude(),
+ current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER);
+
WeatherDatabase->update( position );
+
+ // get the data on 'the bus' for the FDM
+
+ /* FGPhysicalProperty porperty = WeatherDatabase->get(position);
+
+ current_aircraft.fdm_state->set_Static_temperature( Kelvin2Rankine(porperty.Temperature) );
+ current_aircraft.fdm_state->set_Static_pressure( Pascal2psf(porperty.AirPressure) );
+
+ current_aircraft.fdm_state->set_Density( SIdensity2JSBsim( Density(porperty.AirPressure, porperty.Temperature) ) );
+
+#define MSTOFPS 3.2808 //m/s to ft/s
+ current_aircraft.fdm_state->set_Velocities_Local_Airmass(porperty.Wind[1]*MSTOFPS,
+ porperty.Wind[0]*MSTOFPS,
+ porperty.Wind[2]*MSTOFPS); */
+
+
}