Advanced Weather update - new cloud placement algorithms part I
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5 changed files with 1056 additions and 143 deletions
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@ -384,13 +384,13 @@ else if (type == "Altocumulus"){
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#characterize the cloud
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cloudAssembly.bottom_shade = 0.7;
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cloudAssembly.n_sprites = 10;
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cloudAssembly.min_width = 400.0 * mult;
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cloudAssembly.max_width = 700.0 * mult;
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cloudAssembly.n_sprites = 6;
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cloudAssembly.min_width = 40.0 * mult;
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cloudAssembly.max_width = 600.0 * mult;
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cloudAssembly.min_height = 400.0 * mult;
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cloudAssembly.max_height = 700.0 * mult;
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cloudAssembly.min_cloud_width = 1200 * mult * mult;
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cloudAssembly.min_cloud_height = 1200 * mult * mult;
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cloudAssembly.max_height = 600.0 * mult;
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cloudAssembly.min_cloud_width = 1000 * mult * mult;
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cloudAssembly.min_cloud_height = 1000 * mult * mult;
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cloudAssembly.z_scale = 0.8;
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#signal that new routines are used
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@ -424,16 +424,15 @@ else if (type == "Stratus (structured)"){
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#signal that new routines are used
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path = "new";
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}
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else if (type == "Altocumulus perlucidus"){
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# new code
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else if (type == "Stratus structured CS"){
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cloudAssembly = local_weather.cloud.new(type, subtype);
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var mult = 1.0;
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if (subtype == "small") {mult = 0.7;}
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else {mult = 1.0;}
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mult = mult * local_weather.cloud_size_scale;
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# characterize the basic texture sheet
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cloudAssembly.texture_sheet = "/Models/Weather/altocumulus_sheet1.rgb";
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@ -441,7 +440,36 @@ else if (type == "Altocumulus perlucidus"){
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cloudAssembly.num_tex_y = 3;
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#characterize the cloud
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cloudAssembly.bottom_shade = 0.8;
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cloudAssembly.bottom_shade = 0.4;
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cloudAssembly.n_sprites = 6;
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cloudAssembly.min_width = 1000.0 * mult;
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cloudAssembly.max_width = 1000.0 * mult;
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cloudAssembly.min_height = 1000.0 * mult;
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cloudAssembly.max_height = 1000.0 * mult;
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cloudAssembly.min_cloud_width = 1305 * mult;
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cloudAssembly.min_cloud_height = 1305.0 * mult;
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cloudAssembly.z_scale = 0.3;
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#signal that new routines are used
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path = "new";
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}
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else if (type == "Altocumulus perlucidus"){
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# new code
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cloudAssembly = local_weather.cloud.new(type, subtype);
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var mult = 1.0;
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if (subtype == "small") {mult = 0.7;}
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else if (subtype == "huge") {mult = 1.5;}
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# characterize the basic texture sheet
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cloudAssembly.texture_sheet = "/Models/Weather/altocumulus_sheet1.rgb";
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cloudAssembly.num_tex_x = 3;
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cloudAssembly.num_tex_y = 3;
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#characterize the cloud
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cloudAssembly.bottom_shade = 0.7;
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cloudAssembly.n_sprites = 25;
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cloudAssembly.min_width = 1700.0 * mult;
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cloudAssembly.max_width = 2500.0 * mult;
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@ -508,7 +536,7 @@ else if (type == "Cirrocumulus (cloudlet)") {
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var mult = 1.0;
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if (subtype == "small") {mult = 0.6;}
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else {mult = 1.0;}
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else if (subtype == "huge") {mult = 1.5;}
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# characterize the basic texture sheet
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cloudAssembly.texture_sheet = "/Models/Weather/cirrocumulus_sheet1.rgb";
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@ -527,9 +555,6 @@ else if (type == "Cirrocumulus (cloudlet)") {
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cloudAssembly.z_scale = 0.3;
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path = "new";
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}
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else if (type == "Cirrocumulus (new)") {
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@ -537,7 +562,7 @@ else if (type == "Cirrocumulus (new)") {
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var mult = 1.0;
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if (subtype == "small") {mult = 0.7;}
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else {mult = 1.0;}
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else {mult = 1.3;}
