Author: Christian Mayer
Date started: 28.05.99
- ---------- Copyright (C) 1999 Christian Mayer (vader@t-online.de) ----------
+ -------- Copyright (C) 1999 Christian Mayer (fgfs@christianmayer.de) --------
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
20.06.1999 Christian Mayer Changed struct to class
20.06.1999 Christian Mayer added lots of consts
30.06.1999 Christian Mayer STL portability
+11.10.1999 Christian Mayer changed set<> to map<> on Bernie Bright's
+ suggestion
+19.10.1999 Christian Mayer change to use PLIB's sg instead of Point[2/3]D
+ and lots of wee code cleaning
*****************************************************************************/
/****************************************************************************/
/****************************************************************************/
/* INCLUDES */
/****************************************************************************/
-#include <Include/compiler.h>
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#include <simgear/compiler.h>
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
#include <vector>
-FG_USING_STD(vector);
-FG_USING_NAMESPACE(std);
-#include <Math/point3d.hxx>
-#include <Voronoi/point2d.h>
+#include <plib/sg.h>
+
#include "FGWeatherDefs.h"
#include "FGPhysicalProperties.h"
+SG_USING_STD(vector);
+SG_USING_NAMESPACE(std);
+
/****************************************************************************/
/* used for output: */
/****************************************************************************/
+class FGPhysicalProperty;
+bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b); // p1 == p2?
+
class FGPhysicalProperty
{
private:
protected:
public:
- Point3D Wind; //Wind vector
- Point3D Turbulence; //Turbulence vector
- WeatherPrecition Temperature; //in deg. Kelvin (I *only* accept SI!)
- WeatherPrecition AirPressure; //in Pascal (I *only* accept SI!)
- WeatherPrecition VaporPressure; //in Pascal (I *only* accept SI!)
+ sgVec3 Wind; //Wind vector
+ sgVec3 Turbulence; //Turbulence vector
+ WeatherPrecision Temperature; //in deg. Kelvin (I *only* accept SI!)
+ WeatherPrecision AirPressure; //in Pascal (I *only* accept SI!)
+ WeatherPrecision VaporPressure; //in Pascal (I *only* accept SI!)
FGPhysicalProperty(); //consructor to fill it with FG standart weather
- FGPhysicalProperty(const FGPhysicalProperties& p, const WeatherPrecition& altitude);
+ FGPhysicalProperty(const FGPhysicalProperties& p, const WeatherPrecision altitude);
//allow calculations for easier handling such as interpolating
- FGPhysicalProperty& operator = ( const FGPhysicalProperty& p ); // assignment of a Point3D
- FGPhysicalProperty& operator += ( const FGPhysicalProperty& p ); // incrementation by a Point3D
- FGPhysicalProperty& operator -= ( const FGPhysicalProperty& p ); // decrementation by a Point3D
- FGPhysicalProperty& operator *= ( const double& d ); // multiplication by a constant
- FGPhysicalProperty& operator /= ( const double& d ); // division by a constant
-
- friend FGPhysicalProperty operator - (const FGPhysicalProperty& p); // -p1
- friend bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b); // p1 == p2?
+ FGPhysicalProperty& operator = ( const FGPhysicalProperty& p ); // assignment of a FGPhysicalProperty
+ FGPhysicalProperty& operator += ( const FGPhysicalProperty& p ); // incrementation by a FGPhysicalProperty
+ FGPhysicalProperty& operator -= ( const FGPhysicalProperty& p ); // decrementation by a FGPhysicalProperty
+ FGPhysicalProperty& operator *= ( const double d ); // multiplication by a constant
+ FGPhysicalProperty& operator /= ( const double d ); // division by a constant
+
+ friend FGPhysicalProperty operator - (const FGPhysicalProperty& p); // -p1
+ friend bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b); // p1 == p2?
