}
void FGAIBase::update(double dt) {
- ft_per_deg_lat = 366468.96 - 3717.12 * cos(pos.lat()/SG_RADIANS_TO_DEGREES);
- ft_per_deg_lon = 365228.16 * cos(pos.lat() / SG_RADIANS_TO_DEGREES);
+ ft_per_deg_lat = 366468.96 - 3717.12 * cos(pos.lat()*SGD_DEGREES_TO_RADIANS);
+ ft_per_deg_lon = 365228.16 * cos(pos.lat()*SGD_DEGREES_TO_RADIANS);
// Calculate rho at altitude, using standard atmosphere
// For the temperature T and the pressure p,
}
rho = p / (1718 * (T + 459.7));
+
+ // calculate the speed of sound at altitude
+ // a = sqrt ( g * R * (T + 459.7))
+ // where:
+ // a = speed of sound [ft/s]
+ // g = specific heat ratio, which is usually equal to 1.4
+ // R = specific gas constant, which equals 1716 ft-lb/slug/°R
+
+ a = sqrt ( 1.4 * 1716 * (T + 459.7));
+
+ // calculate Mach number
+
+ Mach = speed/a;
+
+// cout << "Speed(ft/s) "<< speed <<" Altitude(ft) "<< altitude << " Mach " << Mach;
}
-
void FGAIBase::Transform() {
if (!invisible) {
aip.setPosition(pos.lon(), pos.lat(), pos.elev() * SG_METER_TO_FEET);
props = root->getNode(_type_str.c_str(), index, true);
if (model_path != "") {
- model = sgLoad3DModel( globals->get_fg_root(),
+ model = load3DModel( globals->get_fg_root(),
model_path.c_str(),
props,
globals->get_sim_time_sec() );
return true;
}
+
+ssgBranch * FGAIBase::load3DModel(const string& fg_root,
+ const string &path,
+ SGPropertyNode *prop_root,
+ double sim_time_sec)
+{
+ // some more code here to check whether a model with this name has already been loaded
+ // if not load it, otherwise, get the memory pointer and do something like
+ // SetModel as in ATC/AIEntity.cxx
+ //SSGBranch *model;
+ model = manager->getModel(path);
+ if (!(model))
+ {
+ model = sgLoad3DModel(fg_root,
+ path,
+ prop_root,
+ sim_time_sec);
+ manager->setModel(path, model);
+ model->ref();
+ }
+ //else
+ // {
+ // model->ref();
+ // aip.init(model);
+ // aip.setVisible(false);
+ // globals->get_scenery()->get_scene_graph()->addKid(aip.getSceneGraph());
+ // do some setModel stuff.
+ return model;
+}
+
bool FGAIBase::isa( object_type otype ) {
if ( otype == _otype ) { return true; }
else { return false; }
SGRawValueFunctions<bool>(_isNight));
props->setBoolValue("controls/lighting/beacon", true);
props->setBoolValue("controls/lighting/strobe", true);
+ props->setBoolValue("controls/glide-path", true);
}
void FGAIBase::unbind() {