/***************************************************************************** Header: FGPhysicalProperties.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 properties of the weather 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 15.12.1999 Christian Mayer changed the air pressure calculation to a much more realistic formula. But as I need for that the temperature I moved the code to FGPhysicalProperties *****************************************************************************/ /****************************************************************************/ /* SENTRY */ /****************************************************************************/ #ifndef FGPhysicalProperties_H #define FGPhysicalProperties_H /****************************************************************************/ /* INCLUDES */ /****************************************************************************/ #ifdef HAVE_CONFIG_H # include #endif #include #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include "FGWeatherDefs.h" #include "FGAirPressureItem.h" #include "FGWindItem.h" #include "FGTurbulenceItem.h" #include "FGCloudItem.h" #include "FGSnowRain.h" FG_USING_STD(vector); FG_USING_STD(map); FG_USING_NAMESPACE(std); /****************************************************************************/ /* FOREWARD DEFINITIONS */ /****************************************************************************/ class FGPhysicalProperties2D; ostream& operator<< ( ostream& out, const FGPhysicalProperties2D& p ); class FGPhysicalProperties { public: typedef WeatherPrecision Altitude; map Wind; //all Wind vectors map Turbulence; //all Turbulence vectors map Temperature; //in deg. Kelvin (I *only* accept SI!) FGAirPressureItem AirPressure; //in Pascal (I *only* accept SI!) map VaporPressure; //in Pascal (I *only* accept SI!) map Clouds; //amount of covering and type WeatherPrecision SnowRainIntensity; //this also stands for hail, snow,... SnowRainType snowRainType; WeatherPrecision LightningProbability; //in lightnings per second FGPhysicalProperties(); //consructor to fill it with FG standart weather //return values at specified altitudes void WindAt (sgVec3 ret, const WeatherPrecision a) const; void TurbulenceAt (sgVec3 ret, const WeatherPrecision a) const; WeatherPrecision TemperatureAt (const WeatherPrecision a) const; WeatherPrecision AirPressureAt (const WeatherPrecision x) const; //x is used here instead of a on purpose WeatherPrecision VaporPressureAt(const WeatherPrecision a) const; //for easier access to the cloud stuff: unsigned int getNumberOfCloudLayers(void) const; FGCloudItem getCloudLayer(unsigned int nr) const; FGPhysicalProperties& operator = ( const FGPhysicalProperties& p ); FGPhysicalProperties& operator *= ( const WeatherPrecision d ); FGPhysicalProperties& operator += ( const FGPhysicalProperties& p ); FGPhysicalProperties& operator -= ( const FGPhysicalProperties& p ); }; class FGPhysicalProperties2D : public FGPhysicalProperties { public: sgVec2 p; //position of the property (lat/lon) friend ostream& operator<< ( ostream& out, const FGPhysicalProperties2D& p ); FGPhysicalProperties2D() {} FGPhysicalProperties2D(const FGPhysicalProperties& prop, const sgVec2& pos) { Wind = prop.Wind; Turbulence = prop.Turbulence; Temperature = prop.Temperature; AirPressure = prop.AirPressure; VaporPressure = prop.VaporPressure; sgCopyVec2(p, pos); } }; typedef vector FGPhysicalPropertiesVector; typedef FGPhysicalPropertiesVector::iterator FGPhysicalPropertiesVectorIt; typedef FGPhysicalPropertiesVector::const_iterator FGPhysicalPropertiesVectorConstIt; typedef vector FGPhysicalProperties2DVector; typedef FGPhysicalProperties2DVector::iterator FGPhysicalProperties2DVectorIt; typedef FGPhysicalProperties2DVector::const_iterator FGPhysicalProperties2DVectorConstIt; inline FGPhysicalProperties& FGPhysicalProperties::operator = ( const FGPhysicalProperties& p ) { Wind = p.Wind; Turbulence = p.Turbulence; Temperature = p.Temperature; AirPressure = p.AirPressure; VaporPressure = p.VaporPressure; return *this; } inline FGPhysicalProperties& FGPhysicalProperties::operator *= ( const WeatherPrecision d ) { typedef map::iterator wind_iterator; typedef map::iterator turbulence_iterator; typedef map::iterator scalar_iterator; for (wind_iterator WindIt = Wind.begin(); WindIt != Wind.end(); WindIt++) WindIt->second*= d; for (turbulence_iterator TurbulenceIt = Turbulence.begin(); TurbulenceIt != Turbulence.end(); TurbulenceIt++) TurbulenceIt->second *= d; for (scalar_iterator TemperatureIt = Temperature.begin(); TemperatureIt != Temperature.end(); TemperatureIt++) TemperatureIt->second *= d; AirPressure *= d; for (scalar_iterator VaporPressureIt = VaporPressure.begin(); VaporPressureIt != VaporPressure.end(); VaporPressureIt++) VaporPressureIt->second *= d; return *this; } inline FGPhysicalProperties& FGPhysicalProperties::operator += (const FGPhysicalProperties& p) { typedef map::const_iterator wind_iterator; typedef map::const_iterator turbulence_iterator; typedef map::const_iterator scalar_iterator; for (wind_iterator WindIt = p.Wind.begin(); WindIt != p.Wind.end(); WindIt++) if (!Wind.insert(*WindIt).second) //when it's not inserted => it's already existing Wind[WindIt->first] += WindIt->second; //=> add the value for (turbulence_iterator TurbulenceIt = p.Turbulence.begin(); TurbulenceIt != p.Turbulence.end(); TurbulenceIt++) if (!Turbulence.insert(*TurbulenceIt).second) Turbulence[TurbulenceIt->first] += TurbulenceIt->second; for (scalar_iterator TemperatureIt = p.Temperature.begin(); TemperatureIt != p.Temperature.end(); TemperatureIt++) if (!Temperature.insert(*TemperatureIt).second) Temperature[TemperatureIt->first] += TemperatureIt->second; AirPressure += p.AirPressure.getValue(); for (scalar_iterator VaporPressureIt = p.VaporPressure.begin(); VaporPressureIt != p.VaporPressure.end(); VaporPressureIt++) if (!VaporPressure.insert(*VaporPressureIt).second) VaporPressure[VaporPressureIt->first] += VaporPressureIt->second; return *this; } inline FGPhysicalProperties& FGPhysicalProperties::operator -= (const FGPhysicalProperties& p) { typedef map::const_iterator wind_iterator; typedef map::const_iterator turbulence_iterator; typedef map::const_iterator scalar_iterator; for (wind_iterator WindIt = p.Wind.begin(); WindIt != p.Wind.end(); WindIt++) if (!Wind.insert( make_pair(WindIt->first, -WindIt->second) ).second) //when it's not inserted => it's already existing Wind[WindIt->first] -= WindIt->second; //=> substract the value for (turbulence_iterator TurbulenceIt = p.Turbulence.begin(); TurbulenceIt != p.Turbulence.end(); TurbulenceIt++) if (!Turbulence.insert( make_pair(TurbulenceIt->first, -TurbulenceIt->second) ).second) Turbulence[TurbulenceIt->first] -= TurbulenceIt->second; for (scalar_iterator TemperatureIt = p.Temperature.begin(); TemperatureIt != p.Temperature.end(); TemperatureIt++) if (!Temperature.insert( make_pair(TemperatureIt->first, -TemperatureIt->second) ).second) Temperature[TemperatureIt->first] -= TemperatureIt->second; AirPressure -= p.AirPressure.getValue(); for (scalar_iterator VaporPressureIt = p.VaporPressure.begin(); VaporPressureIt != p.VaporPressure.end(); VaporPressureIt++) if (!VaporPressure.insert( make_pair(VaporPressureIt->first, -VaporPressureIt->second) ).second) VaporPressure[VaporPressureIt->first] -= VaporPressureIt->second; return *this; } inline void FGPhysicalProperties::WindAt(sgVec3 ret, const WeatherPrecision a) const { typedef map::const_iterator vector_iterator; vector_iterator it = Wind.lower_bound(a); vector_iterator it2 = it; it--; //now I've got it->alt < a < it2->alt so I can interpolate sgSubVec3(ret, *it2->second.getValue(), *it->second.getValue()); sgScaleVec3(ret, (a - it2->first) / (it2->first - it->first)); sgAddVec3(ret, *it2->second.getValue()); } inline void FGPhysicalProperties::TurbulenceAt(sgVec3 ret, const WeatherPrecision a) const { typedef map::const_iterator vector_iterator; vector_iterator it = Turbulence.lower_bound(a); vector_iterator it2 = it; it--; //now I've got it->alt < a < it2->alt so I can interpolate sgSubVec3(ret, *it2->second.getValue(), *it->second.getValue()); sgScaleVec3(ret, (a - it2->first) / (it2->first - it->first)); sgAddVec3(ret, *it2->second.getValue()); } inline WeatherPrecision FGPhysicalProperties::TemperatureAt(const WeatherPrecision a) const { typedef map::const_iterator scalar_iterator; scalar_iterator it = Temperature.lower_bound(a); scalar_iterator it2 = it; it--; //now I've got it->alt < a < it2->alt so I can interpolate return ( (it2->second - it->second)/(it2->first - it->first) ) * (a - it2->first) + it2->second; } //inline WeatherPrecision FGPhysicalProperties::AirPressureAt(const WeatherPrecision x) const //moved to FGPhysicalProperties.cpp as it got too complex to inline inline WeatherPrecision FGPhysicalProperties::VaporPressureAt(const WeatherPrecision a) const { typedef map::const_iterator scalar_iterator; scalar_iterator it = VaporPressure.lower_bound(a); scalar_iterator it2 = it; it--; //now I've got it->alt < a < it2->alt so I can interpolate return ( (it2->second - it->second)/(it2->first - it->first) ) * (a - it2->first) + it2->second; } inline FGPhysicalProperties operator * (FGPhysicalProperties a, const WeatherPrecision b) { return a *= b; } inline FGPhysicalProperties operator * (const WeatherPrecision b, FGPhysicalProperties a) { return a *= b; } inline FGPhysicalProperties operator + (FGPhysicalProperties a, const FGPhysicalProperties& b) { return a += b; } inline FGPhysicalProperties operator - (FGPhysicalProperties a, const FGPhysicalProperties& b) { return a -= b; } /****************************************************************************/ #endif /*FGPhysicalProperties_H*/