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# characterize the basic texture sheet
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cloudAssembly.texture_sheet = "/Models/Weather/cirrocumulus_sheet1.rgb";
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@ -559,6 +584,36 @@ else if (type == "Cirrocumulus (new)") {
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path = "new";
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}
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else if (type == "Fogpatch") {
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cloudAssembly = local_weather.cloud.new(type, subtype);
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var mult = 1.0;
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if (subtype == "small") {mult = 0.7;}
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else {mult = 1.0;}
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mult = mult * local_weather.cloud_size_scale;
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# characterize the basic texture sheet
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cloudAssembly.texture_sheet = "/Models/Weather/fogpatch_sheet1.rgb";
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cloudAssembly.num_tex_x = 1;
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cloudAssembly.num_tex_y = 1;
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#characterize the cloud
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cloudAssembly.bottom_shade = 1.0;
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cloudAssembly.n_sprites = 1;
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cloudAssembly.min_width = 300.0 * mult;
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cloudAssembly.max_width = 300.0 * mult;
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cloudAssembly.min_height = 300.0 * mult;
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cloudAssembly.max_height = 300.0 * mult;
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cloudAssembly.min_cloud_width = 305.0 * mult;
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cloudAssembly.min_cloud_height = 305.0 * mult;
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cloudAssembly.z_scale = 0.5;
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#signal that new routines are used
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path = "new";
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}
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else if (type == "Nimbus") {
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cloudAssembly = local_weather.cloud.new(type, subtype);
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@ -698,6 +753,35 @@ else if (type == "Cirrostratus") {
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path = "new";
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}
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else if (type == "Cirrostratus (small)") {
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cloudAssembly = local_weather.cloud.new(type, subtype);
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var mult = 1.0;
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if (subtype == "small") {mult = 0.45;}
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else {mult = 0.7;}
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# characterize the basic texture sheet
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cloudAssembly.texture_sheet = "/Models/Weather/cirrostratus_sheet1.rgb";
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cloudAssembly.num_tex_x = 2;
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cloudAssembly.num_tex_y = 2;
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#characterize the cloud
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cloudAssembly.bottom_shade = 1.0;
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cloudAssembly.n_sprites = 2;
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cloudAssembly.min_width = 3500.0 * mult;
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cloudAssembly.max_width = 4000.0 * mult;
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cloudAssembly.min_height = 3500.0 * mult;
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cloudAssembly.max_height = 4000.0 * mult;
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cloudAssembly.min_cloud_width = 4500.0 * mult;
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cloudAssembly.min_cloud_height = 4500.0 * mult;
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cloudAssembly.z_scale = 0.5;
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#signal that new routines are used
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path = "new";
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}
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else if (type == "Fog (thin)") {
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if (subtype == "small") {
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if (rn > 0.8) {path = "Models/Weather/stratus_thin1.xml";}
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@ -80,6 +80,190 @@ for (var i=0; i<ny; i=i+1)
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}
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###########################################################
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# place an advanced undulatus pattern
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###########################################################
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var create_adv_undulatus = func (arg) {
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var markov_array = [];
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var rnd_array = [];
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var max_num_clouds = int(arg.xsize/arg.cloud_spacing)+1;
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var max_num_streaks = int(arg.ysize/arg.undulatus_spacing)+1;
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var path = "Models/Weather/blank.ac";
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var counter = 0;
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append(markov_array,0.0);
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var rn = 0.0;
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arg.dir = arg.dir + 90.0;
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for (var i=1; i<max_num_clouds; i=i+1)
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{
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rn = rand();
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append(markov_array, markov_array[i-1] + 2.0 * (rn -0.5) * arg.undulatus_amplitude + arg.undulatus_slant);
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append(rnd_array, rn);
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}
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for (i=0; i< max_num_streaks; i=i+1)
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{
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var streak_ypos = -0.5 * arg.ysize + i * arg.undulatus_spacing;
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var aspect_num_clouds = int((arg.aspect + (1.0-arg.aspect) * i/max_num_streaks) * max_num_clouds);
