######################################################## # routines to simulate cloud wind drift and evolution # Thorsten Renk, October 2010 ######################################################## # function purpose # # get_windfield to get the current wind in the tile # timing_loop to provide accurate timing information for wind drift calculations # quadtree_loop to manage drift of clouds in the field of view # weather_dynamics_loop to manage drift of weather effects, tile centers and interpolation points # convective_loop to regularly recreate convective clouds # generate_quadtree_structure to generate a quadtree data structure used for managing the visual field # sort_into_quadtree to sort objects into a quadtree structure # sorting_recursion to recursively sort into a quadree (helper) # quadtree_recursion to search the quadtree for objects in the visual field # check_visibility to check if a quadrant is currently visible # move_tile to move tile coordinates in the wind # get_cartesian to get local Cartesian coordinates out of coordinates #################################################### # get the windfield for a given location and altitude # (currently constant, but supposed to be local later) #################################################### var get_windfield = func (tile_index) { if (hardcoded_clouds_flag == 1) { var wind_direction = local_weather.wind.current[0]; var windspeed = local_weather.wind.current[1] * kt_to_ms; var windfield_x = -windspeed * math.sin(wind_direction * math.pi/180.0); var windfield_y = -windspeed * math.cos(wind_direction * math.pi/180.0); return [windfield_x,windfield_y]; } if ((local_weather.wind_model_flag == 1) or (local_weather.wind_model_flag == 3)) { var windspeed = tile_wind_speed[0] * kt_to_ms; var wind_direction = tile_wind_direction[0]; } else if ((local_weather.wind_model_flag ==2) or (local_weather.wind_model_flag == 4) or (local_weather.wind_model_flag == 5)) { var windspeed = tile_wind_speed[tile_index-1] * kt_to_ms; var wind_direction = tile_wind_direction[tile_index-1]; } var windfield_x = -windspeed * math.sin(wind_direction * math.pi/180.0); var windfield_y = -windspeed * math.cos(wind_direction * math.pi/180.0); return [windfield_x,windfield_y]; } var get_wind_direction = func (tile_index) { if (hardcoded_clouds_flag == 1) { return local_weather.wind.current[0]; } if ((local_weather.wind_model_flag == 1) or (local_weather.wind_model_flag == 3)) { return tile_wind_direction[0]; } else if ((local_weather.wind_model_flag ==2) or (local_weather.wind_model_flag == 4) or (local_weather.wind_model_flag == 5)) { return tile_wind_direction[tile_index-1]; } } var get_wind_speed = func (tile_index) { if (hardcoded_clouds_flag == 1) { return local_weather.wind.current[1]; } if ((local_weather.wind_model_flag == 1) or (local_weather.wind_model_flag == 3)) { return tile_wind_speed[0]; } else if ((local_weather.wind_model_flag ==2) or (local_weather.wind_model_flag == 4) or (local_weather.wind_model_flag == 5)) { return tile_wind_speed[tile_index-1]; } } ######################################################## # timing loop # this gets the accurate time since the start of weather dynamics # and hence the timestamps for cloud evolution since # the available elapsed-time-sec is not accurate enough ######################################################## var timing_loop = func { if (local_weather.local_weather_running_flag == 0) {return;} dt_lw = getprop("/sim/time/delta-sec"); time_lw = time_lw + dt_lw; # this is a really ugly hack to get the sun angle information to the shaders # directly referencing /sim/time/sun-angle-rad as uniform doesn't # work since that is a tied property #var sun_angle = 1.57079632675 - getprop("/sim/time/sun-angle-rad"); #var terminator_offset = sun_angle / 0.017451 * 110000.0;# + 250000.0; #setprop("/environment/terminator-relative-position-m",terminator_offset); 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()); if (local_weather.presampling_flag == 1) { var mean_terrain_elevation_m = ft_to_m * local_weather.current_mean_alt ; } else {var mean_terrain_elevation_m = 0.0;} setprop("/environment/mean-terrain-elevation-m", mean_terrain_elevation_m); if (getprop(lw~"timing-loop-flag") ==1) {settimer(timing_loop, 0);} } ########################################################### # quadtree loop # the quadtree loop is a fast loop updating the position # of visible objects in the field of view only ########################################################### var quadtree_loop = func { if (local_weather.local_weather_running_flag == 0) {return;} var vangle = 0.55 * getprop("/sim/current-view/field-of-view"); var viewdir = getprop("/sim/current-view/goal-heading-offset-deg"); var lat = getprop("position/latitude-deg"); var lon = getprop("position/longitude-deg"); var course = getprop("orientation/heading-deg"); cloud_counter = 0; # pre-calculate trigonometry tan_vangle = math.tan(vangle * math.pi/180.0); # use the quadtree to move clouds inside the field of view var tiles = props.globals.getNode(lw~"tiles").getChildren("tile"); foreach (var t; tiles) { var generated_flag = t.getNode("generated-flag").getValue(); if ((generated_flag == 1) or (generated_flag ==2)) { var index = t.getNode("tile-index").getValue(); current_tile_index_wd = index; var blat = t.getNode("latitude-deg").getValue(); var blon = t.getNode("longitude-deg").getValue(); var alpha = t.getNode("orientation-deg").getValue(); var xy_vec = get_cartesian(blat, blon, alpha, lat, lon); var beta = course - alpha - viewdir ; cos_beta = math.cos(beta * math.pi/180.0); sin_beta = math.sin(beta * math.pi/180.0); plane_x = xy_vec[0]; plane_y = xy_vec[1]; windfield = get_windfield(index); quadtree_recursion(cloudQuadtrees[index-1],0,1,0.0,0.0); } } # dynamically adjust the range of the processed view field # if there are plenty of moving clouds nearby, no one pays attention to the small motion of distant clouds # price to pay is that some clouds appear to jump once they get into range if (cloud_counter < 0.5 * max_clouds_in_loop) {view_distance = view_distance * 1.1;} else if (cloud_counter > max_clouds_in_loop) {view_distance = view_distance * 0.9;} if (view_distance > weather_tile_management.cloud_view_distance) {view_distance = weather_tile_management.cloud_view_distance;} #print(cloud_counter, " ", view_distance/1000.0); # shift the tile centers with the windfield var tiles = props.globals.getNode("local-weather/tiles", 1).getChildren("tile"); foreach (var t; tiles) {move_tile(t);} # loop over if (getprop(lw~"dynamics-loop-flag") ==1) {settimer(quadtree_loop, 0);} } ########################################################### # weather_dynamics_loop # the weather dynamics loop is a slow loop updating # position and state of invisible objects, currently # effect volumes and weather stations ########################################################### var weather_dynamics_loop = func (index, cindex) { if (local_weather.local_weather_running_flag == 0) {return;} var n = 20; var nc = 1; var csize = weather_tile_management.n_cloudSceneryArray; var i_max = index + n; if (i_max > local_weather.n_effectVolumeArray) {i_max = local_weather.n_effectVolumeArray;} var ecount = 0; for (var i = index; i < i_max; i = i+1) { var ev = local_weather.effectVolumeArray[i]; if (ev.index !