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flightgear/src/WeatherCM/FGLocalWeatherDatabase.h
curt 198b88ca9b This is step "1" of probably "many" in the process of separating out the
scene management code and organizing it within simgear.  My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies.  Then it will be free to move over into the simgear package.

- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
  in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
  related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
  state (all the globals-> stuff, the flightgear property tree, etc.)  SimGear
  code can't depend on it so that data has to be passed as parameters to the
  functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
  effect throughout the FlightGear code.
2003-05-06 23:54:17 +00:00

357 lines
13 KiB
C++

/*****************************************************************************
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 <vector>
#include STL_STRING
#include <plib/sg.h>
#include <Main/fgfs.hxx>
#include <simgear/constants.h>
#include <simgear/props/props.hxx>
#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<FGPhysicalProperties> 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<sgVec2> pointVector;
typedef vector<pointVector> 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*/