/***************************************************************************** Header: FGLocalWeatherDatabase.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 ------------------------------------------------------------------------------ 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 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 14.12.1999 Christian Mayer Changed the internal structure to use Dave Eberly's spherical interpolation code. This stops our dependancy on the (ugly) voronoi code and simplyfies the code structure a lot. 18.07.2001 Christian Mayer Added the posibility to limit the amount of stations for a faster init. *****************************************************************************/ /****************************************************************************/ /* SENTRY */ /****************************************************************************/ #ifndef FGLocalWeatherDatabase_H #define FGLocalWeatherDatabase_H /****************************************************************************/ /* INCLUDES */ /****************************************************************************/ #include #include STL_STRING #include #include
#include #include #include "sphrintp.h" #include "FGPhysicalProperties.h" #include "FGPhysicalProperty.h" #include "FGWeatherFeature.h" #include "FGWeatherDefs.h" #include "FGThunderstorm.h" /****************************************************************************/ /* DEFINES */ /****************************************************************************/ SG_USING_STD(vector); SG_USING_STD(string); SG_USING_NAMESPACE(std); /****************************************************************************/ /* CLASS DECLARATION */ /****************************************************************************/ struct _FGLocalWeatherDatabaseCache { sgVec3 last_known_position; //sgVec3 current_position; SGPropertyNode *latitude_deg; SGPropertyNode *longitude_deg; SGPropertyNode *altitude_ft; FGPhysicalProperty last_known_property; }; class FGLocalWeatherDatabase : public FGSubsystem { private: protected: SphereInterpolate *database_logic; vector database_data; #ifndef macintosh FGPhysicalProperties DatabaseEvaluate(const sgVec2& p) const { sgVec2 p_converted = {p[0]*(SGD_2PI/360.0), p[1]*(SGD_2PI/360.0)}; EvaluateData d = database_logic->Evaluate(p_converted); return database_data[d.index[0]]*d.percentage[0] + database_data[d.index[1]]*d.percentage[1] + database_data[d.index[2]]*d.percentage[2] ; } #endif FGPhysicalProperties DatabaseEvaluate(const sgVec3& p) const { sgVec3 p_converted = {p[0]*(SGD_2PI/360.0), p[1]*(SGD_2PI/360.0), p[2] }; EvaluateData d = database_logic->Evaluate(p_converted); return database_data[d.index[0]]*d.percentage[0] + database_data[d.index[1]]*d.percentage[1] + database_data[d.index[2]]*d.percentage[2] ; } typedef vector pointVector; typedef vector tileVector; /************************************************************************/ /* make tiles out of points on a 2D plane */ /************************************************************************/ WeatherPrecision WeatherVisibility; //how far do I need to simulate the //local weather? Unit: metres _FGLocalWeatherDatabaseCache *cache; inline void check_cache_for_update(void) const; bool Thunderstorm; //is there a thunderstorm near by? FGThunderstorm *theThunderstorm; //pointer to the thunderstorm. public: /************************************************************************/ /* for tieing them to the property system */ /************************************************************************/ inline WeatherPrecision get_wind_north() const; inline WeatherPrecision get_wind_east() const; inline WeatherPrecision get_wind_up() const; inline WeatherPrecision get_temperature() const; inline WeatherPrecision get_air_pressure() const; inline WeatherPrecision get_vapor_pressure() const; inline WeatherPrecision get_air_density() const; static FGLocalWeatherDatabase *theFGLocalWeatherDatabase; enum DatabaseWorkingType { use_global, //use global database for data !!obsolete!! use_internet, //use the weather data that came from the internet manual, //use only user inputs distant, //use distant information, e.g. like LAN when used in //a multiplayer environment random, //generate weather randomly default_mode //use only default values }; DatabaseWorkingType DatabaseStatus; void init( const WeatherPrecision visibility, const DatabaseWorkingType type, const string &root ); /************************************************************************/ /* Constructor and Destructor */ /************************************************************************/ FGLocalWeatherDatabase( const sgVec3& position, const string& root, const DatabaseWorkingType type = PREFERED_WORKING_TYPE, const WeatherPrecision visibility = DEFAULT_WEATHER_VISIBILITY) { cache = new _FGLocalWeatherDatabaseCache; sgCopyVec3( cache->last_known_position, position ); init( visibility, type, root ); theFGLocalWeatherDatabase = this; } FGLocalWeatherDatabase( const WeatherPrecision position_lat, const WeatherPrecision position_lon, const WeatherPrecision position_alt, const string& root, const DatabaseWorkingType type = PREFERED_WORKING_TYPE, const WeatherPrecision visibility = DEFAULT_WEATHER_VISIBILITY) { cache = new _FGLocalWeatherDatabaseCache; sgSetVec3( cache->last_known_position, position_lat, position_lon, position_alt ); init( visibility, type, root ); theFGLocalWeatherDatabase = this; } ~FGLocalWeatherDatabase(); /************************************************************************/ /* reset the whole database */ /************************************************************************/ void reset(const DatabaseWorkingType type = PREFERED_WORKING_TYPE); /************************************************************************/ /* update the database. Since the last call we had dt seconds */ /************************************************************************/ void update(const WeatherPrecision dt); //time has changed void update(const sgVec3& p); //position has changed void update(const sgVec3& p, const WeatherPrecision dt); //time and/or position has changed /************************************************************************/ /* define methods requited for FGSubsystem */ /************************************************************************/ virtual void init () { /* do nothing; that's done in the constructor */ }; virtual void bind (); virtual void unbind (); virtual void update (int dt) { update((float) dt); }; /************************************************************************/ /* Get the physical properties on the specified point p */ /************************************************************************/ #ifdef macintosh /* fix a problem with mw compilers in that they don't know the difference between the next two methods. Since the first one doesn't seem to be used anywhere, I commented it out. This is supposed to be fixed in the forthcoming CodeWarrior Release 6. */ #else FGPhysicalProperties get(const sgVec2& p) const; #endif FGPhysicalProperty get(const sgVec3& p) const; WeatherPrecision getAirDensity(const sgVec3& p) const; /************************************************************************/ /* Add a weather feature at the point p and surrounding area */ /************************************************************************/ // !! Adds aren't supported anymore !! void setSnowRainIntensity (const WeatherPrecision x, const sgVec2& p); void setSnowRainType (const SnowRainType x, const sgVec2& p); void setLightningProbability(const WeatherPrecision x, const sgVec2& p); void setProperties(const FGPhysicalProperties2D& x); //change a property /************************************************************************/ /* get/set weather visibility */ /************************************************************************/ void setWeatherVisibility(const WeatherPrecision visibility); WeatherPrecision getWeatherVisibility(void) const; /************************************************************************/ /* figure out if there's a thunderstorm that has to be taken care of */ /************************************************************************/ void updateThunderstorm(const float dt) { if (Thunderstorm == false) return; theThunderstorm->update( dt ); } }; extern FGLocalWeatherDatabase *WeatherDatabase; void fgUpdateWeatherDatabase(void); /****************************************************************************/ /* get/set weather visibility */ /****************************************************************************/ void inline FGLocalWeatherDatabase::setWeatherVisibility(const WeatherPrecision visibility) { if (visibility >= MINIMUM_WEATHER_VISIBILITY) WeatherVisibility = visibility; else WeatherVisibility = MINIMUM_WEATHER_VISIBILITY; } WeatherPrecision inline FGLocalWeatherDatabase::getWeatherVisibility(void) const { return WeatherVisibility; } inline void FGLocalWeatherDatabase::check_cache_for_update(void) const { if ( ( cache->last_known_position[0] == cache->latitude_deg->getFloatValue() ) && ( cache->last_known_position[1] == cache->longitude_deg->getFloatValue() ) && ( cache->last_known_position[2] == cache->altitude_ft->getFloatValue() * SG_FEET_TO_METER ) ) return; //nothing to do sgVec3 position = { cache->latitude_deg->getFloatValue(), cache->longitude_deg->getFloatValue(), cache->altitude_ft->getFloatValue() * SG_FEET_TO_METER }; sgCopyVec3(cache->last_known_position, position); cache->last_known_property = get(position); } inline WeatherPrecision FGLocalWeatherDatabase::get_wind_north() const { check_cache_for_update(); return cache->last_known_property.Wind[0]; } inline WeatherPrecision FGLocalWeatherDatabase::get_wind_east() const { check_cache_for_update(); return cache->last_known_property.Wind[1]; } inline WeatherPrecision FGLocalWeatherDatabase::get_wind_up() const { check_cache_for_update(); return cache->last_known_property.Wind[2]; } inline WeatherPrecision FGLocalWeatherDatabase::get_temperature() const { check_cache_for_update(); return cache->last_known_property.Temperature; } inline WeatherPrecision FGLocalWeatherDatabase::get_air_pressure() const { check_cache_for_update(); return cache->last_known_property.AirPressure; } inline WeatherPrecision FGLocalWeatherDatabase::get_vapor_pressure() const { check_cache_for_update(); return cache->last_known_property.VaporPressure; } inline WeatherPrecision FGLocalWeatherDatabase::get_air_density() const { // check_for_update(); // not required, as the called functions will do that return (get_air_pressure()*FG_WEATHER_DEFAULT_AIRDENSITY*FG_WEATHER_DEFAULT_TEMPERATURE) / (get_temperature()*FG_WEATHER_DEFAULT_AIRPRESSURE); } /****************************************************************************/ #endif /*FGLocalWeatherDatabase_H*/