FGAIBallistic::FGAIBallistic() :
FGAIBase(otBallistic),
+ _elevation(0),
_aero_stabilised(false),
_drag_area(0.007),
_life_timer(0.0),
_solid(false),
_report_collision(false),
_report_impact(false),
- _impact_report_node(fgGetNode("/ai/models/model-impact", true)),
- _mat_name("")
+ _impact_report_node(fgGetNode("/ai/models/model-impact", true))
{
no_roll = false;
}
bool FGAIBallistic::init(bool search_in_AI_path) {
FGAIBase::init(search_in_AI_path);
- props->setStringValue("material/name", _mat_name.c_str());
+ props->setStringValue("material/name", "");
props->setStringValue("name", _name.c_str());
props->setStringValue("submodels/path", _submodel.c_str());
// start with high value so that animations don't trigger yet
- _ht_agl_ft = 10000000;
+ _ht_agl_ft = 1e10;
hdg = _azimuth;
pitch = _elevation;
roll = _rotation;
SGRawValuePointer<bool>(&_solid));
props->tie("altitude-agl-ft",
SGRawValuePointer<double>(&_ht_agl_ft));
- props->tie("sub-id",
- SGRawValuePointer<int>(&_subID));
}
void FGAIBallistic::unbind() {
props->untie("material/load-resistance");
props->untie("material/solid");
props->untie("altitude-agl-ft");
- props->untie("sub-id");
}
void FGAIBallistic::update(double dt) {
if (_life_timer > life)
setDie(true);
- double speed_north_deg_sec;
- double speed_east_deg_sec;
- double wind_speed_from_north_deg_sec;
- double wind_speed_from_east_deg_sec;
- double Cdm; // Cd adjusted by Mach Number
- double hs;
-
//randomise Cd by +- 5%
if (_random)
_Cd = _Cd * 0.95 + (0.05 * sg_random());
// Adjust Cd by Mach number. The equations are based on curves
// for a conventional shell/bullet (no boat-tail).
+ double Cdm;
+
if (Mach < 0.7)
Cdm = 0.0125 * Mach + _Cd;
else if (Mach < 1.2 )
speed = 0.0;
double speed_fps = speed * SG_KT_TO_FPS;
+ double hs;
// calculate vertical and horizontal speed components
if (speed == 0.0) {
hs = vs = 0.0;
} else {
- vs = sin( pitch * SG_DEGREES_TO_RADIANS ) * speed_fps;
- hs = cos( pitch * SG_DEGREES_TO_RADIANS ) * speed_fps;
+ vs = sin( _elevation * SG_DEGREES_TO_RADIANS ) * speed_fps;
+ hs = cos( _elevation * SG_DEGREES_TO_RADIANS ) * speed_fps;
}
// convert horizontal speed (fps) to degrees per second
- speed_north_deg_sec = cos(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lat;
- speed_east_deg_sec = sin(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lon;
+ double speed_north_deg_sec = cos(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lat;
+ double speed_east_deg_sec = sin(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lon;
// if wind not required, set to zero
if (!_wind) {
}
// convert wind speed (fps) to degrees per second
- wind_speed_from_north_deg_sec = _wind_from_north / ft_per_deg_lat;
- wind_speed_from_east_deg_sec = _wind_from_east / ft_per_deg_lon;
+ double wind_speed_from_north_deg_sec = _wind_from_north / ft_per_deg_lat;
+ double wind_speed_from_east_deg_sec = _wind_from_east / ft_per_deg_lon;
// set new position
pos.setLatitudeDeg( pos.getLatitudeDeg()
altitude_ft += vs * dt;
pos.setElevationFt(altitude_ft);
- // recalculate pitch (velocity vector) if aerostabilized
+ // recalculate elevation (velocity vector) if aerostabilized
/*cout << _name << ": " << "aero_stabilised " << _aero_stabilised
<< " pitch " << pitch <<" vs " << vs <<endl ;*/
- if (_aero_stabilised)
- pitch = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
+ if (_aero_stabilised) { // we simulate rotational moment of inertia by using a filter
+ const double coeff = 0.9;
+ double c = dt / (coeff + dt);
+ //cout << "c " << c << endl;
+ _elevation = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
+ pitch = (_elevation * c) + (pitch * (1 - c));
+ }
// recalculate total speed
speed = sqrt( vs * vs + hs * hs) / SG_KT_TO_FPS;
if (material) {
const vector<string> names = material->get_names();
+ string mat_name;
if (!names.empty())
- _mat_name = names[0].c_str();
+ mat_name = names[0].c_str();
_solid = material->get_solid();
_load_resistance = material->get_load_resistance();
- props->setStringValue("material/name", _mat_name.c_str());
- //cout << "material " << _mat_name << " solid " << _solid << " load " << _load_resistance << endl;
+ props->setStringValue("material/name", mat_name.c_str());
+ //cout << "material " << mat_name << " solid " << _solid << " load " << _load_resistance << endl;
}
_ht_agl_ft = pos.getElevationFt() - elevation_m * SG_METER_TO_FEET;
- // report impact by setting properties
if (_ht_agl_ft <= 0) {
SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: terrain impact");
report_impact(elevation_m);
_impact_reported = true;
+
+ // kill the AIObject if there is no subsubmodel
+ if (_subID == 0)
+ setDie(true);
}
}
void FGAIBallistic::handle_collision()
{
- const FGAIBase *collision = manager->calcCollision(pos.getElevationFt(),
+ const FGAIBase *object = manager->calcCollision(pos.getElevationFt(),
pos.getLatitudeDeg(),pos.getLongitudeDeg(), _fuse_range);
- if (collision) {
- SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: HIT!");
- report_impact(pos.getElevationM(), collision);
+ if (object) {
+ SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: object hit");
+ report_impact(pos.getElevationM(), object);
_collision_reported = true;
}
}