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for (var j = 0; j< aspect_num_clouds; j=j+1)
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{
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var y = streak_ypos + markov_array[j];
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var x = -0.5 * arg.xsize + j * arg.cloud_spacing;
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x = x - arg.Dx + 2.0 * rand() * arg.Dx;
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y = y - arg.Dy + 2.0 * rand() * arg.Dy;
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var flag = 0;
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var bias =1.0 - (1.0* abs(i-0.5 * max_num_streaks)/max_num_streaks + 1.0* abs(j-0.5 * aspect_num_clouds)/aspect_num_clouds);
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var comp = -.25 * rnd_array[j] + 0.75 * bias;
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comp = comp + arg.size_bias;
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if (comp > 0.7)
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{
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flag = 1;
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path = select_cloud_model(arg.type,"large")
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}
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else if (comp > 0.4)
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{
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flag = 1;
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path = select_cloud_model(arg.type,"small")
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}
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var lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
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var lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
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var alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
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if (flag > 0)
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{create_cloud_vec(path, lat, lon, alt, 0.0); counter = counter +1;}
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}
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}
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print("Cloud count: ",counter);
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}
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###########################################################
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# place a stick bundle pattern
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###########################################################
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var sgn = func (x) {
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if (x<0.0) {return -1.0;}
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else {return 1.0;}
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}
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var create_stick_bundle = func (arg) {
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var path = "Models/Weather/blank.ac";
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var base_size_scale = local_weather.cloud_size_scale;
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for (var i = 0; i<arg.n_sticks; i=i+1)
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{
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var stick_x = 0.5 * math.pow(rand(),2.0) * arg.xsize * sgn(rand()-0.5);
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var stick_y = 0.5 * math.pow(rand(),2.0) * arg.ysize * sgn(rand()-0.5);
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var stick_length = arg.stick_length_min + int(rand() * (arg.stick_length_max - arg.stick_length_min) );
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var stick_Dphi = arg.stick_Dphi_min + rand() * (arg.stick_Dphi_max - arg.stick_Dphi_min);
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var stick_size_scale = 0.8 + 0.2 * rand();
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for (var j=0; j<stick_length;j=j+1)
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{
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var y = stick_y;
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var x = stick_x - 0.5 * stick_length * arg.cloud_spacing;
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var inc = j * arg.cloud_spacing;
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var pos_size_scale = base_size_scale + base_size_scale * 2.0* (1.0 - 2.0* abs(0.5 * stick_length - j)/stick_length);
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local_weather.cloud_size_scale = pos_size_scale;
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local_weather.cloud_size_scale = stick_size_scale * local_weather.cloud_size_scale;
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inc = inc * stick_size_scale;
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x = x + inc * math.cos(stick_Dphi);
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y = y + inc * math.sin(stick_Dphi);
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x = x - arg.Dx + 2.0 * rand() * arg.Dx;
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y = y - arg.Dy + 2.0 * rand() * arg.Dy;
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path = select_cloud_model(arg.type,"large");
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var lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
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var lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
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var alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
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create_cloud_vec(path, lat, lon, alt, 0.0);
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}
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}
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}
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###########################################################
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# place a nested domains pattern
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###########################################################
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var create_domains = func (arg) {
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var path = "Models/Weather/blank.ac";
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for (var j=0; j<arg.n_domains; j=j+1)
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{
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var domain_pos_x = -0.5 * arg.xsize + rand() * arg.xsize;
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var domain_pos_y = -0.5 * arg.ysize + rand() * arg.ysize;
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var domain_size_x = arg.min_domain_size_x + rand() * (arg.max_domain_size_x - arg.min_domain_size_x);
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var domain_size_y = arg.min_domain_size_y + rand() * (arg.max_domain_size_y - arg.min_domain_size_y);
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var n_node = int(arg.node_fraction * arg.n);
