1999-08-10 03:40:34 +00:00
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/*****************************************************************************
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Header: FGLocalWeatherDatabase.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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Database for the local weather
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This database is the only one that gets called from FG
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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 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 FGLocalWeatherDatabase_H
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#define FGLocalWeatherDatabase_H
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/****************************************************************************/
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/* INCLUDES */
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/****************************************************************************/
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//This is only here for smoother code change. In the end the WD should be clean
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//of *any* OpenGL:
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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1999-10-12 03:30:24 +00:00
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#include <vector>
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#include "sg.h"
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1999-08-10 03:40:34 +00:00
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#include "FGPhysicalProperties.h"
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#include "FGGlobalWeatherDatabase.h"
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#include "FGMicroWeather.h"
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#include "FGWeatherFeature.h"
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#include "FGWeatherDefs.h"
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/****************************************************************************/
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/* DEFINES */
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/****************************************************************************/
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FG_USING_STD(vector);
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FG_USING_NAMESPACE(std);
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/****************************************************************************/
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/* CLASS DECLARATION */
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/****************************************************************************/
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class FGLocalWeatherDatabase
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{
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private:
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protected:
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FGGlobalWeatherDatabase *global; //point to the global database
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typedef vector<FGMicroWeather> FGMicroWeatherList;
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typedef FGMicroWeatherList::iterator FGMicroWeatherListIt;
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typedef vector<Point2D> pointVector;
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typedef vector<pointVector> tileVector;
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/************************************************************************/
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/* make tiles out of points on a 2D plane */
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/************************************************************************/
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void tileLocalWeather(const FGPhysicalProperties2DVector& EntryList);
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FGMicroWeatherList WeatherAreas;
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WeatherPrecition WeatherVisibility; //how far do I need to simulate the
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//local weather? Unit: metres
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Point3D last_known_position;
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public:
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static FGLocalWeatherDatabase *theFGLocalWeatherDatabase;
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enum DatabaseWorkingType {
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use_global, //use global database for data
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manual, //use only user inputs
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distant, //use distant information, e.g. like LAN when used in
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//a multiplayer environment
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random, //generate weather randomly
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default_mode //use only default values
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};
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protected:
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DatabaseWorkingType DatabaseStatus;
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/************************************************************************/
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/* return the index of the area with point p */
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/************************************************************************/
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unsigned int AreaWith(const Point2D& p) const;
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public:
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/************************************************************************/
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/* Constructor and Destructor */
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/************************************************************************/
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FGLocalWeatherDatabase(
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const Point3D& posititon,
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const WeatherPrecition& visibility = DEFAULT_WEATHER_VISIBILIY,
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const DatabaseWorkingType& type = PREFERED_WORKING_TYPE);
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~FGLocalWeatherDatabase();
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/************************************************************************/
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/* reset the whole database */
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/************************************************************************/
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void reset(const DatabaseWorkingType& type = PREFERED_WORKING_TYPE);
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/************************************************************************/
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/* update the database. Since the last call we had dt seconds */
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/************************************************************************/
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void update(const WeatherPrecition& dt); //time has changed
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void update(const Point3D& p); //position has changed
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void update(const Point3D& p, const WeatherPrecition& dt); //time and/or position has changed
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/************************************************************************/
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/* Get the physical properties on the specified point p */
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/************************************************************************/
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FGPhysicalProperty get(const Point3D& p) const;
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FGPhysicalProperty get(const sgVec3& p) const;
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1999-10-14 20:30:54 +00:00
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FGPhysicalProperties get(const sgVec2& p) const;
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1999-10-12 03:30:24 +00:00
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1999-08-10 03:40:34 +00:00
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WeatherPrecition getAirDensity(const Point3D& p) const;
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WeatherPrecition getAirDensity(const sgVec3& p) const;
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1999-08-10 03:40:34 +00:00
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/************************************************************************/
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/* Add a weather feature at the point p and surrounding area */
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/************************************************************************/
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1999-10-14 20:30:54 +00:00
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void addWind(const WeatherPrecition alt, const Point3D& x, const Point2D& p);
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void addTurbulence(const WeatherPrecition alt, const Point3D& x, const Point2D& p);
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void addTemperature(const WeatherPrecition alt, const WeatherPrecition x, const Point2D& p);
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void addAirPressure(const WeatherPrecition alt, const WeatherPrecition x, const Point2D& p);
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void addVaporPressure(const WeatherPrecition alt, const WeatherPrecition x, const Point2D& p);
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void addCloud(const WeatherPrecition alt, const FGCloudItem& x, const Point2D& p);
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void setSnowRainIntensity(const WeatherPrecition& x, const Point2D& p);
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void setSnowRainType(const SnowRainType& x, const Point2D& p);
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void setLightningProbability(const WeatherPrecition& x, const Point2D& p);
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void addProperties(const FGPhysicalProperties2D& x); //add a property
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void setProperties(const FGPhysicalProperties2D& x); //change a property
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/************************************************************************/
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/* get/set weather visibility */
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/************************************************************************/
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void setWeatherVisibility(const WeatherPrecition& visibility);
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WeatherPrecition getWeatherVisibility(void) const;
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};
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extern FGLocalWeatherDatabase *WeatherDatabase;
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void fgUpdateWeatherDatabase(void);
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/****************************************************************************/
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/* get/set weather visibility */
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/****************************************************************************/
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void inline FGLocalWeatherDatabase::setWeatherVisibility(const WeatherPrecition& visibility)
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{
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if (visibility >= MINIMUM_WEATHER_VISIBILIY)
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WeatherVisibility = visibility;
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else
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WeatherVisibility = MINIMUM_WEATHER_VISIBILIY;
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//This code doesn't belong here as this is the optical visibility and not
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//the visibility of the weather database (that should be bigger...). The
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//optical visibility should be calculated from the vapor pressure e.g.
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//But for the sake of a smoother change from the old way to the new one...
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GLfloat fog_exp_density;
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GLfloat fog_exp2_density;
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// for GL_FOG_EXP
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fog_exp_density = -log(0.01 / WeatherVisibility);
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// for GL_FOG_EXP2
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fog_exp2_density = sqrt( -log(0.01) ) / WeatherVisibility;
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// Set correct opengl fog density
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xglFogf (GL_FOG_DENSITY, fog_exp2_density);
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// FG_LOG( FG_INPUT, FG_DEBUG, "Fog density = " << w->fog_density );
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//cerr << "FGLocalWeatherDatabase::setWeatherVisibility(" << visibility << "):\n";
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//cerr << "Fog density = " << fog_exp_density << "\n";
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}
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WeatherPrecition inline FGLocalWeatherDatabase::getWeatherVisibility(void) const
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{
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//cerr << "FGLocalWeatherDatabase::getWeatherVisibility() = " << WeatherVisibility << "\n";
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return WeatherVisibility;
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}
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/****************************************************************************/
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#endif /*FGLocalWeatherDatabase_H*/
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