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flightgear/src/Environment/fgclouds.cxx

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// Build a cloud layer based on metar
//
// Written by Harald JOHNSEN, started April 2005.
//
// Copyright (C) 2005 Harald JOHNSEN - hjohnsen@evc.net
//
// 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, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
//
//
#include <Main/fg_props.hxx>
#include <simgear/constants.h>
#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/environment/visual_enviro.hxx>
#include <simgear/scene/sky/cloudfield.hxx>
#include <simgear/scene/sky/newcloud.hxx>
#include <simgear/math/sg_random.h>
#include <Main/globals.hxx>
#include <Airports/simple.hxx>
#include <Main/util.hxx>
#include "environment_ctrl.hxx"
#include "environment_mgr.hxx"
#include "fgmetar.hxx"
#include "fgclouds.hxx"
extern SGSky *thesky;
FGClouds::FGClouds(FGEnvironmentCtrl * controller) :
station_elevation_ft(0.0),
_controller( controller ),
snd_lightning(NULL),
last_scenario( "none" ),
last_env_config( new SGPropertyNode() ),
last_env_clouds( new SGPropertyNode() )
{
update_event = 0;
fgSetString("/environment/weather-scenario", last_scenario.c_str());
}
FGClouds::~FGClouds() {
}
int FGClouds::get_update_event(void) const {
return update_event;
}
void FGClouds::set_update_event(int count) {
update_event = count;
build();
}
void FGClouds::init(void) {
if( snd_lightning == NULL ) {
snd_lightning = new SGSoundSample(globals->get_fg_root().c_str(), "Sounds/thunder.wav");
snd_lightning->set_max_dist(7000.0f);
snd_lightning->set_reference_dist(3000.0f);
SGSoundMgr *soundMgr = globals->get_soundmgr();
soundMgr->add( snd_lightning, "thunder" );
sgEnviro.set_soundMgr( soundMgr );
}
}
SGNewCloud *FGClouds::buildCloud(SGPropertyNode *cloud_def_root, const string& name) {
SGPropertyNode *cld_def=NULL;
cld_def = cloud_def_root->getChild(name.c_str());
string base_name = name.substr(0,2);
if( !cld_def ) {
if( name[2] == '-' ) {
cld_def = cloud_def_root->getChild(base_name.c_str());
}
if( !cld_def )
return NULL;
}
string familly = cld_def->getStringValue("familly", base_name.c_str());
SGNewCloud *cld = new SGNewCloud(familly);
for(int i = 0; i < cld_def->nChildren() ; i++) {
SGPropertyNode *abox = cld_def->getChild(i);
if( strcmp(abox->getName(), "box") == 0) {
double x = abox->getDoubleValue("x");
double y = abox->getDoubleValue("y");
double z = abox->getDoubleValue("z");
double size = abox->getDoubleValue("size");
int type = abox->getIntValue("type", SGNewCloud::CLbox_standard);
cld->addContainer(x, y, z, size, (SGNewCloud::CLbox_type) type);
}
}
cld->genSprites();
return cld;
}
void FGClouds::buildLayer(SGCloudField *layer, const string& name, double alt, double coverage) {
struct {
string name;
double count;
} tCloudVariety[20];
int CloudVarietyCount = 0;
double totalCount = 0.0;
Harald JOHNSEN: I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen. Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that. And I added an option to disable the recording of replay data. It takes more cpu than we can think. Changes ======= - panel.cxx : moved the computation of the instruments diffuse color outside the texturelayer code since this is constant during a frame, this is a big speedup for 2D panels ; - hitlist.cxx : changed the computation of the intersection between ray and triangle, optimized the sphere culling by using a normalized direction vector. This can give a 35% speedup on the computation of elevation in some situations ; - renderer.cxx, acmodel.cxx : call ssgDrawAndCull with plane scene graph in external or internal view, calling ssgDrawAndCull with the root scene graph was drawing other players plane a second time in multiplayer mode ; - mplayer.cxx : removed the calls to ssgFlatten and ssgStripify because it was degenerating models, causing a massive drop in frame rate ; - replay.cxx : added an option to disable the recording of the flight - fgclouds.cxx : changed the path of cloudlayer properties to match preferences.xml ; set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
