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Merge pull request OpenSimulationInterface#59 from OpenSimulationInte…
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…rface/feature/define-rain-and-fog

Resolve issue OpenSimulationInterface#54 (fog definition)
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jdsika authored Apr 6, 2017
2 parents 6adfdeb + ccc92f4 commit 8950185
Showing 1 changed file with 80 additions and 26 deletions.
106 changes: 80 additions & 26 deletions osi_environment.proto
Original file line number Diff line number Diff line change
Expand Up @@ -12,43 +12,102 @@ message EnvironmentalConditions
// The ambient illumination of the environment.
//
optional AmbientIllumination ambient_illumination = 1;

// The time of day.
//
optional TimeOfDay time_of_day = 2;

// Atmospheric pressure in Pascal at z=0.0 in world frame
optional TimeOfDay time_of_day = 2;
// Atmospheric pressure in Pascal at z=0.0 in world frame.
//
optional double atmospheric_pressure = 3;

// Temperature in Kelvin at z=0.0 in world frame
// Temperature in Kelvin at z=0.0 in world frame.
//
optional double temperature = 4;

// Precipitation
// Precipitation.
//
optional Precipitation precipitation = 5;
// Fog.
//
optional Fog fog = 6;

// Definition of precipitation states. See https://en.wikipedia.org/wiki/Rain#Measurement
// Definition of precipitation states according to [1].
// (I = Intensity of precipitation in mm per hour)
//
// \par References:
// [1] PAULAT, Marcus, et al. A gridded dataset of hourly precipitation in Germany: Its construction, climatology and application.
// Meteorologische Zeitschrift, 2008, 17. Jg. Nr. 6, S. 719-732.
enum Precipitation
{
// Light intensity rain, when the precipitation rate is < 2.5 mm per hour
// Intensity of precipitation is unknown (must not be used in ground truth).
//
PRECIPITATION_UNKNOWN = 0;
// Other (unspecified but known) intensity of precipitation.
//
PRECIPITATION_OTHER = 1;
// No precipitation, when I = [0,0.1[
//
PRECIPITATION_RAIN_LIGHT = 0;

// Medium intensity rain, when the precipitation rate is between 2.5 mm and 10 mm per hour
PRECIPITATION_NONE = 2;
// Very light intensity of precipitation, when I = [0.1,0.5[
//
PRECIPITATION_RAIN_MEDIUM = 1;

// High intensity rain, when the precipitation rate is between 10 mm and 50 mm per hour
PRECIPITATION_VERY_LIGHT = 3;
// Light intensity of precipitation, when I = [0.5,1.9[
//
PRECIPITATION_RAIN_HIGH = 2;

// Violent intensity rain, when the precipitation rate is > 50 mm per hour
PRECIPITATION_LIGHT = 4;
// Moderate intensity of precipitation, when I = [1.9,8.1[
//
PRECIPITATION_RAIN_VIOLENT = 3;
}
PRECIPITATION_MODERATE = 5;
// Heavy intensity of precipitation, when I = [8.1,34[
//
PRECIPITATION_HEAVY = 6;
// Very heavy intensity of precipitation, when I = [34,149[
//
PRECIPITATION_VERY_HEAVY = 7;
// Extreme intensity of precipitation, when I = [149,infinity[
//
PRECIPITATION_EXTREME = 8;
}

// Definition of fog states according to [2] the bandwith of thick and dense fog was adjusted to fit the German StVo regarding rear fog lights [3].
// (V = Visibility in meters)
//
// Visability is defined as the lenght of the atmosphere over which a beam of light travels before its luminous flux is reduced to 5% of its original value (definition used by the Meteorological Office [4]).
// This is approximately equivalent to visibility measured by the contrast of a distant object against its background.
//
// \par References:
// [2] SHEPARD, Frank D. Reduced visibility due to fog on the highway. Transportation Research Board, 1996.
// [3] [StVO §17 chapter 3](https://www.stvo.de/strassenverkehrsordnung/101-17-beleuchtung)
// [4] [Homepage of the Meteorological Office](http://www.metoffice.gov.uk/guide/weather/observations-guide/how-we-measure-visibility)
enum Fog
{
// Visibility is unknown (must not be used in ground truth).
//
FOG_UNKOWN = 0;
// Other (unspecified but known) fog intensity.
//
FOG_OTHER = 1;
// Excellent visibility, when V = [40000,infinity[
//
FOG_EXCELLENT_VISIBILITY = 2;
// Good visibility, when V = [10000,40000[
//
FOG_GOOD_VISIBILITY = 3;
// Moderate visibility, when V = [4000,10000[
//
FOG_MODERATE_VISIBILITY = 4;
// Poor visibility, when V = [2000,4000[
//
FOG_POOR_VISIBILITY = 5;
// Mist, when V = [1000,2000[
//
FOG_MIST = 6;
// Fog, when V = [200,1000[
//
FOG_LIGHT = 7;
// Thick fog, when V = [50,200[
//
FOG_THICK = 8;
// Dense fog, when V = [0,50[
// (allowed to use rear fog light according to [3])
FOG_DENSE = 9;
}

// Definition of ambient illumination states.
//
Expand All @@ -57,23 +116,18 @@ message EnvironmentalConditions
// Ambient illumination is unknown (must not be used in ground truth).
//
AMBIENT_ILLUMINATION_UNKNOWN = 0;

// Other (unspecified but known) ambient illumination.
//
AMBIENT_ILLUMINATION_OTHER = 1;

// Ambient illumination index is "bright".
// E.g. daytime with sunshine.
AMBIENT_ILLUMINATION_BRIGHT = 2;

// Ambient illumination index is "medium".
// E.g. daytime with overcast sky.
AMBIENT_ILLUMINATION_MEDIUM = 3;

// Ambient illumination index is "low".
// E.g. during twilight (dawn/dusk) or in a tunnel.
AMBIENT_ILLUMINATION_LOW = 4;

// Ambient illumination index is "dark".
// E.g. night time, no sunlight.
AMBIENT_ILLUMINATION_DARK = 5;
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