+
+ /** Initializes the sim from the initial condition object and executes
+ each scheduled model without integrating i.e. dt=0.
+ @return true if successful */
+ bool RunIC(void);
+
+ /** Sets the ground callback pointer.
+ @param gc A pointer to a ground callback object. */
+ void SetGroundCallback(FGGroundCallback* gc);
+
+ /** Loads an aircraft model.
+ @param AircraftPath path to the aircraft/ directory. For instance:
+ "aircraft". Under aircraft, then, would be directories for various
+ modeled aircraft such as C172/, x15/, etc.
+ @param EnginePath path to the directory under which engine config
+ files are kept, for instance "engine"
+ @param SystemsPath path to the directory under which systems config
+ files are kept, for instance "systems"
+ @param model the name of the aircraft model itself. This file will
+ be looked for in the directory specified in the AircraftPath variable,
+ and in turn under the directory with the same name as the model. For
+ instance: "aircraft/x15/x15.xml"
+ @param addModelToPath set to true to add the model name to the
+ AircraftPath, defaults to true
+ @return true if successful */
+ bool LoadModel(string AircraftPath, string EnginePath, string SystemsPath,
+ string model, bool addModelToPath = true);
+
+ /** Loads an aircraft model. The paths to the aircraft and engine
+ config file directories must be set prior to calling this. See
+ below.
+ @param model the name of the aircraft model itself. This file will
+ be looked for in the directory specified in the AircraftPath variable,
+ and in turn under the directory with the same name as the model. For
+ instance: "aircraft/x15/x15.xml"
+ @param addModelToPath set to true to add the model name to the
+ AircraftPath, defaults to true
+ @return true if successful*/
+ bool LoadModel(string model, bool addModelToPath = true);
+
+ /** Loads a script
+ @param Script the full path name and file name for the script to be loaded.
+ @return true if successfully loadsd; false otherwise. */
+ bool LoadScript(string Script);
+
+ /** Sets the path to the engine config file directories.
+ @param path path to the directory under which engine config
+ files are kept, for instance "engine" */
+ bool SetEnginePath(string path) { EnginePath = path; return true; }
+
+ /** Sets the path to the aircraft config file directories.
+ @param path path to the aircraft directory. For instance:
+ "aircraft". Under aircraft, then, would be directories for various
+ modeled aircraft such as C172/, x15/, etc. */
+ bool SetAircraftPath(string path) { AircraftPath = path; return true; }
+
+ /** Sets the path to the systems config file directories.
+ @param path path to the directory under which systems config
+ files are kept, for instance "systems" */
+ bool SetSystemsPath(string path) { SystemsPath = path; return true; }
+
+ /// @name Top-level executive State and Model retrieval mechanism
+ //@{
+ /// Returns the FGAtmosphere pointer.
+ inline FGAtmosphere* GetAtmosphere(void) {return Atmosphere;}
+ /// Returns the FGFCS pointer.
+ inline FGFCS* GetFCS(void) {return FCS;}
+ /// Returns the FGPropulsion pointer.
+ inline FGPropulsion* GetPropulsion(void) {return Propulsion;}
+ /// Returns the FGAircraft pointer.
+ inline FGMassBalance* GetMassBalance(void) {return MassBalance;}
+ /// Returns the FGAerodynamics pointer
+ inline FGAerodynamics* GetAerodynamics(void){return Aerodynamics;}
+ /// Returns the FGInertial pointer.
+ inline FGInertial* GetInertial(void) {return Inertial;}
+ /// Returns the FGGroundReactions pointer.
+ inline FGGroundReactions* GetGroundReactions(void) {return GroundReactions;}
+ /// Returns the FGExternalReactions pointer.
+ inline FGExternalReactions* GetExternalReactions(void) {return ExternalReactions;}
+ /// Returns the FGBuoyantForces pointer.
+ inline FGBuoyantForces* GetBuoyantForces(void) {return BuoyantForces;}
+ /// Returns the FGAircraft pointer.
+ inline FGAircraft* GetAircraft(void) {return Aircraft;}
+ /// Returns the FGPropagate pointer.
+ inline FGPropagate* GetPropagate(void) {return Propagate;}
+ /// Returns the FGAuxiliary pointer.
+ inline FGAuxiliary* GetAuxiliary(void) {return Auxiliary;}
+ /// Returns the FGInput pointer.
+ inline FGInput* GetInput(void) {return Input;}
+ /// Returns the FGGroundCallback pointer.
+ inline FGGroundCallback* GetGroundCallback(void) {return GroundCallback;}
+ /// Returns the FGState pointer.
+ inline FGState* GetState(void) {return State;}
+ /// Retrieves the script object
+ inline FGScript* GetScript(void) {return Script;}
+ // Returns a pointer to the FGInitialCondition object
+ inline FGInitialCondition* GetIC(void) {return IC;}
+ // Returns a pointer to the FGTrim object
+ FGTrim* GetTrim(void);
+ //@}
+
+ /// Retrieves the engine path.
+ inline string GetEnginePath(void) {return EnginePath;}
+ /// Retrieves the aircraft path.
+ inline string GetAircraftPath(void) {return AircraftPath;}
+ /// Retrieves the systems path.
