347 lines
14 KiB
C
347 lines
14 KiB
C
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/*******-*- Mode: C++ -*-************************************************************
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Header: FGPhysicalProperties.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 properties of the weather
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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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*****************************************************************************/
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/****************************************************************************/
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/* SENTRY */
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/****************************************************************************/
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#ifndef FGPhysicalProperties_H
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#define FGPhysicalProperties_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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#include <set>
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FG_USING_STD(vector);
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FG_USING_STD(set);
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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 "FGWindItem.h"
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#include "FGTurbulenceItem.h"
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#include "FGTemperatureItem.h"
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#include "FGAirPressureItem.h"
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#include "FGVaporPressureItem.h"
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#include "FGCloudItem.h"
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#include "FGSnowRain.h"
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class FGPhysicalProperties
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{
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public:
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set<FGWindItem> Wind; //all Wind vectors
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set<FGTurbulenceItem> Turbulence; //all Turbulence vectors
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set<FGTemperatureItem> Temperature; //in deg. Kelvin (I *only* accept SI!)
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FGAirPressureItem AirPressure; //in Pascal (I *only* accept SI!)
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set<FGVaporPressureItem> VaporPressure; //in Pascal (I *only* accept SI!)
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set<FGCloudItem> Clouds; //amount of covering and type
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WeatherPrecition SnowRainIntensity; //this also stands for hail, snow,...
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SnowRainType snowRainType;
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WeatherPrecition LightningProbability;
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FGPhysicalProperties(); //consructor to fill it with FG standart weather
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//return values at specified altitudes
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Point3D WindAt(const WeatherPrecition& a) const;
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Point3D TurbulenceAt(const WeatherPrecition& a) const;
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WeatherPrecition TemperatureAt(const WeatherPrecition& a) const;
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WeatherPrecition AirPressureAt(const WeatherPrecition& a) const;
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WeatherPrecition VaporPressureAt(const WeatherPrecition& a) const;
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FGPhysicalProperties& operator = ( const FGPhysicalProperties& p );
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FGPhysicalProperties& operator *= ( const WeatherPrecition& d );
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FGPhysicalProperties& operator += ( const FGPhysicalProperties& p);
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FGPhysicalProperties& operator -= ( const FGPhysicalProperties& p);
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};
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typedef vector<FGPhysicalProperties> FGPhysicalPropertiesVector;
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typedef FGPhysicalPropertiesVector::iterator FGPhysicalPropertiesVectorIt;
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typedef FGPhysicalPropertiesVector::const_iterator FGPhysicalPropertiesVectorConstIt;
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class FGPhysicalProperties2D;
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ostream& operator<< ( ostream& out, const FGPhysicalProperties2D& p );
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class FGPhysicalProperties2D : public FGPhysicalProperties
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{
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public:
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Point2D p; //position of the property (lat/lon)
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friend ostream& operator<< ( ostream& out, const FGPhysicalProperties2D& p );
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FGPhysicalProperties2D() {}
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FGPhysicalProperties2D(const FGPhysicalProperties& prop, const Point2D& pos)
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{
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Wind = prop.Wind; Turbulence = prop.Turbulence; Temperature = prop.Temperature;
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AirPressure = prop.AirPressure; VaporPressure = prop.VaporPressure; p = pos;
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}
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};
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typedef vector<FGPhysicalProperties2D> FGPhysicalProperties2DVector;
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typedef FGPhysicalProperties2DVector::iterator FGPhysicalProperties2DVectorIt;
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typedef FGPhysicalProperties2DVector::const_iterator FGPhysicalProperties2DVectorConstIt;
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inline ostream& operator<< ( ostream& out, const FGPhysicalProperties2D& p )
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{
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out << "Position: " << p.p << "\nStored Wind: ";
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for (set<FGWindItem>::const_iterator WindIt = p.Wind.begin(); WindIt != p.Wind.end(); WindIt++)
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out << "(" << WindIt->getValue() << ") at " << WindIt->getAlt() << "m; ";
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out << "\nStored Turbulence: ";
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for (set<FGTurbulenceItem>::const_iterator TurbulenceIt = p.Turbulence.begin();
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TurbulenceIt != p.Turbulence.end();
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TurbulenceIt++)
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out << "(" << TurbulenceIt->getValue() << ") at " << TurbulenceIt->getAlt() << "m; ";
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out << "\nStored Temperature: ";
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for (set<FGTemperatureItem>::const_iterator TemperatureIt = p.Temperature.begin();
