######################################################## # compatibility layer for local weather package # Thorsten Renk, March 2011 ######################################################## # function purpose # # setDefaultCloudsOff to remove the standard Flightgear 3d clouds # setVisibility to set the visibility to a given value # setLift to set lift to 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 # setLight to set light saturation to 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 # get_elevation to get the terrain elevation at given coordinates # get_elevation_vector to get terrain elevation at given coordinate vector # This file contains portability wrappers for the local weather system: # http://wiki.flightgear.org/index.php/A_local_weather_system # # This module is intended to provide a certain degree of backward compatibility for past # FlightGear releases, while sketching out the low level APIs used and required by the # local weather system, as these # are being added to FlightGear. # # This file contains various workarounds for doing things that are currently not yet directly # supported by the core FlightGear/Nasal APIs (fgfs 2.0). # # Some of these workarounds are purely implemented in Nasal space, and may thus not provide sufficient # performance in some situations. # # The goal is to move all such workarounds eventually into this module, so that the high level weather modules # only refer to this "compatibility layer" (using an "ideal API"), while this module handles # implementation details # and differences among different versions of FlightGear, so that key APIs can be ported to C++ space # for the sake # of improving runtime performance and efficiency. # # This provides an abstraction layer that isolates the rest of the local weather system from low # level implementation details. # # C++ developers who want to help improve the local weather system (or the FlightGear/Nasal # interface in general) should # check out this file (as well as the wiki page) for APIs or features that shall eventually be # re/implemented in C++ space for # improving the local weather system. # # # This module provides a handful of helpers for dynamically querying the Nasal API of the running fgfs binary, # so that it can make use of new APIs (where available), while still working with older fgfs versions. # # Note: The point of these helpers is that they should really only be used # by this module, and not in other parts/files of the # local weather system. Any hard coded special cases should be moved into this module. # # The compatibility layer is currently work in progress and will be extended as new Nasal # APIs are being added to FlightGear. var weather_dynamics = nil; var weather_tile_management = nil; var compat_layer = nil; var weather_tiles = nil; _setlistener("/nasal/local_weather/loaded", func { compat_layer = local_weather; weather_dynamics = local_weather; weather_tile_management = local_weather; weather_tiles = local_weather; var result = "yes"; if (1==0) # no compatibility tests for 2.4 binary, it has the required features { print("Compatibility layer: testing for hard coded support"); if (props.globals.getNode("/rendering/scene/saturation", 0) == nil) {result = "no"; features.can_set_light = 0;} else {result = "yes"; features.can_set_light = 1;} print("* can set light saturation: "~result); if (props.globals.getNode("/rendering/scene/scattering", 0) == nil) {result = "no"; features.can_set_scattering = 0;} else {result = "yes"; features.can_set_scattering = 1;} print("* can set horizon scattering: "~result); if (props.globals.getNode("/environment/terrain", 0) == nil) {result = "no"; features.terrain_presampling = 0;} else {result = "yes"; features.terrain_presampling = 1;setprop("/environment/terrain/area[0]/enabled",1);} print("* hard coded terrain presampling: "~result); if ((props.globals.getNode("/environment/terrain/area[0]/enabled",1).getBoolValue() == 1) and (features.terrain_presampling ==1)) {result = "yes"; features.terrain_presampling_active = 1;} else {result = "no"; features.terrain_presampling_active = 0;} print("* terrain presampling initialized: "~result); if (props.globals.getNode("/environment/config/enabled", 0) == nil) {result = "no"; features.can_disable_environment = 0;} else {result = "yes"; features.can_disable_environment = 1;} print("* can disable global weather: "~result); print("Compatibility layer: tests done."); } # features of a 2.4 binary features.can_set_light = 1; features.can_set_scattering = 1; features.terrain_presampling = 1; features.terrain_presampling_active = 1; features.can_disable_environment = 1; # features of a current GIT binary features.fast_geodinfo = 1; # do actual startup() local_weather.updateMenu(); local_weather.startup(); }); var setDefaultCloudsOff = func { if (features.can_disable_environment == 1) { var layers = props.globals.getNode("/environment/clouds").getChildren("layer"); foreach (l; layers) { l.getNode("coverage-type").setValue(5); } } else { var layers = props.globals.getNode("/environment/clouds").getChildren("layer"); foreach (l; layers) { l.getNode("coverage").setValue("clear"); } } if (local_weather.hardcoded_clouds_flag == 1) { # we store that information ourselves, so this should be zero, but rain forces us to go for an offset setprop("/environment/clouds/layer[0]/elevation-ft",0.0); # layer wrapping off setprop("/sim/rendering/clouds3d-wrap",0); } } #################################### # set visibility to given value #################################### var setVisibility = func (vis) { if (features.can_disable_environment == 1) { setprop("/environment/visibility-m",vis); } else { # this is a workaround for systems which lack hard-coded support # 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"})); } } var setVisibilitySmoothly = func (vis) { if (features.can_disable_environment == 0) {setVisibility(vis); return;} visibility_target = vis; visibility_current = getprop("/environment/visibility-m"); if (smooth_visibility_loop_flag == 0) { smooth_visibility_loop_flag = 1; visibility_loop(); } } var visibility_loop = func { if (local_weather.local_weather_running_flag == 0) {return;} if (visibility_target == visibility_current) {smooth_visibility_loop_flag = 0; return;} if (visibility_target < visibility_current) { var vis_goal = visibility_target; if (vis_goal < 0.97 * visibility_current) {vis_goal = 0.97 * visibility_current;} } else { var vis_goal = visibility_target; if (vis_goal > 1.03 * visibility_current) {vis_goal = 1.03 * visibility_current;} } setprop("/environment/visibility-m",vis_goal); visibility_current = vis_goal; settimer( func {visibility_loop(); },0); } #################################### # set thermal lift to given value #################################### var setLift = func (lift) { setprop("/environment/local-weather-lift-fps",lift); } #################################### # set rain to given value #################################### var setRain = func (rain) { if (features.can_disable_environment == 1) { setprop("/environment/rain-norm", rain); } else { # 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) { if (features.can_disable_environment == 1) { setprop("/environment/snow-norm", snow); } else { # 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) { if (features.can_disable_environment == 1) { setprop("/environment/turbulence/magnitude-norm",turbulence); setprop("/environment/turbulence/rate-hz",3.0); } else { # this is a workaround for systems which lack hard-coded support # 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); e.getNode("turbulence/rate-hz",1).setValue(3.0); e.getNode("turbulence/factor",1).setValue(1.0); } # 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); e.getNode("turbulence/rate-hz",1).setValue(5.0); e.getNode("turbulence/factor",1).setValue(1.0); i = i + 1; } fgcommand("reinit", props.Node.new({subsystem:"environment"})); } } #################################### # set temperature to given value #################################### var setTemperature = func (T) { if (features.can_disable_environment == 1) { setprop("/environment/temperature-sea-level-degc",T); } else { # this is a workaround for systems which lack hard-coded support # 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) { if (features.can_disable_environment == 1) { setprop("/environment/pressure-sea-level-inhg",p); } else { # this is a workaround for systems which lack hard-coded support # 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) { if (features.can_disable_environment == 1) { setprop("/environment/dewpoint-sea-level-degc",D); } else { # this is a workaround for systems which lack hard-coded support # 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 light saturation to given value #################################### var setLight = func (s) { if (features.can_set_light == 1) { setprop("/rendering/scene/saturation",s); } } var setLightSmoothly = func (s) { if (features.can_set_light == 0) {return;} light_target = s; light_current = getprop("/rendering/scene/saturation"); if (smooth_light_loop_flag == 0) { smooth_light_loop_flag = 1; light_loop(); } } var light_loop = func { if (local_weather.local_weather_running_flag == 0) {return;} if (light_target == light_current) {smooth_light_loop_flag = 0; return;} if (light_target < light_current) { var light_goal = light_target; if (light_goal < 0.97 * light_current) {light_goal = 0.97 * light_current;} } else { var light_goal = light_target; if (light_goal > 1.03 * light_current) {light_goal = 1.03 * light_current;} } setprop("/rendering/scene/saturation",light_goal); light_current = light_goal; settimer( func {light_loop(); },0); } #################################### # set horizon scattering #################################### var setScattering = func (s) { if (features.can_set_scattering == 1) { setprop("/rendering/scene/scattering",s); } } #################################### # set overcast haze #################################### var setOvercast = func (o) { if (features.can_set_scattering == 1) { setprop("/rendering/scene/overcast",o); } } #################################### # set skydome scattering parameters #################################### var setSkydomeShader = func (r, m, d) { setprop("/sim/rendering/rayleigh", r); setprop("/sim/rendering/mie", m); setprop("/sim/rendering/dome-density",d); } ########################################################### # set wind to given direction and speed ########################################################### var setWind = func (dir, speed) { if (features.can_disable_environment == 1) { setprop("/environment/wind-from-heading-deg",dir); setprop("/environment/wind-speed-kt",speed); } # this is needed to trigger the cloud drift to pick up the new wind setting if (local_weather.hardcoded_clouds_flag == 1) { setprop("/environment/clouds/layer[0]/elevation-ft",0.0); } else { # this is a workaround for systems which lack hard-coded support # 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) { if (features.can_disable_environment == 1) { setWind(dir, speed); } else { 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 buffer_flag = getprop(lw~"config/buffer-flag"); var d_max = weather_tile_management.cloud_view_distance + 1000.0; # check if we deal with a convective cloud var convective_flag = 0; if (find("cumulus",path) != -1) { if ((find("alto",path) != -1) or (find("cirro", path) != -1) or (find("strato", path) != -1)) {convective_flag = 0;} else if ((find("small",path) != -1) or (find("whisp",path) != -1)) {convective_flag = 1;} else if (find("bottom",path) != -1) {convective_flag = 4;} else {convective_flag = 2;} } else if (find("congestus",path) != -1) { if (find("bottom",path) != -1) {convective_flag = 5;} else {convective_flag = 3;} } #print("path: ", path, " flag: ", convective_flag); # first check if the cloud should be stored in the buffer # we keep it if it is in visual range or at high altitude (where visual range is different) if (buffer_flag == 1) { # calculate the distance to the aircraft var pos = geo.aircraft_position(); var cpos = geo.Coord.new(); cpos.set_latlon(lat,long,0.0); var d = pos.distance_to(cpos); if ((d > d_max) and (alt < 20000.0)) # we buffer the cloud { var b = weather_tile_management.cloudBuffer.new(lat, long, alt, path, heading, tile_counter, convective_flag); if (local_weather.dynamics_flag ==1) { b.timestamp = weather_dynamics.time_lw; if (convective_flag !=0) # Cumulus clouds get some extra info { b.evolution_timestamp = cloud_evolution_timestamp; b.flt = cloud_flt; b.rel_alt = alt - cloud_mean_altitude; } } append(weather_tile_management.cloudBufferArray,b); return; } } # now check if we are writing from the buffer, in this case change tile index # to buffered one if (getprop(lw~"tmp/buffer-status") == "placing") { #tile_counter = getprop(lw~"tmp/buffer-tile-index"); tile_counter = buffered_tile_index; } # if the cloud is not buffered, get property tree nodes and write it # into the scenery 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 placement_index = 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); 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("tile-index",1).setValue(tile_counter); model.getNode("load", 1).remove(); # sort the cloud into the cloud hash array if (buffer_flag == 1) { var cs = weather_tile_management.cloudScenery.new(tile_counter, convective_flag, cl, model); append(weather_tile_management.cloudSceneryArray,cs); } # if weather dynamics is on, also create a timestamp property and sort the cloud hash into quadtree if (local_weather.dynamics_flag == 1) { cs.timestamp = weather_dynamics.time_lw; cs.write_index = placement_index; if (convective_flag !