2005-07-31 09:04:18 +00:00
SGPropertyNode *cloud_def_root = fgGetNode("/environment/cloudlayers/clouds", false);
SGPropertyNode *layer_def_root = fgGetNode("/environment/cloudlayers/layers", false);
layer->clear();
// when we don't generate clouds the layer is rendered in 2D
if( coverage == 0.0 )
return;
if( layer_def_root == NULL || cloud_def_root == NULL)
return;
if( name == "ci" || name == "sc" || name == "st")
return;
SGPropertyNode *layer_def=NULL;
layer_def = layer_def_root->getChild(name.c_str());
if( !layer_def ) {
if( name[2] == '-' ) {
string base_name = name.substr(0,2);
layer_def = layer_def_root->getChild(base_name.c_str());
}
if( !layer_def )
return;
}
double grid_x_size = layer_def->getDoubleValue("grid-x-size", 1000.0);
double grid_y_size = layer_def->getDoubleValue("grid-y-size", 1000.0);
double grid_x_rand = layer_def->getDoubleValue("grid-x-rand", grid_x_size);
double grid_y_rand = layer_def->getDoubleValue("grid-y-rand", grid_y_size);
double grid_z_rand = layer_def->getDoubleValue("grid-z-rand");
for(int i = 0; i < layer_def->nChildren() ; i++) {
SGPropertyNode *acloud = layer_def->getChild(i);
if( strcmp(acloud->getName(), "cloud") == 0) {
string cloud_name = acloud->getStringValue("name");
tCloudVariety[CloudVarietyCount].name = cloud_name;
double count = acloud->getDoubleValue("count", 1.0);
tCloudVariety[CloudVarietyCount].count = count;
int variety = 0;
cloud_name = cloud_name + "-%d";
char variety_name[50];
do {
variety++;
snprintf(variety_name, sizeof(variety_name), cloud_name.c_str(), variety);
} while( cloud_def_root->getChild(variety_name, 0, false) );
totalCount += count;
if( CloudVarietyCount < 20 )
CloudVarietyCount++;
}
}
totalCount = 1.0 / totalCount;
double currCoverage = 0.0;
for(double px = 0.0; px < SGCloudField::fieldSize; px += grid_x_size) {
for(double py = 0.0; py < SGCloudField::fieldSize; py += grid_y_size) {
double x = px + grid_x_rand * (sg_random() - 0.5);
double y = py + grid_y_rand * (sg_random() - 0.5);
double z = alt + grid_z_rand * (sg_random() - 0.5);
double choice = sg_random();
currCoverage += coverage;
if( currCoverage < 1.0 )
continue;
currCoverage -= 1.0;
for(int i = 0; i < CloudVarietyCount ; i ++) {
choice -= tCloudVariety[i].count * totalCount;
if( choice <= 0.0 ) {
SGNewCloud *cld = buildCloud(cloud_def_root, tCloudVariety[i].name);
sgVec3 pos={x,z,y};
if( cld )
layer->addCloud(pos, cld);
break;
}
}
}
}
}
// TODO:call this after real metar updates
void FGClouds::buildMETAR(void) {
SGPropertyNode *metar_root = fgGetNode("/environment", true);
double wind_speed_kt = metar_root->getDoubleValue("wind-speed-kt");
double temperature_degc = metar_root->getDoubleValue("temperature-sea-level-degc");
double dewpoint_degc = metar_root->getDoubleValue("dewpoint-sea-level-degc");
double pressure_mb = metar_root->getDoubleValue("pressure-sea-level-inhg") * SG_INHG_TO_PA / 100.0;
double dewp = pow(10.0, 7.5 * dewpoint_degc / (237.7 + dewpoint_degc));
double temp = pow(10.0, 7.5 * temperature_degc / (237.7 + temperature_degc));
double rel_humidity = dewp * 100 / temp;
// formule d'Epsy, base d'un cumulus
double cumulus_base = 122.0 * (temperature_degc - dewpoint_degc);
double stratus_base = 100.0 * (100.0 - rel_humidity) * SG_FEET_TO_METER;
bool cu_seen = false;
for(int iLayer = 0 ; iLayer < thesky->get_cloud_layer_count(); iLayer++) {
SGPropertyNode *cloud_root = fgGetNode("/environment/clouds/layer", iLayer, true);
double alt_ft = cloud_root->getDoubleValue("elevation-ft");
double alt_m = alt_ft * SG_FEET_TO_METER;
string coverage = cloud_root->getStringValue("coverage");
double coverage_norm = 0.0;
if( coverage == "few" )
coverage_norm = 2.0/8.0; // <1-2
else if( coverage == "scattered" )
coverage_norm = 4.0/8.0; // 3-4
else if( coverage == "broken" )
coverage_norm = 6.0/8.0; // 5-7
else if( coverage == "overcast" )
coverage_norm = 8.0/8.0; // 8
string layer_type = "nn";
if( coverage == "cirrus" ) {
layer_type = "ci";
} else if( alt_ft > 16500 ) {
