X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FWeatherCM%2FFGLocalWeatherDatabase.h;h=60063fa173bbdc7ae5fe9a04a42f9204e01f44f2;hb=7d3448294bc7486af3f4c1f0ff5c8493b03ffc90;hp=3ca680727a64163045b0b441279166a39671dc48;hpb=adf5011f809f0fc4b2e69dc443d880183ac475d1;p=flightgear.git diff --git a/src/WeatherCM/FGLocalWeatherDatabase.h b/src/WeatherCM/FGLocalWeatherDatabase.h index 3ca680727..60063fa17 100644 --- a/src/WeatherCM/FGLocalWeatherDatabase.h +++ b/src/WeatherCM/FGLocalWeatherDatabase.h @@ -38,6 +38,12 @@ HISTORY 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. +18.07.2001 Christian Mayer Added the posibility to limit the amount of + stations for a faster init. *****************************************************************************/ /****************************************************************************/ @@ -49,41 +55,72 @@ HISTORY /****************************************************************************/ /* INCLUDES */ /****************************************************************************/ -//This is only here for smoother code change. In the end the WD should be clean -//of *any* OpenGL: -#ifdef HAVE_WINDOWS_H -# include -#endif -#include -#include - #include +#include STL_STRING + +#include + +#include
+ +#include +#include -#include "sg.h" +#include "sphrintp.h" #include "FGPhysicalProperties.h" -#include "FGGlobalWeatherDatabase.h" -#include "FGMicroWeather.h" +#include "FGPhysicalProperty.h" + #include "FGWeatherFeature.h" #include "FGWeatherDefs.h" +#include "FGThunderstorm.h" /****************************************************************************/ /* DEFINES */ /****************************************************************************/ -FG_USING_STD(vector); -FG_USING_NAMESPACE(std); +SG_USING_STD(vector); +SG_USING_STD(string); +SG_USING_NAMESPACE(std); /****************************************************************************/ /* CLASS DECLARATION */ /****************************************************************************/ -class FGLocalWeatherDatabase +struct _FGLocalWeatherDatabaseCache +{ + sgVec3 last_known_position; + //sgVec3 current_position; + SGPropertyNode *latitude_deg; + SGPropertyNode *longitude_deg; + SGPropertyNode *altitude_ft; + FGPhysicalProperty last_known_property; +}; + +class FGLocalWeatherDatabase : public FGSubsystem { private: protected: - FGGlobalWeatherDatabase *global; //point to the global database - - typedef vector FGMicroWeatherList; - typedef FGMicroWeatherList::iterator FGMicroWeatherListIt; + SphereInterpolate *database_logic; + vector database_data; +#ifndef macintosh + FGPhysicalProperties DatabaseEvaluate(const sgVec2& p) const + { + sgVec2 p_converted = {p[0]*(SGD_2PI/360.0), + p[1]*(SGD_2PI/360.0)}; + EvaluateData d = database_logic->Evaluate(p_converted); + return database_data[d.index[0]]*d.percentage[0] + + database_data[d.index[1]]*d.percentage[1] + + database_data[d.index[2]]*d.percentage[2] ; + } +#endif + FGPhysicalProperties DatabaseEvaluate(const sgVec3& p) const + { + sgVec3 p_converted = {p[0]*(SGD_2PI/360.0), + p[1]*(SGD_2PI/360.0), + p[2] }; + EvaluateData d = database_logic->Evaluate(p_converted); + return database_data[d.index[0]]*d.percentage[0] + + database_data[d.index[1]]*d.percentage[1] + + database_data[d.index[2]]*d.percentage[2] ; + } typedef vector pointVector; typedef vector tileVector; @@ -91,32 +128,32 @@ protected: /************************************************************************/ /* make tiles out of points on a 2D plane */ /************************************************************************/ - void tileLocalWeather(const FGPhysicalProperties2DVector& EntryList); - - FGMicroWeatherList WeatherAreas; - WeatherPrecision WeatherVisibility; //how far do I need to simulate the //local weather? Unit: metres - sgVec3 last_known_position; + _FGLocalWeatherDatabaseCache *cache; + inline void check_cache_for_update(void) const; + + bool Thunderstorm; //is there a thunderstorm near by? + FGThunderstorm *theThunderstorm; //pointer to the thunderstorm. +public: /************************************************************************/ - /* return the index of the area with point p */ + /* for tieing them to the property system */ /************************************************************************/ - unsigned int AreaWith(const sgVec2& p) const; - unsigned int AreaWith(const sgVec3& p) const - { - sgVec2 temp; - sgSetVec2(temp, p[0], p[1]); + inline WeatherPrecision get_wind_north() const; + inline WeatherPrecision get_wind_east() const; + inline WeatherPrecision get_wind_up() const; + inline WeatherPrecision get_temperature() const; + inline WeatherPrecision get_air_pressure() const; + inline WeatherPrecision get_vapor_pressure() const; + inline WeatherPrecision get_air_density() const; - return AreaWith(temp); - } - -public: static FGLocalWeatherDatabase *theFGLocalWeatherDatabase; enum DatabaseWorkingType { - use_global, //use global database for data + use_global, //use global database for data !!obsolete!! + use_internet, //use the weather data that came from the internet manual, //use only user inputs distant, //use distant information, e.g. like LAN when used in //a multiplayer environment @@ -126,32 +163,41 @@ public: DatabaseWorkingType DatabaseStatus; + void init( const WeatherPrecision visibility, + const DatabaseWorkingType type, + const string &root ); + /************************************************************************/ /* Constructor and Destructor */ /************************************************************************/ FGLocalWeatherDatabase( const sgVec3& position, - const WeatherPrecision visibility = DEFAULT_WEATHER_VISIBILITY, - const DatabaseWorkingType type = PREFERED_WORKING_TYPE); + const string& root, + const DatabaseWorkingType type = PREFERED_WORKING_TYPE, + const WeatherPrecision visibility = DEFAULT_WEATHER_VISIBILITY) + { + cache = new _FGLocalWeatherDatabaseCache; + sgCopyVec3( cache->last_known_position, position ); + + init( visibility, type, root ); + + theFGLocalWeatherDatabase = this; + } FGLocalWeatherDatabase( const WeatherPrecision position_lat, const WeatherPrecision position_lon, const WeatherPrecision position_alt, - const WeatherPrecision visibility = DEFAULT_WEATHER_VISIBILITY, - const DatabaseWorkingType type = PREFERED_WORKING_TYPE) + const string& root, + const DatabaseWorkingType type = PREFERED_WORKING_TYPE, + const WeatherPrecision visibility = DEFAULT_WEATHER_VISIBILITY) { - cout << "This constructor is broken and should *NOT* be used!" << endl; - exit(-1); + cache = new _FGLocalWeatherDatabaseCache; + sgSetVec3( cache->last_known_position, position_lat, position_lon, position_alt ); - sgVec3 position; - sgSetVec3( position, position_lat, position_lon, position_alt ); + init( visibility, type, root ); - // Christian: the following line does not do what you intend. - // It just creates a new FGLocalWeatherDatabase which isn't - // assigned to anything so it is immediately discared. - - /* BAD --> */ FGLocalWeatherDatabase( position, visibility, type ); + theFGLocalWeatherDatabase = this; } ~FGLocalWeatherDatabase(); @@ -168,10 +214,26 @@ public: void update(const sgVec3& p); //position has changed void update(const sgVec3& p, const WeatherPrecision dt); //time and/or position has changed + /************************************************************************/ + /* define methods requited for FGSubsystem */ + /************************************************************************/ + virtual void init () { /* do nothing; that's done in the constructor */ }; + virtual void bind (); + virtual void unbind (); + virtual void update (int dt) { update((float) dt); }; + /************************************************************************/ /* Get the physical properties on the specified point p */ /************************************************************************/ +#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 get(const sgVec2& p) const; +#endif FGPhysicalProperty get(const sgVec3& p) const; WeatherPrecision getAirDensity(const sgVec3& p) const; @@ -179,19 +241,12 @@ public: /************************************************************************/ /* Add a weather feature at the point p and surrounding area */ /************************************************************************/ - - void addWind (const WeatherPrecision alt, const sgVec3& x, const sgVec2& p); - void addTurbulence (const WeatherPrecision alt, const sgVec3& x, const sgVec2& p); - void addTemperature (const WeatherPrecision alt, const WeatherPrecision x, const sgVec2& p); - void addAirPressure (const WeatherPrecision alt, const WeatherPrecision x, const sgVec2& p); - void addVaporPressure(const WeatherPrecision alt, const WeatherPrecision