=0) {ev.move();} if ((ev.lift_flag == 2) and (rand() < 0.05) and (local_weather.presampling_flag == 1)) { if (local_weather.dynamical_convection_flag ==1) { ev.correct_altitude_and_age(); if (ev.flt > 1.2) # beyond 1.0, sink is still active { local_weather.effectVolumeArray = weather_tile_management.delete_from_vector(local_weather.effectVolumeArray,i); local_weather.n_effectVolumeArray = local_weather.n_effectVolumeArray - 1; i = i-1; i_max = i_max -1; ecount = ecount + 1; } } else {ev.correct_altitude();} } } setprop(lw~"effect-volumes/number",getprop(lw~"effect-volumes/number")- ecount); index = index + n; if (i >= local_weather.n_effectVolumeArray) {index = 0;} var ccount = 0; if (csize > 0) { var j_max = cindex + nc; if (j_max > csize -1) {j_max = csize-1;} for (var j = cindex; j < j_max; j = j+1) { var cs = weather_tile_management.cloudSceneryArray[j]; #cs.move(); if (cs.type !=0) { if ((rand() < 0.1) and (local_weather.presampling_flag == 1)) { if (local_weather.dynamical_convection_flag ==1) { cs.correct_altitude_and_age(); if (cs.flt > 1.0) # the cloud has reached its maximum age and decays { cs.removeNodes(); weather_tile_management.cloudSceneryArray = weather_tile_management.delete_from_vector(weather_tile_management.cloudSceneryArray,j); ccount = ccount + 1; } } else { cs.correct_altitude(); } } } } cindex = cindex + nc; if (j >= csize) {cindex = 0;} } foreach (var s; local_weather.weatherStationArray) { s.move(); } foreach (var a; local_weather.atmosphereIpointArray) { a.move(); } if (getprop(lw~"dynamics-loop-flag") ==1) {settimer( func {weather_dynamics_loop(index, cindex); },0);} } ########################################################### # convective evolution loop ########################################################### var convective_loop = func { if (local_weather.local_weather_running_flag == 0) {return;} # a 30 second loop needs a different strategy to end, otherwise there is trouble if it is restarted while still running if (convective_loop_kill_flag == 1) {convective_loop_kill_flag = 0; return;} var cloud_respawning_interval_s = 30.0; if (getprop(lw~"tmp/thread-status") == "placing") {if (getprop(lw~"convective-loop-flag") ==1) {settimer( func {convective_loop()}, 5.0);} return;} # open the system for write status setprop(lw~"tmp/buffer-status","placing"); if (local_weather.debug_output_flag == 1) {print("Respawning convective clouds...");} for(var i = 0; i < 9; i = i + 1) { var index = getprop(lw~"tiles/tile["~i~"]/tile-index"); if ((index == -1) or (index == 0)) {continue;} if (getprop(lw~"tiles/tile["~i~"]/generated-flag") != 2) {continue;} var strength = tile_convective_strength[index-1]; var alt = tile_convective_altitude[index-1]; var n = weather_tiles.get_n(strength); if (local_weather.detailed_clouds_flag == 1) {n = int(0.7 * n);} n = n/cloud_convective_lifetime_s * cloud_respawning_interval_s * math.sqrt(0.35); var n_res = n - int(n); n = int(n); if (rand() < n_res) {n=n+1;} if (local_weather.debug_output_flag == 1) {print("Tile: ", index, " n: ", n);} var lat = getprop(lw~"tiles/tile["~i~"]/latitude-deg"); var lon = getprop(lw~"tiles/tile["~i~"]/longitude-deg"); var alpha = getprop(lw~"tiles/tile["~i~"]/orientation-deg"); compat_layer.buffered_tile_latitude = lat; compat_layer.buffered_tile_longitude = lon; compat_layer.buffered_tile_alpha = alpha; compat_layer.buffered_tile_index = index; setprop(lw~"tmp/buffer-tile-index", index); if (local_weather.presampling_flag == 1) {var alt_offset = local_weather.alt_20_array[index -1];} else {var alt_offset = getprop(lw~"tmp/tile-alt-offset-ft");} local_weather.recreate_cumulus(lat,lon, alt + alt_offset, alpha, n, 20000.0, index); } # close the write process setprop(lw~"tmp/buffer-status","idle"); if (getprop(lw~"convective-loop-flag") ==1) {settimer(convective_loop, cloud_respawning_interval_s);} } ########################################################### # generate