// layer_type = "ci|cs|cc";
layer_type = "ci";
} else if( alt_ft > 6500 ) {
// layer_type = "as|ac|ns";
layer_type = "ac";
if( pressure_mb < 1005.0 && coverage_norm >= 5.5 )
layer_type = "ns";
} else {
// layer_type = "st|cu|cb|sc";
// +/- 20% from stratus probable base
if( stratus_base * 0.80 < alt_m && stratus_base * 1.40 > alt_m )
layer_type = "st";
// +/- 20% from cumulus probable base
else if( cumulus_base * 0.80 < alt_m && cumulus_base * 1.20 > alt_m )
layer_type = "cu";
else {
// above formulae is far from perfect
if ( alt_ft < 2000 )
layer_type = "st";
else if( alt_ft < 4500 )
layer_type = "cu";
else
layer_type = "sc";
}
}
SGCloudField *layer3D = thesky->get_cloud_layer(iLayer)->get_layer3D();
buildLayer(layer3D, layer_type, alt_m, coverage_norm);
}
}
// copy from FGMetarEnvironmentCtrl until better
void
FGClouds::update_metar_properties( const FGMetar *m )
{
int i;
double d;
char s[128];
fgSetString("/environment/metar/station-id", m->getId());
fgSetDouble("/environment/metar/min-visibility-m",
m->getMinVisibility().getVisibility_m() );
fgSetDouble("/environment/metar/max-visibility-m",
m->getMaxVisibility().getVisibility_m() );
const SGMetarVisibility *dirvis = m->getDirVisibility();
for (i = 0; i < 8; i++, dirvis++) {
const char *min = "/environment/metar/visibility[%d]/min-m";
const char *max = "/environment/metar/visibility[%d]/max-m";
d = dirvis->getVisibility_m();
snprintf(s, 128, min, i);
fgSetDouble(s, d);
snprintf(s, 128, max, i);
fgSetDouble(s, d);
}
fgSetInt("/environment/metar/base-wind-range-from",
m->getWindRangeFrom() );
fgSetInt("/environment/metar/base-wind-range-to",
m->getWindRangeTo() );
fgSetDouble("/environment/metar/base-wind-speed-kt",
m->getWindSpeed_kt() );
fgSetDouble("/environment/metar/gust-wind-speed-kt",
m->getGustSpeed_kt() );
fgSetDouble("/environment/metar/temperature-degc",
m->getTemperature_C() );
fgSetDouble("/environment/metar/dewpoint-degc",
m->getDewpoint_C() );
fgSetDouble("/environment/metar/rel-humidity-norm",
m->getRelHumidity() );
fgSetDouble("/environment/metar/pressure-inhg",
m->getPressure_inHg() );
vector<SGMetarCloud> cv = m->getClouds();
vector<SGMetarCloud>::const_iterator cloud;
const char *cl = "/environment/clouds/layer[%i]";
for (i = 0, cloud = cv.begin(); cloud != cv.end(); cloud++, i++) {
const char *coverage_string[5] =
{ "clear", "few", "scattered", "broken", "overcast" };
const double thickness[5] = { 0, 65, 600,750, 1000};
int q;
snprintf(s, 128, cl, i);
strncat(s, "/coverage", 128);
q = cloud->getCoverage();
fgSetString(s, coverage_string[q] );
snprintf(s, 128, cl, i);
strncat(s, "/elevation-ft", 128);
fgSetDouble(s, cloud->getAltitude_ft() + station_elevation_ft);
snprintf(s, 128, cl, i);
strncat(s, "/thickness-ft", 128);
fgSetDouble(s, thickness[q]);
snprintf(s, 128, cl, i);
strncat(s, "/span-m", 128);
fgSetDouble(s, 40000.0);
}
for (; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
snprintf(s, 128, cl, i);
strncat(s, "/coverage", 128);
fgSetString(s, "clear");
snprintf(s, 128, cl, i);
strncat(s, "/elevation-ft", 128);
fgSetDouble(s, -9999);
snprintf(s, 128, cl, i);
strncat(s, "/thickness-ft", 128);
fgSetDouble(s, 0);
snprintf(s, 128, cl, i);
strncat(s, "/span-m", 128);
fgSetDouble(s, 40000.0);
}
fgSetDouble("/environment/metar/rain-norm", m->getRain());
fgSetDouble("/environment/metar/hail-norm", m->getHail());
fgSetDouble("/environment/metar/snow-norm", m->getSnow());
fgSetBool("/environment/metar/snow-cover", m->getSnowCover());
}
void
FGClouds::update_env_config ()
{
fgSetupWind( fgGetDouble("/environment/metar/base-wind-range-from"),
fgGetDouble("/environment/metar/base-wind-range-to"),
fgGetDouble("/environment/metar/base-wind-speed-kt"),
fgGetDouble("/environment/metar/gust-wind-speed-kt") );
fgDefaultWeatherValue( "visibility-m",
fgGetDouble("/environment/metar/min-visibility-m") );
#if 0
set_temp_at_altitude( fgGetDouble("/environment/metar/temperature-degc"),
station_elevation_ft );
set_dewpoint_at_altitude( fgGetDouble("/environment/metar/dewpoint-degc"),
station_elevation_ft );
#endif
