# include <windows.h>
#endif
-#include <iostream>
+#include STL_IOSTREAM
#include <vector>
#include <map>
#include "FGCloudItem.h"
#include "FGSnowRain.h"
-FG_USING_STD(vector);
-FG_USING_STD(map);
-FG_USING_NAMESPACE(std);
+SG_USING_STD(vector);
+SG_USING_STD(map);
+SG_USING_NAMESPACE(std);
/****************************************************************************/
/* FOREWARD DEFINITIONS */
FGPhysicalProperties& operator *= ( const WeatherPrecision d );
FGPhysicalProperties& operator += ( const FGPhysicalProperties& p );
FGPhysicalProperties& operator -= ( const FGPhysicalProperties& p );
+
+ //for easy binding to the property system
+ WeatherPrecision getWind_x( int number ) const;
+ WeatherPrecision getWind_y( int number ) const;
+ WeatherPrecision getWind_z( int number ) const;
+ WeatherPrecision getWind_a( int number ) const;
+ void setWind_x( int number, WeatherPrecision x);
+ void setWind_y( int number, WeatherPrecision y);
+ void setWind_z( int number, WeatherPrecision z);
+ void setWind_a( int number, WeatherPrecision a);
+ WeatherPrecision getTurbulence_x( int number ) const;
+ WeatherPrecision getTurbulence_y( int number ) const;
+ WeatherPrecision getTurbulence_z( int number ) const;
+ WeatherPrecision getTurbulence_a( int number ) const;
+ void setTurbulence_x( int number, WeatherPrecision x);
+ void setTurbulence_y( int number, WeatherPrecision y);
+ void setTurbulence_z( int number, WeatherPrecision z);
+ void setTurbulence_a( int number, WeatherPrecision a);
+ WeatherPrecision getTemperature_x( int number ) const;
+ WeatherPrecision getTemperature_a( int number ) const;
+ void setTemperature_x( int number, WeatherPrecision x);
+ void setTemperature_a( int number, WeatherPrecision a);
+ WeatherPrecision getVaporPressure_x( int number ) const;
+ WeatherPrecision getVaporPressure_a( int number ) const;
+ void setVaporPressure_x( int number, WeatherPrecision x);
+ void setVaporPressure_a( int number, WeatherPrecision a);
};
class FGPhysicalProperties2D : public FGPhysicalProperties