Full computation of the terrain reflected radiation by ray-tracing. Ray tracing is used between all cells to compute the terrain view factors. Once these are known, a progressive refinement approach is used to compute the exchange of radiation between all cells.
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#include <TerrainRadiation.h>
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| | TerrainRadiation (const mio::Config &i_cfg, const mio::DEMObject &dem_in, const int &i_nbworkers, const std::string &method) |
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| void | getRadiation (const mio::Array2D< double > &direct, mio::Array2D< double > &diffuse, mio::Array2D< double > &terrain) |
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| void | setMeteo (const mio::Array2D< double > &albedo, const mio::Array2D< double > &ta, const mio::Array2D< double > &rh, const mio::Array2D< double > &ilwr) |
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| | TerrainRadiationAlgorithm (const std::string &i_algo) |
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| virtual | ~TerrainRadiationAlgorithm () |
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Full computation of the terrain reflected radiation by ray-tracing. Ray tracing is used between all cells to compute the terrain view factors. Once these are known, a progressive refinement approach is used to compute the exchange of radiation between all cells.
The progressive refinement approach is controlled by the following keys in the [EBalance] section:
- itEps_SW
- itEps1_SW
- itEps_LW
- sw_radius, the search radius for short wave
- lw_radius, the search radius for long wave
| TerrainRadiation::TerrainRadiation |
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const mio::Config & |
i_cfg, |
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const mio::DEMObject & |
dem_in, |
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const int & |
i_nbworkers, |
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const std::string & |
method |
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| void TerrainRadiation::getRadiation |
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const mio::Array2D< double > & |
direct, |
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mio::Array2D< double > & |
diffuse, |
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mio::Array2D< double > & |
terrain |
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) |
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virtual |
| void TerrainRadiation::setMeteo |
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const mio::Array2D< double > & |
albedo, |
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const mio::Array2D< double > & |
ta, |
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const mio::Array2D< double > & |
rh, |
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const mio::Array2D< double > & |
ilwr |
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) |
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virtual |
The documentation for this class was generated from the following files: