-// FGAIBallistic - AIBase derived class creates an AI ballistic object
+// FGAIBallistic.hxx - AIBase derived class creates an AI ballistic object
//
// Written by David Culp, started November 2003.
// - davidculp2@comcast.net
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifndef _FG_AIBALLISTIC_HXX
#define _FG_AIBALLISTIC_HXX
+#include <math.h>
+#include <vector>
+#include <simgear/structure/SGSharedPtr.hxx>
+
+
#include "AIManager.hxx"
#include "AIBase.hxx"
+SG_USING_STD(vector);
+SG_USING_STD(list);
class FGAIBallistic : public FGAIBase {
-
+
public:
-
- FGAIBallistic(FGAIManager* mgr);
+
+ FGAIBallistic();
~FGAIBallistic();
-
- bool init();
+
+ void readFromScenario(SGPropertyNode* scFileNode);
+
+ bool init(bool search_in_AI_path=false);
virtual void bind();
virtual void unbind();
+
void update(double dt);
void setAzimuth( double az );
void setElevation( double el );
- void setStabilization( bool val );
+ void setRoll( double rl );
+ void setStabilisation( bool val );
void setDragArea( double a );
void setLife( double seconds );
+ void setBuoyancy( double fpss );
+ void setWind_from_east( double fps );
+ void setWind_from_north( double fps );
+ void setWind( bool val );
+ void setCd( double c );
+ void setMass( double m );
+ void setNoRoll( bool nr );
+ void setRandom( bool r );
+ void setName(const string&);
+ void setCollision(bool c);
+ void setImpact(bool i);
+ void setImpactReportNode(const string&);
+ void setFuseRange(double f);
+ void setSMPath(const string&);
+ void setSubID(int i);
+ void setSubmodel(const string&);
+
+
+ double _getTime() const;
+
+ virtual const char* getTypeString(void) const { return "ballistic"; }
+ static const double slugs_to_kgs; //conversion factor
private:
- double azimuth; // degrees true
- double elevation; // degrees
- double hs; // horizontal speed (fps)
- bool aero_stabilized; // if true, object will point where it's going
- double drag_area; // equivalent drag area in ft2
- double life_timer; // seconds
+ double _azimuth; // degrees true
+ double _elevation; // degrees
+ double _rotation; // degrees
+ bool _aero_stabilised; // if true, object will align with trajectory
+ double _drag_area; // equivalent drag area in ft2
+ double _life_timer; // seconds
+ double _gravity; // fps2
+ double _buoyancy; // fps2
+ double _wind_from_east; // fps
+ double _wind_from_north; // fps
+ bool _wind; // if true, local wind will be applied to object
+ double _Cd; // drag coefficient
+ double _mass; // slugs
+ bool _random; // modifier for Cd
+ double _ht_agl_ft; // height above ground level
+ double _load_resistance; // ground load resistanc N/m^2
+ bool _solid; // if true ground is solid for FDMs
+
+ bool _report_collision; // if true a collision point with AI Objects is calculated
+ bool _report_impact; // if true an impact point on the terrain is calculated
+
+ SGPropertyNode_ptr _impact_report_node; // report node for impact and collision
+
+ double _fuse_range;
+
+ double _dt_count;
+ double _next_run;
+
+ string _name;
+ string _path;
+ string _submodel;
+
void Run(double dt);
+ void handle_collision();
+ void handle_impact();
+
+ void report_impact(double elevation, const FGAIBase *target = 0);
+
};
#endif // _FG_AIBALLISTIC_HXX