};
-typedef vector<FGPhysicalProperty> FGPhysicalPropertyVector;
-typedef FGPhysicalPropertyVector::iterator FGPhysicalPropertyVectorIt;
-typedef FGPhysicalPropertyVector::const_iterator FGPhysicalPropertyVectorConstIt;
-
class FGPhysicalProperty3D : public FGPhysicalProperty
{
private:
protected:
public:
- Point3D p; //position of the property (lat/lon/alt)
+ sgVec3 p; //position of the property (lat/lon/alt)
};
-typedef vector<FGPhysicalProperty3D> FGPhysicalProperty3DVector;
-typedef FGPhysicalProperty3DVector::iterator FGPhysicalProperty3DVectorIt;
+typedef vector<FGPhysicalProperty> FGPhysicalPropertyVector;
+typedef FGPhysicalPropertyVector::iterator FGPhysicalPropertyVectorIt;
+typedef FGPhysicalPropertyVector::const_iterator FGPhysicalPropertyVectorConstIt;
+
+typedef vector<FGPhysicalProperty3D> FGPhysicalProperty3DVector;
+typedef FGPhysicalProperty3DVector::iterator FGPhysicalProperty3DVectorIt;
typedef FGPhysicalProperty3DVector::const_iterator FGPhysicalProperty3DVectorConstIt;
inline FGPhysicalProperty& FGPhysicalProperty::operator = ( const FGPhysicalProperty& p )
{
- Wind = p.Wind;
- Turbulence = p.Turbulence;
+ sgCopyVec3(Wind, p.Wind);
+ sgCopyVec3(Turbulence, p.Turbulence);
Temperature = p.Temperature;
AirPressure = p.AirPressure;
VaporPressure = p.VaporPressure;
inline FGPhysicalProperty& FGPhysicalProperty::operator += ( const FGPhysicalProperty& p )
{
- Wind += p.Wind;
- Turbulence += p.Turbulence;
+ sgAddVec3(Wind, p.Wind);
+ sgAddVec3(Turbulence, p.Turbulence);
Temperature += p.Temperature;
AirPressure += p.AirPressure;
VaporPressure += p.VaporPressure;
inline FGPhysicalProperty& FGPhysicalProperty::operator -= ( const FGPhysicalProperty& p )
{
- Wind -= p.Wind;
- Turbulence -= p.Turbulence;
+ sgSubVec3(Wind, p.Wind);
+ sgSubVec3(Turbulence, p.Turbulence);
Temperature -= p.Temperature;
AirPressure -= p.AirPressure;
VaporPressure -= p.VaporPressure;
return *this;
}
-inline FGPhysicalProperty& FGPhysicalProperty::operator *= ( const double& d )
+inline FGPhysicalProperty& FGPhysicalProperty::operator *= ( const double d )
{
- Wind *= d;
- Turbulence *= d;
+ sgScaleVec3(Wind, d);
+ sgScaleVec3(Turbulence, d);
Temperature *= d;
AirPressure *= d;
VaporPressure *= d;
return *this;
}
-inline FGPhysicalProperty& FGPhysicalProperty::operator /= ( const double& d )
+inline FGPhysicalProperty& FGPhysicalProperty::operator /= ( const double d )
{
- Wind /= d;
- Turbulence /= d;
+ sgScaleVec3(Wind, 1.0 / d);
+ sgScaleVec3(Turbulence, 1.0 / d);
Temperature /= d;
AirPressure /= d;
VaporPressure /= d;
inline FGPhysicalProperty operator - (const FGPhysicalProperty& p)
{
FGPhysicalProperty x;
- x.Wind = -p.Wind;
- x.Turbulence = -p.Turbulence;
+ sgNegateVec3(x.Wind, p.Wind);
+ sgNegateVec3(x.Turbulence, p.Turbulence);
x.Temperature = -p.Temperature;
x.AirPressure = -p.AirPressure;
x.VaporPressure = -p.VaporPressure;
inline bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b)
{
return (
- (a.Wind == b.Wind) &&
- (a.Turbulence == b.Turbulence) &&
+ sgEqualVec3(a.Wind, b.Wind) &&
+ sgEqualVec3(a.Turbulence, b.Turbulence) &&
(a.Temperature == b.Temperature) &&
(a.AirPressure == b.AirPressure) &&
(a.VaporPressure == b.VaporPressure));
return FGPhysicalProperty(a) -= b;
}
-inline FGPhysicalProperty operator * (const FGPhysicalProperty& a, const WeatherPrecition& b)
+inline FGPhysicalProperty operator * (const FGPhysicalProperty& a, const WeatherPrecision b)
{
return FGPhysicalProperty(a) *= b;
}
-inline FGPhysicalProperty operator * (const WeatherPrecition& b, const FGPhysicalProperty& a)
+inline FGPhysicalProperty operator * (const WeatherPrecision b, const FGPhysicalProperty& a)
{
return FGPhysicalProperty(a) *= b;
}
-inline FGPhysicalProperty operator / (const FGPhysicalProperty& a, const WeatherPrecition& b)
+inline FGPhysicalProperty operator / (const FGPhysicalProperty& a, const WeatherPrecision b)
{
return FGPhysicalProperty(a) *= (1.0/b);
}
-
/****************************************************************************/
#endif /*FGPhysicalProperty_H*/