fgDefaultWeatherValue( "pressure-sea-level-inhg",
fgGetDouble("/environment/metar/pressure-inhg") );
}
void FGClouds::setLayer( int iLayer, float alt_ft, const string& coverage, const string& layer_type ) {
double coverage_norm = 0.0;
if( coverage == "few" )
coverage_norm = 2.0/8.0; // <1-2
else if( coverage == "scattered" )
coverage_norm = 4.0/8.0; // 3-4
else if( coverage == "broken" )
coverage_norm = 6.0/8.0; // 5-7
else if( coverage == "overcast" )
coverage_norm = 8.0/8.0; // 8
SGCloudField *layer3D = thesky->get_cloud_layer(iLayer)->get_layer3D();
buildLayer(layer3D, layer_type, station_elevation_ft + alt_ft * SG_FEET_TO_METER, coverage_norm);
}
void FGClouds::buildScenario( const string& scenario ) {
string fakeMetar="";
string station = fgGetString("/environment/metar/station-id", "XXXX");
// fetch station elevation if exists
Harald JOHNSEN: I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen. Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that. And I added an option to disable the recording of replay data. It takes more cpu than we can think. Changes ======= - panel.cxx : moved the computation of the instruments diffuse color outside the texturelayer code since this is constant during a frame, this is a big speedup for 2D panels ; - hitlist.cxx : changed the computation of the intersection between ray and triangle, optimized the sphere culling by using a normalized direction vector. This can give a 35% speedup on the computation of elevation in some situations ; - renderer.cxx, acmodel.cxx : call ssgDrawAndCull with plane scene graph in external or internal view, calling ssgDrawAndCull with the root scene graph was drawing other players plane a second time in multiplayer mode ; - mplayer.cxx : removed the calls to ssgFlatten and ssgStripify because it was degenerating models, causing a massive drop in frame rate ; - replay.cxx : added an option to disable the recording of the flight - fgclouds.cxx : changed the path of cloudlayer properties to match preferences.xml ; set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
2005-07-31 09:04:18 +00:00
if( station == "XXXX" )
station_elevation_ft = fgGetDouble("/position/ground-elev-m", 0.0);
else {
David Luff: Attached is a patch to the airport data storage that I would like committed after review if acceptable. Currently the storage of airports mapped by ID is by locally created objects - about 12 Meg or so created on the stack if I am not mistaken. I've changed this to creating the airports on the heap, and storing pointers to them - see FGAirportList.add(...) in src/Airports/simple.cxx. I believe that this is probably better practice, and it's certainly cured some strange problems I was seeing when accessing the airport data with some gps unit code. Changes resulting from this have cascaded through a few files which access the data - 11 files are modified in all. Melchior and Durk - you might want to test this and shout if there are problems since the metar and traffic code are probably the biggest users of the airport data. I've also added a fuzzy search function that returns the next matching airport code in ASCII sequence in order to support gps units that have autocompletion of partially entered codes. More generally, the simple airport class seems to have grown a lot with the fairly recent addition of the parking, runway preference and schedule time code. It is no longer just an encapsulation of the global airport data file, and has grown to 552 bytes in size when unpopulated (about 1/2 a K!). My personal opinion is that we should look to just store the basic data in apt.dat for all global airports in a simple airport class, plus globally needed data (metar available?), and then have the traffic, AI and ATC subsystems create more advanced airports for themselves as needed in the area of interest. Once a significant number of airports worldwide have ground networks and parking defined, it will be impractical and unnecessary to store them all in memory. That's just a thought for the future though.
