1
0
Fork 0
flightgear/src/WeatherCM/FGPhysicalProperties.h

347 lines
14 KiB
C
Raw Normal View History

1999-08-10 03:40:34 +00:00
/*******-*- Mode: C++ -*-************************************************************
Header: FGPhysicalProperties.h
Author: Christian Mayer
Date started: 28.05.99
---------- Copyright (C) 1999 Christian Mayer (vader@t-online.de) ----------
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA.
Further information about the GNU General Public License can also be found on
the world wide web at http://www.gnu.org.
FUNCTIONAL DESCRIPTION
------------------------------------------------------------------------------
Define the simulated physical properties of the weather
HISTORY
------------------------------------------------------------------------------
28.05.1999 Christian Mayer Created
16.06.1999 Durk Talsma Portability for Linux
20.06.1999 Christian Mayer Changed struct to class
20.06.1999 Christian Mayer added lots of consts
30.06.1999 Christian Mayer STL portability
*****************************************************************************/
/****************************************************************************/
/* SENTRY */
/****************************************************************************/
#ifndef FGPhysicalProperties_H
#define FGPhysicalProperties_H
/****************************************************************************/
/* INCLUDES */
/****************************************************************************/
#include <Include/compiler.h>
#include <vector>
#include <set>
FG_USING_STD(vector);
FG_USING_STD(set);
FG_USING_NAMESPACE(std);
#include <Math/point3d.hxx>
#include <Voronoi/point2d.h>
#include "FGWeatherDefs.h"
#include "FGWindItem.h"
#include "FGTurbulenceItem.h"
#include "FGTemperatureItem.h"
#include "FGAirPressureItem.h"
#include "FGVaporPressureItem.h"
#include "FGCloudItem.h"
#include "FGSnowRain.h"
class FGPhysicalProperties
{
public:
set<FGWindItem> Wind; //all Wind vectors
set<FGTurbulenceItem> Turbulence; //all Turbulence vectors
set<FGTemperatureItem> Temperature; //in deg. Kelvin (I *only* accept SI!)
FGAirPressureItem AirPressure; //in Pascal (I *only* accept SI!)
set<FGVaporPressureItem> VaporPressure; //in Pascal (I *only* accept SI!)
set<FGCloudItem> Clouds; //amount of covering and type
WeatherPrecition SnowRainIntensity; //this also stands for hail, snow,...
SnowRainType snowRainType;
WeatherPrecition LightningProbability;
FGPhysicalProperties(); //consructor to fill it with FG standart weather
//return values at specified altitudes
Point3D WindAt(const WeatherPrecition& a) const;
Point3D TurbulenceAt(const WeatherPrecition& a) const;
WeatherPrecition TemperatureAt(const WeatherPrecition& a) const;
WeatherPrecition AirPressureAt(const WeatherPrecition& a) const;
WeatherPrecition VaporPressureAt(const WeatherPrecition& a) const;
FGPhysicalProperties& operator = ( const FGPhysicalProperties& p );
FGPhysicalProperties& operator *= ( const WeatherPrecition& d );
FGPhysicalProperties& operator += ( const FGPhysicalProperties& p);
FGPhysicalProperties& operator -= ( const FGPhysicalProperties& p);
};
typedef vector<FGPhysicalProperties> FGPhysicalPropertiesVector;
typedef FGPhysicalPropertiesVector::iterator FGPhysicalPropertiesVectorIt;
typedef FGPhysicalPropertiesVector::const_iterator FGPhysicalPropertiesVectorConstIt;
class FGPhysicalProperties2D;
ostream& operator<< ( ostream& out, const FGPhysicalProperties2D& p );
class FGPhysicalProperties2D : public FGPhysicalProperties
{
public:
Point2D p; //position of the property (lat/lon)
friend ostream& operator<< ( ostream& out, const FGPhysicalProperties2D& p );
FGPhysicalProperties2D() {}
FGPhysicalProperties2D(const FGPhysicalProperties& prop, const Point2D& pos)
{
Wind = prop.Wind; Turbulence = prop.Turbulence; Temperature = prop.Temperature;
AirPressure = prop.AirPressure; VaporPressure = prop.VaporPressure; p = pos;
}
};
typedef vector<FGPhysicalProperties2D> FGPhysicalProperties2DVector;
