######################################################## # compatibility layer for local weather package # Thorsten Renk, July 2010 ######################################################## # function purpose # # setVisibility to set the visibility to a given value # setRain to set rain to a given value # setSnow to set snow to a given value # setTurbulence to set turbulence to a given value # setTemperature to set temperature to a given value # setPressure to set pressure to a given value # setDewpoint to set the dewpoint to a given value # setWind to set wind # setWindSmoothly to set the wind gradually across a second # smooth_wind_loop helper function for setWindSmoothly # create_cloud to place a single cloud into the scenery # create_cloud_array to place clouds from storage arrays into the scenery # move_cloud to move the cloud position # remove_clouds to remove clouds by tile index # waiting_loop to ensure tile removal calls do not overlap # remove_tile_loop to remove a fixed number of clouds per frame # get_elevation to get the terrain elevation at given coordinates # get_elevation_vector to get terrain elevation at given coordinate vector #################################### # set visibility to given value #################################### var setVisibility = func (vis) { # this is a rather dirty workaround till a better solution becomes available # essentially we update all entries in config and reinit environment var entries_aloft = props.globals.getNode("environment/config/aloft", 1).getChildren("entry"); foreach (var e; entries_aloft) { e.getNode("visibility-m",1).setValue(vis); } var entries_boundary = props.globals.getNode("environment/config/boundary", 1).getChildren("entry"); foreach (var e; entries_boundary) { e.getNode("visibility-m",1).setValue(vis); } fgcommand("reinit", props.Node.new({subsystem:"environment"})); } #################################### # set rain to given value #################################### var setRain = func (rain) { # setting the lowest cloud layer to 30.000 ft is a workaround # as rain is only created below that layer in default setprop("environment/clouds/layer[0]/elevation-ft", 30000.0); setprop("environment/metar/rain-norm",rain); } #################################### # set snow to given value #################################### var setSnow = func (snow) { # setting the lowest cloud layer to 30.000 ft is a workaround # as snow is only created below that layer in default setprop("environment/clouds/layer[0]/elevation-ft", 30000.0); setprop("environment/metar/snow-norm",snow); } #################################### # set turbulence to given value #################################### var setTurbulence = func (turbulence) { # this is a rather dirty workaround till a better solution becomes available # essentially we update all entries in config and reinit environment var entries_aloft = props.globals.getNode("environment/config/aloft", 1).getChildren("entry"); foreach (var e; entries_aloft) { e.getNode("turbulence/magnitude-norm",1).setValue(turbulence); } # turbulence is slightly reduced in boundary layers var entries_boundary = props.globals.getNode("environment/config/boundary", 1).getChildren("entry"); var i = 1; foreach (var e; entries_boundary) { e.getNode("turbulence/magnitude-norm",1).setValue(turbulence * 0.25*i); i = i + 1; } fgcommand("reinit", props.Node.new({subsystem:"environment"})); } #################################### # set temperature to given value #################################### var setTemperature = func (T) { # this is a rather dirty workaround till a better solution becomes available # essentially we update the entry in config and reinit environment setprop(ec~"boundary/entry[0]/temperature-degc",T); fgcommand("reinit", props.Node.new({subsystem:"environment"})); } #################################### # set pressure to given value #################################### var setPressure = func (p) { # this is a rather dirty workaround till a better solution becomes available # essentially we update the entry in config and reinit environment setprop(ec~"boundary/entry[0]/pressure-sea-level-inhg",p); setprop(ec~"aloft/entry[0]/pressure-sea-level-inhg",p); fgcommand("reinit", props.Node.new({subsystem:"environment"})); } #################################### # set dewpoint to given value #################################### var setDewpoint = func (D) { # this is a rather dirty workaround till a better solution becomes available # essentially we update the entry in config and reinit environment setprop(ec~"boundary/entry[0]/dewpoint-degc",D); fgcommand("reinit", props.Node.new({subsystem:"environment"})); } ########################################################### # set wind to given direction and speed ########################################################### var setWind = func (dir, speed) { # this is a rather dirty workaround till