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TemperatureIt != p.Temperature.end();
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TemperatureIt++)
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out << TemperatureIt->getValue() << " at " << TemperatureIt->getAlt() << "m; ";
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out << "\nStored AirPressure: ";
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out << p.AirPressure.getValue(0) << " at " << 0 << "m; ";
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out << "\nStored VaporPressure: ";
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for (set<FGVaporPressureItem>::const_iterator VaporPressureIt = p.VaporPressure.begin();
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VaporPressureIt != p.VaporPressure.end();
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VaporPressureIt++)
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out << VaporPressureIt->getValue() << " at " << VaporPressureIt->getAlt() << "m; ";
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return out << "\n";
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}
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inline FGPhysicalProperties& FGPhysicalProperties::operator = ( const FGPhysicalProperties& 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 FGPhysicalProperties& FGPhysicalProperties::operator *= ( const WeatherPrecition& d )
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{
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for (set<FGWindItem>::iterator WindIt = Wind.begin();
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WindIt != Wind.end();
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WindIt++)
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*WindIt *= d;
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for (set<FGTurbulenceItem>::iterator TurbulenceIt = Turbulence.begin();
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TurbulenceIt != Turbulence.end();
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TurbulenceIt++)
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*TurbulenceIt *= d;
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for (set<FGTemperatureItem>::iterator TemperatureIt = Temperature.begin();
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TemperatureIt != Temperature.end();
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TemperatureIt++)
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*TemperatureIt *= d;
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AirPressure *= d;
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for (set<FGVaporPressureItem>::iterator VaporPressureIt = VaporPressure.begin();
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VaporPressureIt != VaporPressure.end();
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VaporPressureIt++)
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*VaporPressureIt *= d;
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return *this;
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}
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inline FGPhysicalProperties& FGPhysicalProperties::operator += (const FGPhysicalProperties& p)
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{
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for (set<FGWindItem>::const_iterator WindIt = p.Wind.begin();
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WindIt != p.Wind.end();
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WindIt++ )
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if (WindIt != Wind.upper_bound( FGWindItem(WindIt->getAlt(), Point3D(0)) ))
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Wind.insert(*WindIt);
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else
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*(Wind.upper_bound( FGWindItem(WindIt->getAlt(), Point3D(0))) ) += WindIt->getValue();
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for (set<FGTurbulenceItem>::const_iterator TurbulenceIt = p.Turbulence.begin();
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TurbulenceIt != p.Turbulence.end();
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TurbulenceIt++)
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if (TurbulenceIt != Turbulence.upper_bound( FGTurbulenceItem(TurbulenceIt->getAlt(), Point3D(0)) ))
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Turbulence.insert(*TurbulenceIt);
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else
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*(Turbulence.upper_bound( FGTurbulenceItem(TurbulenceIt->getAlt(), Point3D(0)) )) += TurbulenceIt->getValue();
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for (set<FGTemperatureItem>::const_iterator TemperatureIt = p.Temperature.begin();
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TemperatureIt != p.Temperature.end();
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TemperatureIt++)
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if (TemperatureIt != Temperature.upper_bound( FGTemperatureItem(TemperatureIt->getAlt(), 0.0) ))
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Temperature.insert(*TemperatureIt);
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else
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*(Temperature.upper_bound( FGTemperatureItem(TemperatureIt->getAlt(), 0.0) )) += TemperatureIt->getValue();
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AirPressure += p.AirPressure.getValue(0.0);
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for (set<FGVaporPressureItem>::const_iterator VaporPressureIt = p.VaporPressure.begin();
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VaporPressureIt != p.VaporPressure.end();
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VaporPressureIt++)
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if (VaporPressureIt != VaporPressure.upper_bound( FGVaporPressureItem(VaporPressureIt->getAlt(), 0.0) ))
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VaporPressure.insert(*VaporPressureIt);
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else
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*(VaporPressure.upper_bound( FGVaporPressureItem(VaporPressureIt->getAlt(), 0.0) )) += VaporPressureIt->getValue();
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return *this;
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}
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inline FGPhysicalProperties& FGPhysicalProperties::operator -= (const FGPhysicalProperties& p)
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{
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for (set<FGWindItem>::const_iterator WindIt = p.Wind.begin();
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WindIt != p.Wind.end();
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WindIt++)
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if (WindIt != Wind.upper_bound( FGWindItem(WindIt->getAlt(), Point3D(0)) ))
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Wind.insert(-(*WindIt));
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else
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*(Wind.upper_bound( FGWindItem(WindIt->getAlt(), Point3D(0)) )) -= WindIt->getValue();
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for (set<FGTurbulenceItem>::const_iterator TurbulenceIt = p.Turbulence.begin();
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TurbulenceIt != p.Turbulence.end();
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TurbulenceIt++)
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if (TurbulenceIt != Turbulence.upper_bound( FGTurbulenceItem(TurbulenceIt->getAlt(), Point3D(0)) ))