typedef FGPhysicalProperties2DVector::iterator FGPhysicalProperties2DVectorIt;
typedef FGPhysicalProperties2DVector::const_iterator FGPhysicalProperties2DVectorConstIt;
inline ostream& operator<< ( ostream& out, const FGPhysicalProperties2D& p )
{
out << "Position: " << p.p << "\nStored Wind: ";
for (set<FGWindItem>::const_iterator WindIt = p.Wind.begin(); WindIt != p.Wind.end(); WindIt++)
out << "(" << WindIt->getValue() << ") at " << WindIt->getAlt() << "m; ";
out << "\nStored Turbulence: ";
for (set<FGTurbulenceItem>::const_iterator TurbulenceIt = p.Turbulence.begin();
TurbulenceIt != p.Turbulence.end();
TurbulenceIt++)
out << "(" << TurbulenceIt->getValue() << ") at " << TurbulenceIt->getAlt() << "m; ";
out << "\nStored Temperature: ";
for (set<FGTemperatureItem>::const_iterator TemperatureIt = p.Temperature.begin();
TemperatureIt != p.Temperature.end();
TemperatureIt++)
out << TemperatureIt->getValue() << " at " << TemperatureIt->getAlt() << "m; ";
out << "\nStored AirPressure: ";
out << p.AirPressure.getValue(0) << " at " << 0 << "m; ";
out << "\nStored VaporPressure: ";
for (set<FGVaporPressureItem>::const_iterator VaporPressureIt = p.VaporPressure.begin();
VaporPressureIt != p.VaporPressure.end();
VaporPressureIt++)
out << VaporPressureIt->getValue() << " at " << VaporPressureIt->getAlt() << "m; ";
return out << "\n";
}
inline FGPhysicalProperties& FGPhysicalProperties::operator = ( const FGPhysicalProperties& p )
{
Wind = p.Wind;
Turbulence = p.Turbulence;
Temperature = p.Temperature;
AirPressure = p.AirPressure;
VaporPressure = p.VaporPressure;
return *this;
}
inline FGPhysicalProperties& FGPhysicalProperties::operator *= ( const WeatherPrecition& d )
{
for (set<FGWindItem>::iterator WindIt = Wind.begin();
WindIt != Wind.end();
WindIt++)
*WindIt *= d;
for (set<FGTurbulenceItem>::iterator TurbulenceIt = Turbulence.begin();
TurbulenceIt != Turbulence.end();
TurbulenceIt++)
*TurbulenceIt *= d;
for (set<FGTemperatureItem>::iterator TemperatureIt = Temperature.begin();
TemperatureIt != Temperature.end();
TemperatureIt++)
*TemperatureIt *= d;
AirPressure *= d;
for (set<FGVaporPressureItem>::iterator VaporPressureIt = VaporPressure.begin();
VaporPressureIt != VaporPressure.end();
VaporPressureIt++)
*VaporPressureIt *= d;
return *this;
}
inline FGPhysicalProperties& FGPhysicalProperties::operator += (const FGPhysicalProperties& p)
{
for (set<FGWindItem>::const_iterator WindIt = p.Wind.begin();
WindIt != p.Wind.end();
WindIt++ )
if (WindIt != Wind.upper_bound( FGWindItem(WindIt->getAlt(), Point3D(0)) ))
Wind.insert(*WindIt);
else
*(Wind.upper_bound( FGWindItem(WindIt->getAlt(), Point3D(0))) ) += WindIt->getValue();
for (set<FGTurbulenceItem>::const_iterator TurbulenceIt = p.Turbulence.begin();
TurbulenceIt != p.Turbulence.end();
TurbulenceIt++)
if (TurbulenceIt != Turbulence.upper_bound( FGTurbulenceItem(TurbulenceIt->getAlt(), Point3D(0)) ))
Turbulence.insert(*TurbulenceIt);
else
*(Turbulence.upper_bound( FGTurbulenceItem(TurbulenceIt->getAlt(), Point3D(0)) )) += TurbulenceIt->getValue();
for (set<FGTemperatureItem>::const_iterator TemperatureIt = p.Temperature.begin();
TemperatureIt != p.Temperature.end();
TemperatureIt++)
if (TemperatureIt != Temperature.upper_bound( FGTemperatureItem(TemperatureIt->getAlt(), 0.0) ))
Temperature.insert(*TemperatureIt);
else
*(Temperature.upper_bound( FGTemperatureItem(TemperatureIt->getAlt(), 0.0) )) += TemperatureIt->getValue();
AirPressure += p.AirPressure.getValue(0.0);
for (set<FGVaporPressureItem>::const_iterator VaporPressureIt = p.VaporPressure.begin();
VaporPressureIt != p.VaporPressure.end();
VaporPressureIt++)
if (VaporPressureIt != VaporPressure.upper_bound( FGVaporPressureItem(VaporPressureIt->getAlt(), 0.0) ))
VaporPressure.insert(*VaporPressureIt);
else
*(VaporPressure.upper_bound( FGVaporPressureItem(VaporPressureIt->getAlt(), 0.0) )) += VaporPressureIt->getValue();
return *this;
}
inline FGPhysicalProperties& FGPhysicalProperties::operator -= (const FGPhysicalProperties& p)
{
for (set<FGWindItem>::const_iterator WindIt = p.Wind.begin();
