bool init(bool search_in_AI_path=false);
virtual void bind();
- virtual void unbind();
+ virtual void reinit();
+ virtual void update(double dt);
- void update(double dt);
-
- FGAIBallistic *ballistic;
+ virtual const char* getTypeString(void) const { return "ballistic"; }
void Run(double dt);
void setParentPos();
void setOffsetPos(SGGeod pos, double heading, double pitch, double roll);
void setOffsetVelocity(double dt, SGGeod pos);
+ void setTime(double sec);
-
- double _getTime() const;
+ double _getTime()const;
double getRelBrgHitchToUser() const;
double getElevHitchToUser() const;
double getLoadOffset() const;
// bool getFormate() const;
bool getSlavedLoad() const;
- virtual const char* getTypeString(void) const { return "ballistic"; }
+ FGAIBallistic *ballistic;
+
static const double slugs_to_kgs; //conversion factor
static const double slugs_to_lbs; //conversion factor
private:
- virtual void reinit() { init(); }
-
bool _aero_stabilised; // if true, object will align with trajectory
double _drag_area; // equivalent drag area in ft2
double _life_timer; // seconds
- double _gravity; // fps^2
double _buoyancy; // fps^2
bool _wind; // if true, local wind will be applied to object
double _Cd; // drag coefficient
string _force_path;
string _contents_path;
- const SGMaterial* _material;
-
void handle_collision();
void handle_expiry();
void handle_impact();