x, const sgVec2& p); - void addCloud (const WeatherPrecision alt, const FGCloudItem& x, const sgVec2& p); + // !! Adds aren't supported anymore !! void setSnowRainIntensity (const WeatherPrecision x, const sgVec2& p); void setSnowRainType (const SnowRainType x, const sgVec2& p); void setLightningProbability(const WeatherPrecision x, const sgVec2& p); - void addProperties(const FGPhysicalProperties2D& x); //add a property void setProperties(const FGPhysicalProperties2D& x); //change a property /************************************************************************/ @@ -199,6 +254,17 @@ public: /************************************************************************/ void setWeatherVisibility(const WeatherPrecision visibility); WeatherPrecision getWeatherVisibility(void) const; + + /************************************************************************/ + /* figure out if there's a thunderstorm that has to be taken care of */ + /************************************************************************/ + void updateThunderstorm(const float dt) + { + if (Thunderstorm == false) + return; + + theThunderstorm->update( dt ); + } }; extern FGLocalWeatherDatabase *WeatherDatabase; @@ -213,35 +279,77 @@ void inline FGLocalWeatherDatabase::setWeatherVisibility(const WeatherPrecision WeatherVisibility = visibility; else WeatherVisibility = MINIMUM_WEATHER_VISIBILITY; +} - //This code doesn't belong here as this is the optical visibility and not - //the visibility of the weather database (that should be bigger...). The - //optical visibility should be calculated from the vapor pressure e.g. - //But for the sake of a smoother change from the old way to the new one... +WeatherPrecision inline FGLocalWeatherDatabase::getWeatherVisibility(void) const +{ + return WeatherVisibility; +} - GLfloat fog_exp_density; - GLfloat fog_exp2_density; - - // for GL_FOG_EXP - fog_exp_density = -log(0.01 / WeatherVisibility); - - // for GL_FOG_EXP2 - fog_exp2_density = sqrt( -log(0.01) ) / WeatherVisibility; - - // Set correct opengl fog density - xglFogf (GL_FOG_DENSITY, fog_exp2_density); - - // FG_LOG( FG_INPUT, FG_DEBUG, "Fog density = " << w->fog_density ); - //cerr << "FGLocalWeatherDatabase::setWeatherVisibility(" << visibility << "):\n"; - //cerr << "Fog density = " << fog_exp_density << "\n"; - +inline void FGLocalWeatherDatabase::check_cache_for_update(void) const +{ + if ( ( cache->last_known_position[0] == cache->latitude_deg->getFloatValue() ) && + ( cache->last_known_position[1] == cache->longitude_deg->getFloatValue() ) && + ( cache->last_known_position[2] == cache->altitude_ft->getFloatValue() * SG_FEET_TO_METER ) ) + return; //nothing to do + + sgVec3 position = { cache->latitude_deg->getFloatValue(), + cache->longitude_deg->getFloatValue(), + cache->altitude_ft->getFloatValue() * SG_FEET_TO_METER }; + sgCopyVec3(cache->last_known_position, position); + cache->last_known_property = get(position); } -WeatherPrecision inline FGLocalWeatherDatabase::getWeatherVisibility(void) const +inline WeatherPrecision FGLocalWeatherDatabase::get_wind_north() const { - //cerr << "FGLocalWeatherDatabase::getWeatherVisibility() = " << WeatherVisibility << "\n"; - return WeatherVisibility; + check_cache_for_update(); + + return cache->last_known_property.Wind[0]; +} + +inline WeatherPrecision FGLocalWeatherDatabase::get_wind_east() const +{ + check_cache_for_update(); + + return cache->last_known_property.Wind[1]; +} + +inline WeatherPrecision FGLocalWeatherDatabase::get_wind_up() const +{ + check_cache_for_update(); + + return cache->last_known_property.Wind[2]; +} + +inline WeatherPrecision FGLocalWeatherDatabase::get_temperature() const +{ + check_cache_for_update(); + + return cache->last_known_property.Temperature; +} + +inline WeatherPrecision FGLocalWeatherDatabase::get_air_pressure() const +{ + check_cache_for_update(); + + return cache->last_known_property.AirPressure; +} + +inline WeatherPrecision FGLocalWeatherDatabase::get_vapor_pressure() const +{ + check_cache_for_update(); + + return cache->last_known_property.VaporPressure; +} + +inline WeatherPrecision FGLocalWeatherDatabase::get_air_density() const +{ + // check_for_update(); + // not required, as the called functions will do that + + return (get_air_pressure()*FG_WEATHER_DEFAULT_AIRDENSITY*FG_WEATHER_DEFAULT_TEMPERATURE) / + (get_temperature()*FG_WEATHER_DEFAULT_AIRPRESSURE); }