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flightgear/src/WeatherCM/FGLocalWeatherDatabase.cpp

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1999-08-10 03:40:34 +00:00
/*****************************************************************************
Module: FGLocalWeatherDatabase.cpp
Author: Christian Mayer
Date started: 28.05.99
Called by: main program
---------- 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
------------------------------------------------------------------------------
Database for the local weather
This database is the only one that gets called from FG
HISTORY
------------------------------------------------------------------------------
28.05.1999 Christian Mayer Created
16.06.1999 Durk Talsma Portability for Linux
20.06.1999 Christian Mayer added lots of consts
*****************************************************************************/
/****************************************************************************/
/* INCLUDES */
/****************************************************************************/
#include "FGLocalWeatherDatabase.h"
#include "FGVoronoi.h"
#include "fg_constants.h"
#include <Aircraft/aircraft.hxx>
#include <Include/fg_constants.h>
/****************************************************************************/
/********************************** CODE ************************************/
/****************************************************************************/
/****************************************************************************/
/* return the index (better: ID) of the area with point p */
/****************************************************************************/
unsigned int FGLocalWeatherDatabase::AreaWith(const Point2D& p) const
{
for (FGMicroWeatherList::size_type i = 0; i != WeatherAreas.size(); i++)
{
if (WeatherAreas[i].hasPoint(p) == true)
return i+1;
}
return 0; //nothing found
}
/****************************************************************************/
/* make tiles out of points on a 2D plane */
/****************************************************************************/
void FGLocalWeatherDatabase::tileLocalWeather(const FGPhysicalProperties2DVector& EntryList)
{
FGVoronoiInputList input;
for (FGPhysicalProperties2DVector::const_iterator it1 = EntryList.begin(); it1 != EntryList.end(); it1++)
input.push_back(FGVoronoiInput(it1->p, *it1));
FGVoronoiOutputList output = Voronoiate(input);
for (FGVoronoiOutputList::iterator it2 = output.begin(); it2 != output.end(); it2++)
WeatherAreas.push_back(FGMicroWeather(it2->value, it2->boundary));
}
/****************************************************************************/
/* Constructor and Destructor */
/****************************************************************************/
FGLocalWeatherDatabase* FGLocalWeatherDatabase::theFGLocalWeatherDatabase = 0;
FGLocalWeatherDatabase *WeatherDatabase;
FGLocalWeatherDatabase::FGLocalWeatherDatabase(const Point3D& posititon, const WeatherPrecition& visibility, const DatabaseWorkingType& type)
{
cerr << "Initializing FGLocalWeatherDatabase\n";
cerr << "-----------------------------------\n";
if (theFGLocalWeatherDatabase)
{
//FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one local weather allowed" );
cerr << "Error: only one local weather allowed";
exit(-1);
}
setWeatherVisibility(visibility);
//WeatherVisibility = visibility;
DatabaseStatus = type;
global = 0; //just get sure...
last_known_position = posititon;
theFGLocalWeatherDatabase = this;
switch(DatabaseStatus)
{
case use_global:
{
global = new FGGlobalWeatherDatabase; //initialize GlobalDatabase
global->setDatabaseStatus(FGGlobalWeatherDatabase_working);
tileLocalWeather(global->getAll(posititon, WeatherVisibility, 3));
}
break;
case distant:
cerr << "FGLocalWeatherDatabase error: Distant database isn't implemented yet!\n";
cerr << " using random mode instead!\n";
case random:
case manual:
case default_mode:
{
vector<Point2D> emptyList;
WeatherAreas.push_back(FGMicroWeather(FGPhysicalProperties2D(), emptyList)); //in these cases I've only got one tile
}
break;
default:
cerr << "FGLocalWeatherDatabase error: Unknown database type specified!\n";
};
}
FGLocalWeatherDatabase::~FGLocalWeatherDatabase()
{
//Tidying up:
//delete every stored area
WeatherAreas.erase(WeatherAreas.begin(), WeatherAreas.end());
//delete global database if necessary
if (DatabaseStatus == use_global)
delete global;
}
/****************************************************************************/
/* reset the whole database */
/****************************************************************************/
void FGLocalWeatherDatabase::reset(const DatabaseWorkingType& type)
{
//delete global database if necessary
if ((DatabaseStatus == use_global) && (type != use_global))
delete global;
DatabaseStatus = type;
if (DatabaseStatus == use_global)
