1999-08-10 03:40:34 +00:00
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/*****************************************************************************
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Header: FGPhysicalProperty.h
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Author: Christian Mayer
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Date started: 28.05.99
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---------- Copyright (C) 1999 Christian Mayer (vader@t-online.de) ----------
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA.
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Further information about the GNU General Public License can also be found on
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the world wide web at http://www.gnu.org.
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FUNCTIONAL DESCRIPTION
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------------------------------------------------------------------------------
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Define the simulated physical property of the weather in one point
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HISTORY
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------------------------------------------------------------------------------
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28.05.1999 Christian Mayer Created
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16.06.1999 Durk Talsma Portability for Linux
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20.06.1999 Christian Mayer Changed struct to class
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20.06.1999 Christian Mayer added lots of consts
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30.06.1999 Christian Mayer STL portability
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1999-10-14 20:30:54 +00:00
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11.10.1999 Christian Mayer changed set<> to map<> on Bernie Bright's
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suggestion
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1999-08-10 03:40:34 +00:00
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*****************************************************************************/
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/****************************************************************************/
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/* SENTRY */
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/****************************************************************************/
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#ifndef FGPhysicalProperty_H
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#define FGPhysicalProperty_H
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/****************************************************************************/
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/* INCLUDES */
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/****************************************************************************/
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#include <Include/compiler.h>
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#include <vector>
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FG_USING_STD(vector);
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FG_USING_NAMESPACE(std);
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#include <Math/point3d.hxx>
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#include <Voronoi/point2d.h>
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#include "FGWeatherDefs.h"
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#include "FGPhysicalProperties.h"
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/****************************************************************************/
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/* used for output: */
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/****************************************************************************/
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class FGPhysicalProperty
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{
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private:
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protected:
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public:
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Point3D Wind; //Wind vector
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Point3D Turbulence; //Turbulence vector
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WeatherPrecition Temperature; //in deg. Kelvin (I *only* accept SI!)
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WeatherPrecition AirPressure; //in Pascal (I *only* accept SI!)
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WeatherPrecition VaporPressure; //in Pascal (I *only* accept SI!)
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FGPhysicalProperty(); //consructor to fill it with FG standart weather
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FGPhysicalProperty(const FGPhysicalProperties& p, const WeatherPrecition& altitude);
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//allow calculations for easier handling such as interpolating
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FGPhysicalProperty& operator = ( const FGPhysicalProperty& p ); // assignment of a Point3D
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FGPhysicalProperty& operator += ( const FGPhysicalProperty& p ); // incrementation by a Point3D
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FGPhysicalProperty& operator -= ( const FGPhysicalProperty& p ); // decrementation by a Point3D
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FGPhysicalProperty& operator *= ( const double& d ); // multiplication by a constant
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FGPhysicalProperty& operator /= ( const double& d ); // division by a constant
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friend FGPhysicalProperty operator - (const FGPhysicalProperty& p); // -p1
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friend bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b); // p1 == p2?
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};
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typedef vector<FGPhysicalProperty> FGPhysicalPropertyVector;
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typedef FGPhysicalPropertyVector::iterator FGPhysicalPropertyVectorIt;
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typedef FGPhysicalPropertyVector::const_iterator FGPhysicalPropertyVectorConstIt;
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class FGPhysicalProperty3D : public FGPhysicalProperty
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{
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private:
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protected:
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public:
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Point3D p; //position of the property (lat/lon/alt)
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};
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typedef vector<FGPhysicalProperty3D> FGPhysicalProperty3DVector;
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typedef FGPhysicalProperty3DVector::iterator FGPhysicalProperty3DVectorIt;
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typedef FGPhysicalProperty3DVector::const_iterator FGPhysicalProperty3DVectorConstIt;
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inline FGPhysicalProperty& FGPhysicalProperty::operator = ( const FGPhysicalProperty& p )
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{
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Wind = p.Wind;
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Turbulence = p.Turbulence;
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Temperature = p.Temperature;
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AirPressure = p.AirPressure;
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VaporPressure = p.VaporPressure;
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return *this;
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}
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inline FGPhysicalProperty& FGPhysicalProperty::operator += ( const FGPhysicalProperty& p )
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{
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Wind += p.Wind;
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Turbulence += p.Turbulence;
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Temperature += p.Temperature;
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AirPressure += p.AirPressure;
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VaporPressure += p.VaporPressure;
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return *this;
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}
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inline FGPhysicalProperty& FGPhysicalProperty::operator -= ( const FGPhysicalProperty& p )
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{
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Wind -= p.Wind;
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Turbulence -= p.Turbulence;
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Temperature -= p.Temperature;
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AirPressure -= p.AirPressure;
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VaporPressure -= p.VaporPressure;
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return *this;
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}
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inline FGPhysicalProperty& FGPhysicalProperty::operator *= ( const double& d )
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{
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Wind *= d;
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Turbulence *= d;
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Temperature *= d;
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AirPressure *= d;
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VaporPressure *= d;
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return *this;
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}
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inline FGPhysicalProperty& FGPhysicalProperty::operator /= ( const double& d )
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{
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Wind /= d;
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Turbulence /= d;
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Temperature /= d;
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AirPressure /= d;
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VaporPressure /= d;
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return *this;
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}
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inline FGPhysicalProperty operator - (const FGPhysicalProperty& p)
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{
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FGPhysicalProperty x;
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x.Wind = -p.Wind;
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x.Turbulence = -p.Turbulence;
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x.Temperature = -p.Temperature;
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x.AirPressure = -p.AirPressure;
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x.VaporPressure = -p.VaporPressure;
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return x;
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}
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inline bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b)
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{
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return (
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(a.Wind == b.Wind) &&
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(a.Turbulence == b.Turbulence) &&
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(a.Temperature == b.Temperature) &&
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(a.AirPressure == b.AirPressure) &&
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(a.VaporPressure == b.VaporPressure));
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}
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inline bool operator != (const FGPhysicalProperty& a, const FGPhysicalProperty& b)
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{
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return !(a == b);
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}
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inline FGPhysicalProperty operator + (const FGPhysicalProperty& a, const FGPhysicalProperty& b)
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{
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return FGPhysicalProperty(a) += b;
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}
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inline FGPhysicalProperty operator - (const FGPhysicalProperty& a, const FGPhysicalProperty& b)
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{
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return FGPhysicalProperty(a) -= b;
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}
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inline FGPhysicalProperty operator * (const FGPhysicalProperty& a, const WeatherPrecition& b)
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{
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return FGPhysicalProperty(a) *= b;
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}
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inline FGPhysicalProperty operator * (const WeatherPrecition& b, const FGPhysicalProperty& a)
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{
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return FGPhysicalProperty(a) *= b;
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}
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inline FGPhysicalProperty operator / (const FGPhysicalProperty& a, const WeatherPrecition& b)
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{
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return FGPhysicalProperty(a) *= (1.0/b);
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}
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/****************************************************************************/
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#endif /*FGPhysicalProperty_H*/
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