a better solution becomes available # essentially we update all entries in config and reinit environment var entries_aloft = props.globals.getNode("environment/config/aloft", 1).getChildren("entry"); foreach (var e; entries_aloft) { e.getNode("wind-from-heading-deg",1).setValue(dir); e.getNode("wind-speed-kt",1).setValue(speed); } var entries_boundary = props.globals.getNode("environment/config/boundary", 1).getChildren("entry"); foreach (var e; entries_boundary) { e.getNode("wind-from-heading-deg",1).setValue(dir); e.getNode("wind-speed-kt",1).setValue(speed); } fgcommand("reinit", props.Node.new({subsystem:"environment"})); } ########################################################### # set wind smoothly to given direction and speed # interpolating across several frames ########################################################### var setWindSmoothly = func (dir, speed) { var entries_aloft = props.globals.getNode("environment/config/aloft", 1).getChildren("entry"); var dir_old = entries_aloft[0].getNode("wind-from-heading-deg",1).getValue(); var speed_old = entries_aloft[0].getNode("wind-speed-kt",1).getValue(); var dir = dir * math.pi/180.0; var dir_old = dir_old * math.pi/180.0; var vx = speed * math.sin(dir); var vx_old = speed_old * math.sin(dir_old); var vy = speed * math.cos(dir); var vy_old = speed_old * math.cos(dir_old); smooth_wind_loop(vx,vy,vx_old, vy_old, 4, 4); } var smooth_wind_loop = func (vx, vy, vx_old, vy_old, counter, count_max) { var time_delay = 0.9/count_max; if (counter == 0) {return;} var f = (counter -1)/count_max; var vx_set = f * vx_old + (1-f) * vx; var vy_set = f * vy_old + (1-f) * vy; var speed_set = math.sqrt(vx_set * vx_set + vy_set * vy_set); var dir_set = math.atan2(vx_set,vy_set) * 180.0/math.pi; setWind(dir_set,speed_set); settimer( func {smooth_wind_loop(vx,vy,vx_old,vy_old,counter-1, count_max); },time_delay); } ########################################################### # place a single cloud ########################################################### var create_cloud = func(path, lat, long, alt, heading) { var tile_counter = getprop(lw~"tiles/tile-counter"); var n = props.globals.getNode("local-weather/clouds", 1); var c = n.getChild("tile",tile_counter,1); var cloud_number = n.getNode("placement-index").getValue(); for (var i = cloud_number; 1; i += 1) if (c.getChild("cloud", i, 0) == nil) break; cl = c.getChild("cloud", i, 1); n.getNode("placement-index").setValue(i); var model_number = n.getNode("model-placement-index").getValue(); var m = props.globals.getNode("models", 1); for (var i = model_number; 1; i += 1) if (m.getChild("model", i, 0) == nil) break; model = m.getChild("model", i, 1); n.getNode("model-placement-index").setValue(i); var latN = cl.getNode("position/latitude-deg", 1); latN.setValue(lat); var lonN = cl.getNode("position/longitude-deg", 1); lonN.setValue(long); var altN = cl.getNode("position/altitude-ft", 1); altN.setValue(alt); var hdgN = cl.getNode("orientation/true-heading-deg", 1); hdgN.setValue(heading); #var pitchN = cl.getNode("orientation/pitch-deg", 1); pitchN.setValue(0.0); #var rollN = cl.getNode("orientation/roll-deg", 1);rollN.setValue(0.0); cl.getNode("tile-index",1).setValue(tile_counter); model.getNode("path", 1).setValue(path); model.getNode("latitude-deg-prop", 1).setValue(latN.getPath()); model.getNode("longitude-deg-prop", 1).setValue(lonN.getPath()); model.getNode("elevation-ft-prop", 1).setValue(altN.getPath()); model.getNode("heading-deg-prop", 1).setValue(hdgN.getPath()); #model.getNode("pitch-deg-prop", 1).setValue(pitchN.getPath()); #model.getNode("roll-deg-prop", 1).setValue(rollN.getPath()); model.getNode("tile-index",1).setValue(tile_counter); model.getNode("load", 1).remove(); n.getNode("cloud-number").setValue(n.getNode("cloud-number").getValue()+1); # sort the model nodes into a vector append(weather_tile_management.modelArrays[tile_counter-1],model); # if weather dynamics is on, also create a timestamp property and sort into quadtree if (getprop(lw~"config/dynamics-flag") == 1) { cl.getNode("timestamp-sec",1).setValue(weather_dynamics.time_lw); var blat = getprop(lw~"tiles/tmp/latitude-deg"); var blon = getprop(lw~"tiles/tmp/longitude-deg"); var alpha = getprop(lw~"tmp/tile-orientation-deg"); #weather_dynamics.sort_into_quadtree(blat, blon, alpha, lat, long, weather_dynamics.cloudQuadtree, cl); weather_dynamics.sort_into_quadtree(blat, blon, alpha, lat, long, weather_dynamics.cloudQuadtrees[tile_counter-1], cl); } } ########################################################### # place a cloud layer from arrays, split across frames ########################################################### var create_cloud_array = func (i, clouds_path, clouds_lat, clouds_lon, clouds_alt, clouds_orientation) { if (getprop(lw~"tmp/thread-status") != "placing") {return;} if (getprop(lw~"tmp/convective-status") != "idle") {return;} if ((i < 0) or (i==0)) { print("Cloud placement from array finished!"); setprop(lw~"tmp/thread-status", "idle"); return; } var k_max = 30; var s = size(clouds_path); if (s < k_max) {k_max = s;} for (var k = 0; k < k_max; k = k+1) { #print(s, " ", k, " ", s-k-1, " ", clouds_path[s-k-1]); #create_cloud(clouds_type[s-k-1], clouds_path[s-k-1], clouds_lat[s-k-1], clouds_lon[s-k-1], clouds_alt[s-k-1], 0.0, 0); create_cloud(clouds_path[s-k-1], clouds_lat[s-k-1], clouds_lon[s-k-1], clouds_alt[s-k-1], clouds_orientation[s-k-1]); } setsize(clouds_path,s-k_max); setsize(clouds_lat,s-k_max); setsize(clouds_lon,s-k_max); setsize(clouds_alt,s-k_max); setsize(clouds_orientation,s-k_max); settimer( func {create_cloud_array(i - k, clouds_path, clouds_lat, clouds_lon, clouds_alt, clouds_orientation ) }, 0 ); }; #################################################### # move a cloud #################################################### var move_cloud = func (c, tile_index) { # get the old spacetime position of the cloud var lat_old = c.getNode("position/latitude-deg").getValue(); var lon_old = c.getNode("position/longitude-deg").getValue(); var alt = c.getNode("position/altitude-ft").getValue(); var timestamp = c.getNode("timestamp-sec").getValue(); # get windfield and time since last update var windfield = weather_dynamics.get_windfield(tile_index); var dt = weather_dynamics.time_lw - timestamp; #print(dt * windfield[1]); # update the spacetime position of the cloud c.getNode("position/latitude-deg",1).setValue(lat_old + windfield[1] * dt * local_weather.m_to_lat); c.getNode("position/longitude-deg",1).setValue(lon_old + windfield[0] * dt * local_weather.m_to_lon); c.getNode("timestamp-sec",1).setValue(weather_dynamics.time_lw); } #################################################### # remove clouds by tile index #################################################### var remove_clouds = func (index) { var n = size(props.globals.getNode("local-weather/clouds").getChild("tile",index,1).getChildren("cloud")); props.globals.getNode("local-weather/clouds", 1).removeChild("tile",index); setprop(lw~"clouds/cloud-number",getprop(lw~"clouds/cloud-number")-n); if (getprop(lw~"tmp/thread-flag") == 1) {settimer( func {waiting_loop(index); },0);} else { var modelNode = props.globals.getNode("models", 1).getChildren("model"); foreach (var m; modelNode) { if (m.getNode("tile-index",1).getValue() == index) {m.remove();} } } } # this is to avoid two tile removal loops starting at the same time var waiting_loop = func (index) { var status = getprop(lw~"tmp/thread-status"); if (status == "idle") {remove_tile_loop(index);} else { print("Removal of ",index, " waiting for idle thread..."); settimer( func {waiting_loop(index); },1.0); } } var remove_tile_loop = func (index) { var n = 100; var flag_mod = 0; var status = getprop(lw~"tmp/thread-status"); if ((status == "computing") or (status == "placing")) # the array is blocked { settimer( func {remove_tile_loop(index); },0); # try again next frame return; } else if (status == "idle") # we initialize the loop { mvec = weather_tile_management.modelArrays[index-1]; msize = size(mvec); setprop(lw~"tmp/last-reading-pos-mod", msize); setprop(lw~"tmp/thread-status", "removing"); } var lastpos = getprop(lw~"tmp/last-reading-pos-mod"); if (lastpos < (msize-1)) {var istart = lastpos;} else {var istart = (msize-1);} if (istart<0) {istart=0;} var i_min = istart - n; if (i_min < -1) {i_min =-1;} for (var i = istart; i > i_min; i = i- 1) { m = mvec[i]; m.remove(); } if (i<0) {flag_mod = 1;} if (flag_mod == 0) {setprop(lw~"tmp/last-reading-pos-mod",i); } if (flag_mod == 0) # we still have work to do {settimer( func {remove_tile_loop(index); },0);} else { print("Tile deletion loop finished!"); setprop(lw~"tmp/thread-status", "idle"); setprop(lw~"clouds/placement-index",0); setprop(lw~"clouds/model-placement-index",0); setsize(weather_tile_management.modelArrays[index-1],0); } } ########################################################### # get terrain elevation ########################################################### var get_elevation = func (lat, lon) { var info = geodinfo(lat, lon); if (info != nil) {var elevation = info[0] * local_weather.m_to_ft;} else {var elevation = -1.0;} return elevation; } ########################################################### # get terrain elevation vector ########################################################### var get_elevation_array = func (lat, lon) { var elevation = []; var n = size(lat); for(var i = 0; i < n; i=i+1) { append(elevation, get_elevation(lat[i], lon[i])); } return elevation; } ############################################################ # global variables ############################################################ # some common abbreviations var lw = "/local-weather/"; var ec = "/environment/config/"; # storage arrays for model vector var mvec = []; var msize = 0;