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var n_halo = int(arg.halo_fraction * arg.n);
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var n_bulk = arg.n - n_node - n_halo;
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for (var i=0; i<n_halo; i=i+1)
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{
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var x = domain_pos_x - 0.5 * domain_size_x + rand() * domain_size_x;
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var y = domain_pos_y - 0.5 * domain_size_y + rand() * domain_size_y;
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var lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
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var lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
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var alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
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if ((abs(x-domain_pos_x) < 0.3 * domain_size_x) or (abs(y-domain_pos_y) < 0.3 * domain_size_y))
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{path = select_cloud_model(arg.htype,arg.hsubtype);
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create_cloud_vec(path, lat, lon, alt, 0.0);}
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}
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for (i=0; i<n_bulk; i=i+1)
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{
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x = domain_pos_x - 0.5 * 0.4* domain_size_x + rand() * 0.4* domain_size_x;
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y = domain_pos_y - 0.5 * 0.4* domain_size_y + rand() * 0.4* domain_size_y;
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lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
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lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
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alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
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if ((abs(x-domain_pos_x) < 0.4 * domain_size_x) or (abs(y-domain_pos_y) < 0.4 * domain_size_y))
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{
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path = select_cloud_model(arg.type,arg.subtype);
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create_cloud_vec(path, lat, lon, alt, 0.0);
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}
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}
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for (i=0; i<n_node; i=i+1)
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{
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x = domain_pos_x - 0.5 * 0.1* domain_size_x + rand() * 0.1* domain_size_x;
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y = domain_pos_y - 0.5 * 0.1* domain_size_y + rand() * 0.1* domain_size_y;
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lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
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lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
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alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
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path = select_cloud_model(arg.ntype,arg.nsubtype);
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create_cloud_vec(path, lat, lon, alt, 0.0);
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}
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}
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}
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###########################################################
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# place a Cumulus alley pattern
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# then set the new value in current and execute change
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cNode.getNode("visibility-m").setValue(vis);
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#compat_layer.setVisibility(vis);
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#print(vis);
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print(vis);
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compat_layer.setVisibilitySmoothly(vis);
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# then count the number of active volumes on entry (we need that to determine
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@ -4125,11 +4125,11 @@ debug.dump(geodinfo(lat, lon));
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#var info = {};
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#for (var i = 0; i< 100000; i=i+1)
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# {
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# info = geodinfo(lat, lon);
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#var info = {};
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#for (var i = 0; i< 100000; i=i+1)
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# {
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# info = geodinfo(lat, lon);
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# }
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@ -4488,6 +4488,10 @@ if (lowest_layer_turbulence < 0.0) {lowest_layer_turbulence = 0.0;}
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var top_shade = 1.0;
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# global cloud size scale;
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var cloud_size_scale = 1.0;
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# globals keeping track of the lifetime when building a Cumulus from individual cloudlets
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var cloud_fractional_lifetime = 0.0;
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@ -4582,7 +4586,7 @@ setprop(lw~"effect-volumes/number-active-sat",0);
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# setprop(lw~"config/max-vis-range-m", 120000.0);
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setprop(lw~"config/temperature-offset-degc", 0.0);
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# setprop("/sim/rendering/eye-altitude-m", getprop("/position/altitude-ft") * ft_to_m);
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setprop("/sim/rendering/eye-altitude-m", getprop("/position/altitude-ft") * ft_to_m);
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# create properties for tile management
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@ -122,9 +122,11 @@ time_lw = time_lw + dt_lw;
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#var terminator_offset = sun_angle / 0.017451 * 110000.0;# + 250000.0;
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#setprop("/environment/terminator-relative-position-m",terminator_offset);
|
||||
|
||||
# var viewpos = geo.viewer_position();
|
||||
var viewpos = geo.viewer_position();
|
||||
|
||||
# setprop("/environment/alt-in-haze-m", getprop("/environment/ground-haze-thickness-m")-viewpos.alt());
|
||||
# setprop("/sim/rendering/eye-altitude-m", viewpos.alt());
|
||||
|
||||
#setprop("/sim/rendering/eye-altitude-m", viewpos.alt());
|
||||
|
||||
|
||||
|
||||
|
|
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