=0) # Cumulus clouds get some extra info { cs.evolution_timestamp = cloud_evolution_timestamp; cs.flt = cloud_flt; cs.rel_alt = alt - cloud_mean_altitude; cs.target_alt = alt; } if (getprop(lw~"tmp/buffer-status") == "placing") { var blat = buffered_tile_latitude; var blon = buffered_tile_longitude; var alpha = buffered_tile_alpha; } else { 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.cloudQuadtrees[tile_counter-1], cs); } } ########################################################### # place a single cloud using hard-coded system ########################################################### var create_cloud_new = func(c) { var tile_counter = getprop(lw~"tiles/tile-counter"); cloud_index = cloud_index + 1; c.index = tile_counter; c.cloud_index = cloud_index; # write the actual cloud into the scenery var p = props.Node.new({ "layer" : 0, "index": cloud_index, "lat-deg": c.lat, "lon-deg": c.lon, "min-sprite-width-m": c.min_width, "max-sprite-width-m": c.max_width, "min-sprite-height-m": c.min_height, "max-sprite-height-m": c.max_height, "num-sprites": c.n_sprites, "min-bottom-lighting-factor": c.bottom_shade, "min-middle-lighting-factor": 0.9, "min-top-lighting-factor": 1.0, "min-shade-lighting-factor": c.bottom_shade, "texture": c.texture_sheet, "num-textures-x": c.num_tex_x, "num-textures-y": c.num_tex_y, "min-cloud-width-m": c.min_cloud_width, "max-cloud-width-m": c.min_cloud_width, "min-cloud-height-m": c.min_cloud_height, "max-cloud-height-m": c.min_cloud_height, "z-scale": c.z_scale, "height-map-texture": 0, "alt-ft" : c.alt }); fgcommand("add-cloud", p); #print("alt: ", c.alt); # add other management properties to the hash if dynamics is on if (local_weather.dynamics_flag == 1) { c.timestamp = weather_dynamics.time_lw; } # add cloud to array append(weather_tile_management.cloudArray,c); } ########################################################### # 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)) { if (local_weather.debug_output_flag == 1) {print("Cloud placement from array finished!"); } # then place all clouds using the new rendering system if (local_weather.hardcoded_clouds_flag == 1) { var s = size(local_weather.cloudAssemblyArray); create_new_cloud_array(s,cloudAssemblyArray); } setprop(lw~"tmp/thread-status", "idle"); # now set flag that tile has been completely processed var dir_index = props.globals.getNode(lw~"tiles/tmp/dir-index").getValue(); #props.globals.getNode(lw~"tiles").getChild("tile",dir_index).getNode("generated-flag").setValue(2); setprop(lw~"tiles/tile["~dir_index~"]/generated-flag",2); 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) { if (getprop(lw~"config/dynamics-flag") ==1) { cloud_mean_altitude = local_weather.clouds_mean_alt[s-k-1]; cloud_flt = local_weather.clouds_flt[s-k-1]; cloud_evolution_timestamp = local_weather.clouds_evolution_timestamp[s-k-1]; } 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]); #create_cloud_new(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); if (getprop(lw~"config/dynamics-flag") ==1) { setsize(local_weather.clouds_mean_alt,s-k_max); setsize(local_weather.clouds_flt,s-k_max); setsize(local_weather.clouds_evolution_timestamp,s-k_max); } settimer( func {create_cloud_array(i - k, clouds_path, clouds_lat, clouds_lon, clouds_alt, clouds_orientation ) }, 0 ); }; var create_new_cloud_array = func (i, cloudArray) { #if (getprop(lw~"tmp/thread-status") != "placing") {return;} #if (getprop(lw~"tmp/convective-status") != "idle") {return;} if ((i < 0) or (i==0)) { if (local_weather.debug_output_flag == 1) {print("Processing add-cloud calls finished!"); } return; } #print("Hello world! i is now: ",i); var k_max = 20; var s = size(cloudArray); if (s < k_max) {k_max = s;} for (var k = 0; k < k_max; k = k+1) { local_weather.create_cloud_new(cloudArray[s-k-1]); #print(cloudArray[s-k-1].alt); } setsize(cloudArray,s-k_max); settimer( func {create_new_cloud_array(i - k, cloudArray) }, 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; # loop flags and variables var smooth_visibility_loop_flag = 0; var visibility_target = 0.0; var visibility_current = 0.0; var smooth_light_loop_flag = 0; var light_target = 0.0; var light_current = 0.0; # available hard-coded support var features = {}; # globals to transmit info if clouds are written from buffer var buffered_tile_latitude = 0.0; var buffered_tile_longitude = 0.0; var buffered_tile_alpha = 0.0; var buffered_tile_index = 0; # globals to handle additional info for Cumulus cloud dynamics var cloud_mean_altitude = 0.0; var cloud_flt = 0.0; var cloud_evolution_timestamp = 0.0; # globals to handle new cloud indexing var cloud_index = 0;