quadtree structure ########################################################### var generate_quadtree_structure = func (depth, tree_base_vec) { var c_vec = []; for (var i=0; i<4; i=i+1) { if (depth == quadtree_depth) {var c = [];} else {var c = generate_quadtree_structure(depth+1, tree_base_vec);} if (depth==0) {append(tree_base_vec,c); } else {append(c_vec,c); } } if (depth ==0) {return tree_base_vec;} else {return c_vec;} } ########################################################### # sort into quadtree ########################################################### var sort_into_quadtree = func (blat, blon, alpha, lat, lon, tree, object) { var xy_vec = get_cartesian (blat, blon, alpha, lat, lon); sorting_recursion (xy_vec[0], xy_vec[1], tree, object, 0); } var sorting_recursion = func (x, y, tree, object, depth) { if (depth == quadtree_depth+1) {append(tree,object); return;} var length_scale = 20000.0 / math.pow(2,depth); # print("depth: ", depth, "x: ", x, "y: ",y); if (y > 0.0) { if (x < 0.0) {var v = tree[0]; x = x + 0.5 * length_scale; y = y - 0.5 * length_scale;} else {var v = tree[1]; x = x - 0.5 * length_scale; y = y - 0.5 * length_scale;} } else { if (x < 0.0) {var v = tree[2]; x = x + 0.5 * length_scale; y = y + 0.5 * length_scale;} else {var v = tree[3]; x = x - 0.5 * length_scale; y = y + 0.5 * length_scale;} } sorting_recursion(x, y, v, object, depth+1); } #################################################### # quadtree recursive search #################################################### var quadtree_recursion = func (tree, depth, flag, qx, qy) { # flag = 0: quadrant invisible, stop search # flag = 1: quadrant partially visible, continue search with visibility tests # flag = 2: quadrant fully visible, no further visibility test needed if (depth == quadtree_depth +1) { foreach (var c; tree) { c.move(); c.to_target_alt(); cloud_counter = cloud_counter + 1; } return; } for (var i =0; i<4; i=i+1) { if (flag==2) {quadtree_recursion(tree[i], depth+1, flag, qx, qy);} else if (flag==1) { # compute the subquadrant coordinates var length_scale = 20000.0 / math.pow(2,depth); if (i==0) {var qxnew = qx - 0.5 * length_scale; var qynew = qy + 0.5 * length_scale;} else if (i==1) {var qxnew = qx + 0.5 * length_scale; var qynew = qy + 0.5 * length_scale;} else if (i==2) {var qxnew = qx - 0.5 * length_scale; var qynew = qy - 0.5 * length_scale;} else if (i==3) {var qxnew = qx + 0.5 * length_scale; var qynew = qy - 0.5 * length_scale;} var newflag = check_visibility(qxnew,qynew, length_scale); if (newflag!=0) {quadtree_recursion(tree[i], depth+1, newflag, qxnew, qynew);} } } } #################################################### # quadrant visibility test #################################################### var check_visibility = func (qx,qy, length_scale) { # (qx,qy) are the quadrant coordinates in tile local Cartesian # beta is the plane course in the tile local Cartesian # the function returns a flag: 0: invisible 1: partially visible, track further 2: fully visible # first translate/rotate (qx,qy) into the plane system qx = qx - plane_x; qy = qy - plane_y; var x = qx * cos_beta - qy * sin_beta; var y = qy * cos_beta + qx * sin_beta; # now get the maximum and minimum quadrant extensions var ang_factor = abs(cos_beta) + abs(sin_beta); # a square seen from an angle extends larger var xmax = x + 0.5 * length_scale * ang_factor; var xmin = x - 0.5 * length_scale * ang_factor; var ymax = y + 0.5 * length_scale * ang_factor; var ymin = y - 0.5 * length_scale * ang_factor; # now do visibility checks if ((ymax < 0.0) and (ymin < 0.0)) # quadrant is behind us, we can never see it {return 0;} if (ymin > view_distance) # the