2005-09-20 20:26:57 +00:00
const FGAirport* a = globals->get_airports()->search( station );
station_elevation_ft = (a ? a->getElevation() : 0.0);
Harald JOHNSEN: I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen. Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that. And I added an option to disable the recording of replay data. It takes more cpu than we can think. Changes ======= - panel.cxx : moved the computation of the instruments diffuse color outside the texturelayer code since this is constant during a frame, this is a big speedup for 2D panels ; - hitlist.cxx : changed the computation of the intersection between ray and triangle, optimized the sphere culling by using a normalized direction vector. This can give a 35% speedup on the computation of elevation in some situations ; - renderer.cxx, acmodel.cxx : call ssgDrawAndCull with plane scene graph in external or internal view, calling ssgDrawAndCull with the root scene graph was drawing other players plane a second time in multiplayer mode ; - mplayer.cxx : removed the calls to ssgFlatten and ssgStripify because it was degenerating models, causing a massive drop in frame rate ; - replay.cxx : added an option to disable the recording of the flight - fgclouds.cxx : changed the path of cloudlayer properties to match preferences.xml ; set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
2005-07-31 09:04:18 +00:00
}
for(int iLayer = 0 ; iLayer < thesky->get_cloud_layer_count(); iLayer++) {
thesky->get_cloud_layer(iLayer)->get_layer3D()->clear();
}
station += " 011000Z ";
if( scenario == "Fair weather" ) {
fakeMetar = "15003KT 12SM SCT033 FEW200 20/08 Q1015 NOSIG";
setLayer(0, 3300.0, "scattered", "cu");
} else if( scenario == "Thunderstorm" ) {
fakeMetar = "15012KT 08SM TSRA SCT040 BKN070 20/12 Q0995";
setLayer(0, 4000.0, "scattered", "cb");
setLayer(1, 7000.0, "scattered", "ns");
} else
return;
FGMetar *m = new FGMetar( station + fakeMetar );
update_metar_properties( m );
update_env_config();
// propagate aloft tables
_controller->reinit();
fgSetString("/environment/metar/last-metar", m->getData());
// TODO:desactivate real metar updates
if( scenario == "Fair weather" ) {
fgSetString("/environment/clouds/layer[1]/coverage", "cirrus");
}
}
void FGClouds::build(void) {
string scenario = fgGetString("/environment/weather-scenario", "METAR");
if( scenario == last_scenario)
return;
if( last_scenario == "none" ) {
// save clouds and weather conditions
SGPropertyNode *param = fgGetNode("/environment/config", true);
copyProperties( param, last_env_config );
param = fgGetNode("/environment/clouds", true);
copyProperties( param, last_env_clouds );
}
if( scenario == "METAR" ) {
string realMetar = fgGetString("/environment/metar/real-metar", "");
if( realMetar != "" ) {
fgSetString("/environment/metar/last-metar", realMetar.c_str());
FGMetar *m = new FGMetar( realMetar );
update_metar_properties( m );
update_env_config();
// propagate aloft tables
_controller->reinit();
}
buildMETAR();
}
else if( scenario == "none" ) {
// restore clouds and weather conditions
SGPropertyNode *param = fgGetNode("/environment/config", true);
copyProperties( last_env_config, param );
param = fgGetNode("/environment/clouds", true);
copyProperties( last_env_clouds, param );
fgSetDouble("/environment/metar/rain-norm", 0.0);
fgSetDouble("/environment/metar/snow-norm", 0.0);
// update_env_config();
// propagate aloft tables
_controller->reinit();
buildMETAR();
}
else
buildScenario( scenario );
last_scenario = scenario;
// ...
if( snd_lightning == NULL )
init();
}