+ inline string GetSystemsPath(void) {return SystemsPath;}
+ /// Retrieves the full aircraft path name.
+ inline string GetFullAircraftPath(void) {return FullAircraftPath;}
+
+ /** Retrieves the value of a property.
+ @param property the name of the property
+ @result the value of the specified property */
+ inline double GetPropertyValue(string property) {return instance->GetDouble(property);}
+
+ /** Sets a property value.
+ @param property the property to be set
+ @param value the value to set the property to */
+ inline void SetPropertyValue(string property, double value) {
+ instance->SetDouble(property, value);
+ }
+
+ /// Returns the model name.
+ string GetModelName(void) { return modelName; }
+
+ /// Returns the current time.
+ double GetSimTime(void);
+
+ /// Returns the current frame time (delta T).
+ double GetDeltaT(void);
+
+ /// Returns a pointer to the property manager object.
+ FGPropertyManager* GetPropertyManager(void);
+ /// Returns a vector of strings representing the names of all loaded models (future)
+ vector <string> EnumerateFDMs(void);
+ /// Gets the number of child FDMs.
+ int GetFDMCount(void) {return ChildFDMList.size();}
+ /// Gets a particular child FDM.
+ childData* GetChildFDM(int i) {return ChildFDMList[i];}
+ /// Marks this instance of the Exec object as a "child" object.
+ void SetChild(bool ch) {IsChild = ch;}
+
+ /** Sets the output (logging) mechanism for this run.
+ Calling this function passes the name of an output directives file to
+ the FGOutput object associated with this run. The call to this function
+ should be made prior to loading an aircraft model. This call results in an
+ FGOutput object being built as the first Output object in the FDMExec-managed
+ list of Output objects that may be created for an aircraft model. If this call
+ is made after an aircraft model is loaded, there is no effect. Any Output
+ objects added by the aircraft model itself (in an <output> element) will be
+ added after this one. Care should be taken not to refer to the same file
+ name.
+ An output directives file contains an <output> </output> element, within
+ which should be specified the parameters or parameter groups that should
+ be logged.
+ @param fname the filename of an output directives file.
+ */
+ bool SetOutputDirectives(string fname);
+
+ /** Sets (or overrides) the output filename
+ @param fname the name of the file to output data to
+ @return true if successful, false if there is no output specified for the flight model */
+ bool SetOutputFileName(string fname) {
+ if (Outputs.size() > 0) Outputs[0]->SetOutputFileName(fname);
+ else return false;
+ return true;
+ }
+
+ /** Retrieves the current output filename.
+ @return the name of the output file for the first output specified by the flight model.
+ If none is specified, the empty string is returned. */
+ string GetOutputFileName(void) {
+ if (Outputs.size() > 0) return Outputs[0]->GetOutputFileName();
+ else return string("");
+ }
+
+ /** Executes trimming in the selected mode.
+ * @param mode Specifies how to trim:
+ * - tLongitudinal=0
+ * - tFull
+ * - tGround
+ * - tPullup
+ * - tCustom
+ * - tTurn
+ * - tNone */
+ void DoTrim(int mode);
+// void DoTrimAnalysis(int mode);
+
+ /// Disables data logging to all outputs.
+ void DisableOutput(void);
+ /// Enables data logging to all outputs.
+ void EnableOutput(void);
+ /// Pauses execution by preventing time from incrementing.
+ void Hold(void) {holding = true;}
+ /// Resumes execution from a "Hold".
+ void Resume(void) {holding = false;}
+ /// Returns true if the simulation is Holding (i.e. simulation time is not moving).
+ bool Holding(void) {return holding;}
+ /// Resets the initial conditions object and prepares the simulation to run again.
+ void ResetToInitialConditions(void);
+ /// Sets the debug level.
+ void SetDebugLevel(int level) {debug_lvl = level;}
+
+ struct PropertyCatalogStructure {
+ /// Name of the property.
+ string base_string;
+ /// The node for the property.
+ FGPropertyManager *node;
+ };
+
+ /** Builds a catalog of properties.
+ * This function descends the property tree and creates a list (an STL vector)
+ * containing the name and node for all properties.
+ * @param pcs The "root" property catalog structure pointer. */
+ void BuildPropertyCatalog(struct PropertyCatalogStructure* pcs);
+
+ /** Retrieves property or properties matching the supplied string.
+ * A string is returned that contains a carriage return delimited list of all
+ * strings in the property catalog that matches the supplied check string.
+ * @param check The string to search for in the property catalog.
+ * @return the carriage-return-delimited string containing all matching strings
+ * in the catalog. */
+ string QueryPropertyCatalog(string check);
+
+ // Print the contents of the property catalog for the loaded aircraft.
+ void PrintPropertyCatalog(void);
+
+ /// Use the MSIS atmosphere model.
+ void UseAtmosphereMSIS(void);
+
+ /// Use the Mars atmosphere model. (Not operative yet.)
+ void UseAtmosphereMars(void);
+
+ void SetTrimStatus(bool status){ trim_status = status; }
+ bool GetTrimStatus(void) const { return trim_status; }
+ void SetTrimMode(int mode){ ta_mode = mode; }
+ int GetTrimMode(void) const { return ta_mode; }