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Turbulence.insert(-(*TurbulenceIt));
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else
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*(Turbulence.upper_bound( FGTurbulenceItem(TurbulenceIt->getAlt(), Point3D(0)) )) -= TurbulenceIt->getValue();
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for (set<FGTemperatureItem>::const_iterator TemperatureIt = p.Temperature.begin();
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TemperatureIt != p.Temperature.end();
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TemperatureIt++)
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if (TemperatureIt != Temperature.upper_bound( FGTemperatureItem(TemperatureIt->getAlt(), 0.0) ))
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Temperature.insert(-(*TemperatureIt));
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else
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*(Temperature.upper_bound( FGTemperatureItem(TemperatureIt->getAlt(), 0.0) )) -= TemperatureIt->getValue();
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AirPressure -= p.AirPressure.getValue(0.0);
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for (set<FGVaporPressureItem>::const_iterator VaporPressureIt = p.VaporPressure.begin();
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VaporPressureIt != p.VaporPressure.end();
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VaporPressureIt++)
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if (VaporPressureIt != VaporPressure.upper_bound( FGVaporPressureItem(VaporPressureIt->getAlt(), 0.0) ))
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VaporPressure.insert(-(*VaporPressureIt));
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else
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*(VaporPressure.upper_bound( FGVaporPressureItem(VaporPressureIt->getAlt(), 0.0) )) -= VaporPressureIt->getValue();
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return *this;
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}
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inline Point3D FGPhysicalProperties::WindAt(const WeatherPrecition& a) const
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{
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set<FGWindItem>::const_iterator it = Wind.lower_bound(FGWindItem(a, Point3D(0)));
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set<FGWindItem>::const_iterator it2 = it;
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it--;
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//now I've got it->alt < a < it2->alt so I can interpolate
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return ( (it2->getValue() - it->getValue())/(it2->getAlt() - it->getAlt()) )*
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(a - it2->getAlt()) +
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it2->getValue();
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}
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inline Point3D FGPhysicalProperties::TurbulenceAt(const WeatherPrecition& a) const
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{
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set<FGTurbulenceItem>::const_iterator it = Turbulence.lower_bound(FGTurbulenceItem(a, Point3D(0)));
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set<FGTurbulenceItem>::const_iterator it2 = it;
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it--;
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//now I've got it->alt < a < it2->alt so I can interpolate
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return ( (it2->getValue() - it->getValue() )/(it2->getAlt() - it->getAlt()) )*
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(a - it2->getAlt())+ it2->getValue();
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}
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inline WeatherPrecition FGPhysicalProperties::TemperatureAt(const WeatherPrecition& a) const
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{
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set<FGTemperatureItem>::const_iterator it = Temperature.lower_bound(FGTemperatureItem(a, 0));
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set<FGTemperatureItem>::const_iterator it2 = it;
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it--;
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//now I've got it->alt < a < it2->alt so I can interpolate
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return ( (it2->getValue() - it->getValue()) / (it2->getAlt() - it->getAlt()) )*
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(a - it2->getAlt() )+ it2->getValue();
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}
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inline WeatherPrecition FGPhysicalProperties::AirPressureAt(const WeatherPrecition& a) const
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{
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return AirPressure.getValue(a);
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}
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inline WeatherPrecition FGPhysicalProperties::VaporPressureAt(const WeatherPrecition& a) const
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{
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set<FGVaporPressureItem>::const_iterator it = VaporPressure.lower_bound(FGVaporPressureItem(a, 0));
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set<FGVaporPressureItem>::const_iterator it2 = it;
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it--;
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//now I've got it->alt < a < it2->alt so I can interpolate
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return ( (it2->getValue() - it->getValue() ) / (it2->getAlt() - it->getAlt() ) ) *
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(a - it2->getAlt() )+ it2->getValue();
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}
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inline FGPhysicalProperties operator * (const FGPhysicalProperties& a, const WeatherPrecition& b)
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{
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return FGPhysicalProperties(a) *= b;
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}
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inline FGPhysicalProperties operator * (const WeatherPrecition& b, const FGPhysicalProperties& a)
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{
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return FGPhysicalProperties(a) *= b;
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}
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inline FGPhysicalProperties operator + (const FGPhysicalProperties& a, const FGPhysicalProperties& b)
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{
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return FGPhysicalProperties(a) += (FGPhysicalProperties)b;
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}
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inline FGPhysicalProperties operator - (const FGPhysicalProperties& a, const FGPhysicalProperties& b)
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{
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return FGPhysicalProperties(a) -= (FGPhysicalProperties)b;
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}
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/****************************************************************************/
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#endif /*FGPhysicalProperties_H*/
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