tileLocalWeather(global->getAll(last_known_position, WeatherVisibility, 3));
//delete every stored area
WeatherAreas.erase(WeatherAreas.begin(), WeatherAreas.end());
}
/****************************************************************************/
/* update the database. Since the last call we had dt seconds */
/****************************************************************************/
void FGLocalWeatherDatabase::update(const WeatherPrecition& dt)
{
if (DatabaseStatus==use_global)
global->update(dt);
}
void FGLocalWeatherDatabase::update(const Point3D& p) //position has changed
{
last_known_position = p;
//cerr << "****\nupdate inside\n";
//cerr << "Parameter: " << p << "\n";
//cerr << "****\n";
}
void FGLocalWeatherDatabase::update(const Point3D& p, const WeatherPrecition& dt) //time and/or position has changed
{
last_known_position = p;
if (DatabaseStatus==use_global)
global->update(dt);
}
/****************************************************************************/
/* Get the physical properties on the specified point p out of the database */
/****************************************************************************/
FGPhysicalProperty FGLocalWeatherDatabase::get(const Point3D& p) const
{
unsigned int a = AreaWith(p);
if (a != 0)
return WeatherAreas[a-1].get(p.elev());
else //point is outside => ask GlobalWeatherDatabase
return global->get(p);
}
WeatherPrecition FGLocalWeatherDatabase::getAirDensity(const Point3D& p) const
{
FGPhysicalProperty dummy;
unsigned int a = AreaWith(p);
if (a != 0)
dummy = WeatherAreas[a-1].get(p.elev());
else //point is outside => ask GlobalWeatherDatabase
dummy = global->get(p);
return
(dummy.AirPressure*FG_WEATHER_DEFAULT_AIRDENSITY*FG_WEATHER_DEFAULT_TEMPERATURE) /
(dummy.Temperature*FG_WEATHER_DEFAULT_AIRPRESSURE);
}
/****************************************************************************/
/* Add a weather feature at the point p and surrounding area */
/****************************************************************************/
void FGLocalWeatherDatabase::addWind(const FGWindItem& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].addWind(x);
}
void FGLocalWeatherDatabase::addTurbulence(const FGTurbulenceItem& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].addTurbulence(x);
}
void FGLocalWeatherDatabase::addTemperature(const FGTemperatureItem& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].addTemperature(x);
}
void FGLocalWeatherDatabase::addAirPressure(const FGAirPressureItem& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].addAirPressure(x);
}
void FGLocalWeatherDatabase::addVaporPressure(const FGVaporPressureItem& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].addVaporPressure(x);
}
void FGLocalWeatherDatabase::addCloud(const FGCloudItem& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].addCloud(x);
}
void FGLocalWeatherDatabase::setSnowRainIntensity(const WeatherPrecition& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].setSnowRainIntensity(x);
}
void FGLocalWeatherDatabase::setSnowRainType(const SnowRainType& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].setSnowRainType(x);
}
void FGLocalWeatherDatabase::setLightningProbability(const WeatherPrecition& x, const Point2D& p)
{
unsigned int a = AreaWith(p);
if (a != 0)
WeatherAreas[a-1].setLightningProbability(x);
}
void FGLocalWeatherDatabase::addProperties(const FGPhysicalProperties2D& x)
{
if (DatabaseStatus==use_global)
{
global->add(x);
//BAD, BAD, BAD thing I'm doing here: I'm adding to the global database a point that
//changes my voronoi diagram but I don't update it! instead I'm changing one local value
//that could be anywhere!!
//This only *might* work when the plane moves so far so fast that the diagram gets new
//calculated soon...
unsigned int a = AreaWith(x.p);
if (a != 0)
WeatherAreas[a-1].setStoredWeather(x);
}
else
{
unsigned int a = AreaWith(x.p);
if (a != 0)
WeatherAreas[a-1].setStoredWeather(x);
}
}
void FGLocalWeatherDatabase::setProperties(const FGPhysicalProperties2D& x)
{
if (DatabaseStatus==use_global)
{
global->change(x);
//BAD, BAD, BAD thing I'm doing here: I'm adding to the global database a point that
//changes my voronoi diagram but I don't update it! Instead I'm changing one local value
//that could be anywhere!!
//This only *might* work when the plane moves so far so fast that the diagram gets newly
//calculated soon...
unsigned int a = AreaWith(x.p);
if (a != 0)
WeatherAreas[a-1].setStoredWeather(x);
}
else
{
unsigned int a = AreaWith(x.p);
if (a != 0)
WeatherAreas[a-1].setStoredWeather(x);
}
}
void fgUpdateWeatherDatabase(void)
{
//cerr << "FGLocalWeatherDatabase::update()\n";
WeatherDatabase->update( Point3D(
current_aircraft.fdm_state->get_Latitude(),
current_aircraft.fdm_state->get_Longitude(),
current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER) );
}