/***************************************************************************** Header: FGPhysicalProperty.h Author: Christian Mayer Date started: 28.05.99 -------- Copyright (C) 1999 Christian Mayer (fgfs@christianmayer.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 property of the weather in one point 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 11.10.1999 Christian Mayer changed set<> to map<> on Bernie Bright's suggestion 19.10.1999 Christian Mayer change to use PLIB's sg instead of Point[2/3]D and lots of wee code cleaning *****************************************************************************/ /****************************************************************************/ /* SENTRY */ /****************************************************************************/ #ifndef FGPhysicalProperty_H #define FGPhysicalProperty_H /****************************************************************************/ /* INCLUDES */ /****************************************************************************/ #ifdef HAVE_CONFIG_H # include #endif #include #ifdef HAVE_WINDOWS_H # include #endif #include #include #include "FGWeatherDefs.h" #include "FGPhysicalProperties.h" SG_USING_STD(vector); SG_USING_NAMESPACE(std); /****************************************************************************/ /* used for output: */ /****************************************************************************/ class FGPhysicalProperty; bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b); // p1 == p2? class FGPhysicalProperty { private: protected: public: sgVec3 Wind; //Wind vector sgVec3 Turbulence; //Turbulence vector WeatherPrecision Temperature; //in deg. Kelvin (I *only* accept SI!) WeatherPrecision AirPressure; //in Pascal (I *only* accept SI!) WeatherPrecision VaporPressure; //in Pascal (I *only* accept SI!) FGPhysicalProperty(); //consructor to fill it with FG standart weather FGPhysicalProperty(const FGPhysicalProperties& p, const WeatherPrecision altitude); //allow calculations for easier handling such as interpolating FGPhysicalProperty& operator = ( const FGPhysicalProperty& p ); // assignment of a FGPhysicalProperty FGPhysicalProperty& operator += ( const FGPhysicalProperty& p ); // incrementation by a FGPhysicalProperty FGPhysicalProperty& operator -= ( const FGPhysicalProperty& p ); // decrementation by a FGPhysicalProperty FGPhysicalProperty& operator *= ( const double d ); // multiplication by a constant FGPhysicalProperty& operator /= ( const double d ); // division by a constant friend FGPhysicalProperty operator - (const FGPhysicalProperty& p); // -p1 friend bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b); // p1 == p2? }; class FGPhysicalProperty3D : public FGPhysicalProperty { private: protected: public: sgVec3 p; //position of the property (lat/lon/alt) }; typedef vector FGPhysicalPropertyVector; typedef FGPhysicalPropertyVector::iterator FGPhysicalPropertyVectorIt; typedef FGPhysicalPropertyVector::const_iterator FGPhysicalPropertyVectorConstIt; typedef vector FGPhysicalProperty3DVector; typedef FGPhysicalProperty3DVector::iterator FGPhysicalProperty3DVectorIt; typedef FGPhysicalProperty3DVector::const_iterator FGPhysicalProperty3DVectorConstIt; inline FGPhysicalProperty& FGPhysicalProperty::operator = ( const FGPhysicalProperty& p ) { sgCopyVec3(Wind, p.Wind); sgCopyVec3(Turbulence, p.Turbulence); Temperature = p.Temperature; AirPressure = p.AirPressure; VaporPressure = p.VaporPressure; return *this; } inline FGPhysicalProperty& FGPhysicalProperty::operator += ( const FGPhysicalProperty& p ) { sgAddVec3(Wind, p.Wind); sgAddVec3(Turbulence, p.Turbulence); Temperature += p.Temperature; AirPressure += p.AirPressure; VaporPressure += p.VaporPressure; return *this; } inline FGPhysicalProperty& FGPhysicalProperty::operator -= ( const FGPhysicalProperty& p ) { sgSubVec3(Wind, p.Wind); sgSubVec3(Turbulence, p.Turbulence); Temperature -= p.Temperature; AirPressure -= p.AirPressure; VaporPressure -= p.VaporPressure; return *this; } inline FGPhysicalProperty& FGPhysicalProperty::operator *= ( const double d ) { sgScaleVec3(Wind, d); sgScaleVec3(Turbulence, d); Temperature *= d; AirPressure *= d; VaporPressure *= d; return *this; } inline FGPhysicalProperty& FGPhysicalProperty::operator /= ( const double d ) { sgScaleVec3(Wind, 1.0 / d); sgScaleVec3(Turbulence, 1.0 / d); Temperature /= d; AirPressure /= d; VaporPressure /= d; return *this; } inline FGPhysicalProperty operator - (const FGPhysicalProperty& p) { FGPhysicalProperty x; sgNegateVec3(x.Wind, p.Wind); sgNegateVec3(x.Turbulence, p.Turbulence); x.Temperature = -p.Temperature; x.AirPressure = -p.AirPressure; x.VaporPressure = -p.VaporPressure; return x; } inline bool operator == (const FGPhysicalProperty& a, const FGPhysicalProperty& b) { return ( sgEqualVec3(a.Wind, b.Wind) && sgEqualVec3(a.Turbulence, b.Turbulence) && (a.Temperature == b.Temperature) && (a.AirPressure == b.AirPressure) && (a.VaporPressure == b.VaporPressure)); } inline bool operator != (const FGPhysicalProperty& a, const FGPhysicalProperty& b) { return !(a == b); } inline FGPhysicalProperty operator + (const FGPhysicalProperty& a, const FGPhysicalProperty& b) { return FGPhysicalProperty(a) += b; } inline FGPhysicalProperty operator - (const FGPhysicalProperty& a, const FGPhysicalProperty& b) { return FGPhysicalProperty(a) -= b; } inline FGPhysicalProperty operator * (const FGPhysicalProperty& a, const WeatherPrecision b) { return FGPhysicalProperty(a) *= b; } inline FGPhysicalProperty operator * (const WeatherPrecision b, const FGPhysicalProperty& a) { return FGPhysicalProperty(a) *= b; } inline FGPhysicalProperty operator / (const FGPhysicalProperty& a, const WeatherPrecision b) { return FGPhysicalProperty(a) *= (1.0/b); } /****************************************************************************/ #endif /*FGPhysicalProperty_H*/