quadrant is beyond visible range {return 0;} var xcomp_min = ymin * tan_vangle; var xcomp_max = ymax * tan_vangle; if ((ymax > 0.0) and (ymin < 0.0)) # object is at most partially visible, check if in visual cone at ymax { if ((xmax < -xcomp_max) and (xmin < -xcomp_max)) {return 0;} if ((xmax > xcomp_max) and (xmin > xcomp_max)) {return 0;} return 1; } # now we know the quadrant must be in front # check if invisible if ((xmax < -xcomp_max) and (xmin < -xcomp_max)) {return 0;} if ((xmax > xcomp_max) and (xmin > xcomp_max)) {return 0;} # check if completely visible if ((xmax > -xcomp_min) and (xmin > -xcomp_min) and (xmax < xcomp_min) and (xmin < xcomp_min)) {return 2;} # at this point, it must be partially visible return 1; } #################################################### # move a tile #################################################### var move_tile = func (t) { # get the old spacetime position of the tile var lat_old = t.getNode("latitude-deg").getValue(); var lon_old = t.getNode("longitude-deg").getValue(); var timestamp = t.getNode("timestamp-sec").getValue(); var tile_index = t.getNode("tile-index").getValue(); # if the tile is not yet generated, we use the windfield of the tile we're in if (tile_index == -1) { tile_index = props.globals.getNode(lw~"tiles").getChild("tile",4).getNode("tile-index").getValue(); } # get windfield and time since last update var windfield = get_windfield(tile_index); var dt = time_lw - timestamp; # update the spacetime position of the tile t.getNode("latitude-deg",1).setValue(lat_old + windfield[1] * dt * local_weather.m_to_lat); t.getNode("longitude-deg",1).setValue(lon_old + windfield[0] * dt * local_weather.m_to_lon); t.getNode("timestamp-sec",1).setValue(weather_dynamics.time_lw); } ########################################################### # get local Cartesian coordinates ########################################################### var get_cartesian = func (blat, blon, alpha, lat, lon) { var xy_vec = []; var phi = alpha * math.pi/180.0; var delta_lat = lat - blat; var delta_lon = lon - blon; var x1 = delta_lon * lon_to_m; var y1 = delta_lat * lat_to_m; var x = x1 * math.cos(phi) - y1 * math.sin(phi); var y = y1 * math.cos(phi) + x1 * math.sin(phi); append(xy_vec,x); append(xy_vec,y); return xy_vec; } ################################ # globals, constants, properties ################################ var lat_to_m = 110952.0; # latitude degrees to meters var m_to_lat = 9.01290648208234e-06; # meters to latitude degrees var ft_to_m = 0.30480; var m_to_ft = 1.0/ft_to_m; var inhg_to_hp = 33.76389; var hp_to_inhg = 1.0/inhg_to_hp; var kt_to_ms = 0.514; var ms_to_kt = 1./kt_to_ms; var lon_to_m = 0.0; # needs to be calculated dynamically var m_to_lon = 0.0; # we do this on startup # abbreviations var lw = "/local-weather/"; # globals var time_lw = 0.0; var dt_lw = 0.0; var max_clouds_in_loop = 250; var cloud_max_vertical_speed_fts = 30.0; var cloud_convective_lifetime_s = 1800.0; # max. lifetime of convective clouds var convective_loop_kill_flag = 0; # the quadtree structure var cloudQuadtrees = []; var quadtree_depth = 3; # the wind info for the individual weather tiles # (used for 'constant in tile' wind model) var tile_wind_direction = []; var tile_wind_speed = []; var tile_convective_altitude = []; var tile_convective_strength = []; # define these as global, as we need to evaluate them only once per frame # but use them over and over var tan_vangle = 0; var cos_beta = 0; var sin_beta = 0; var plane_x = 0; var plane_y = 0; var windfield = []; var current_tile_index_wd = 0; var cloud_counter = 0; var view_distance = 30000.0; # create the loop flags setprop(lw~"timing-loop-flag",0); setprop(lw~"dynamics-loop-flag",0);