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flightgear/src/WeatherCM/FGPhysicalProperty.h
2001-03-23 22:59:18 +00:00

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C++

/*****************************************************************************
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 <config.h>
#endif
#include <simgear/compiler.h>
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <vector>
#include <plib/sg.h>
#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<FGPhysicalProperty> FGPhysicalPropertyVector;
typedef FGPhysicalPropertyVector::iterator FGPhysicalPropertyVectorIt;
typedef FGPhysicalPropertyVector::const_iterator FGPhysicalPropertyVectorConstIt;
typedef vector<FGPhysicalProperty3D> 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*/