AW drives diurnal terrain temperature differences
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3 changed files with 57 additions and 36 deletions
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@ -82,6 +82,7 @@
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<delta_T><use>/environment/surface/delta-T-rock</use></delta_T>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<raise_vertex type="bool">false</raise_vertex>
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<raise_vertex type="bool">false</raise_vertex>
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@ -715,6 +715,27 @@ else
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{var ovcst = 0.0;}
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{var ovcst = 0.0;}
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# compute heating and cooling of various terrain and object types
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var time = getprop("sim/time/utc/day-seconds");
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time = time + getprop("sim/time/local-offset");
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# low thermal inertia follows the Sun more or less directly
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# high thermal inertia takes some time to reach full heat
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var t_factor1 = 0.5 * (1.0-math.cos((time * sec_to_rad)));
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var t_factor2 = 0.5 * (1.0-math.cos((time * sec_to_rad)-0.4));
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var t_factor3 = 0.5 * (1.0-math.cos((time * sec_to_rad)-0.9));
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var amp = scatt_max;
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setprop("/environment/surface/delta-T-soil", amp * (-5.0 + 10.0 * t_factor2));
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setprop("/environment/surface/delta-T-vegetation", amp * (-5.0 + 10.0 * t_factor1));
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setprop("/environment/surface/delta-T-rock", amp * (-7.0 + 14.0 * t_factor1));
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setprop("/environment/surface/delta-T-water", amp * (-1.0 + 2.0* t_factor3));
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setprop("/environment/surface/delta-T-structure", amp * 10.0* t_factor1);
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setprop("/environment/surface/delta-T-cloud", amp * (-2.0 + 2.0* t_factor3));
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# compute base turbulence
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# compute base turbulence
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var base_turbulence = 0.0;
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var base_turbulence = 0.0;
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@ -2282,7 +2303,6 @@ var detail_flag = detailed_clouds_flag;
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alpha = alpha * math.pi/180.0; # the tile orientation
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alpha = alpha * math.pi/180.0; # the tile orientation
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#var sec_to_rad = 2.0 * math.pi/86400; # conversion factor for sinusoidal dependence on daytime
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# current aircraft position
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# current aircraft position
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