WindIt != p.Wind.end();
WindIt++)
if (WindIt != Wind.upper_bound( FGWindItem(WindIt->getAlt(), Point3D(0)) ))
Wind.insert(-(*WindIt));
else
*(Wind.upper_bound( FGWindItem(WindIt->getAlt(), Point3D(0)) )) -= WindIt->getValue();
for (set<FGTurbulenceItem>::const_iterator TurbulenceIt = p.Turbulence.begin();
TurbulenceIt != p.Turbulence.end();
TurbulenceIt++)
if (TurbulenceIt != Turbulence.upper_bound( FGTurbulenceItem(TurbulenceIt->getAlt(), Point3D(0)) ))
Turbulence.insert(-(*TurbulenceIt));
else
*(Turbulence.upper_bound( FGTurbulenceItem(TurbulenceIt->getAlt(), Point3D(0)) )) -= TurbulenceIt->getValue();
for (set<FGTemperatureItem>::const_iterator TemperatureIt = p.Temperature.begin();
TemperatureIt != p.Temperature.end();
TemperatureIt++)
if (TemperatureIt != Temperature.upper_bound( FGTemperatureItem(TemperatureIt->getAlt(), 0.0) ))
Temperature.insert(-(*TemperatureIt));
else
*(Temperature.upper_bound( FGTemperatureItem(TemperatureIt->getAlt(), 0.0) )) -= TemperatureIt->getValue();
AirPressure -= p.AirPressure.getValue(0.0);
for (set<FGVaporPressureItem>::const_iterator VaporPressureIt = p.VaporPressure.begin();
VaporPressureIt != p.VaporPressure.end();
VaporPressureIt++)
if (VaporPressureIt != VaporPressure.upper_bound( FGVaporPressureItem(VaporPressureIt->getAlt(), 0.0) ))
VaporPressure.insert(-(*VaporPressureIt));
else
*(VaporPressure.upper_bound( FGVaporPressureItem(VaporPressureIt->getAlt(), 0.0) )) -= VaporPressureIt->getValue();
return *this;
}
inline Point3D FGPhysicalProperties::WindAt(const WeatherPrecition& a) const
{
set<FGWindItem>::const_iterator it = Wind.lower_bound(FGWindItem(a, Point3D(0)));
set<FGWindItem>::const_iterator it2 = it;
it--;
//now I've got it->alt < a < it2->alt so I can interpolate
return ( (it2->getValue() - it->getValue())/(it2->getAlt() - it->getAlt()) )*
(a - it2->getAlt()) +
it2->getValue();
}
inline Point3D FGPhysicalProperties::TurbulenceAt(const WeatherPrecition& a) const
{
set<FGTurbulenceItem>::const_iterator it = Turbulence.lower_bound(FGTurbulenceItem(a, Point3D(0)));
set<FGTurbulenceItem>::const_iterator it2 = it;
it--;
//now I've got it->alt < a < it2->alt so I can interpolate
return ( (it2->getValue() - it->getValue() )/(it2->getAlt() - it->getAlt()) )*
(a - it2->getAlt())+ it2->getValue();
}
inline WeatherPrecition FGPhysicalProperties::TemperatureAt(const WeatherPrecition& a) const
{
set<FGTemperatureItem>::const_iterator it = Temperature.lower_bound(FGTemperatureItem(a, 0));
set<FGTemperatureItem>::const_iterator it2 = it;
it--;
//now I've got it->alt < a < it2->alt so I can interpolate
return ( (it2->getValue() - it->getValue()) / (it2->getAlt() - it->getAlt()) )*
(a - it2->getAlt() )+ it2->getValue();
}
inline WeatherPrecition FGPhysicalProperties::AirPressureAt(const WeatherPrecition& a) const
{
return AirPressure.getValue(a);
}
inline WeatherPrecition FGPhysicalProperties::VaporPressureAt(const WeatherPrecition& a) const
{
set<FGVaporPressureItem>::const_iterator it = VaporPressure.lower_bound(FGVaporPressureItem(a, 0));
set<FGVaporPressureItem>::const_iterator it2 = it;
it--;
//now I've got it->alt < a < it2->alt so I can interpolate
return ( (it2->getValue() - it->getValue() ) / (it2->getAlt() - it->getAlt() ) ) *
(a - it2->getAlt() )+ it2->getValue();
}
inline FGPhysicalProperties operator * (const FGPhysicalProperties& a, const WeatherPrecition& b)
{
return FGPhysicalProperties(a) *= b;
}
inline FGPhysicalProperties operator * (const WeatherPrecition& b, const FGPhysicalProperties& a)
{
return FGPhysicalProperties(a) *= b;
}
inline FGPhysicalProperties operator + (const FGPhysicalProperties& a, const FGPhysicalProperties& b)
{
return FGPhysicalProperties(a) += (FGPhysicalProperties)b;
}
inline FGPhysicalProperties operator - (const FGPhysicalProperties& a, const FGPhysicalProperties& b)
{
return FGPhysicalProperties(a) -= (FGPhysicalProperties)b;
}
/****************************************************************************/
#endif /*FGPhysicalProperties_H*/