class FGOutput;
class FGInitialCondition;
-struct condition {
- vector <eParam> TestParam;
- vector <eParam> SetParam;
- vector <float> TestValue;
- vector <float> SetValue;
- vector <string> Comparison;
- vector <float> TC;
- vector <bool> Persistent;
- vector <eAction> Action;
- vector <eType> Type;
- vector <bool> Triggered;
- vector <float> newValue;
- vector <float> OriginalValue;
- vector <float> StartTime;
- vector <float> EndTime;
-
- condition() {
- }
-};
-
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs]
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
inline string GetAircraftPath(void) {return AircraftPath;}
private:
+ enum eAction {
+ FG_RAMP = 1,
+ FG_STEP = 2,
+ FG_EXP = 3
+ };
+
+ enum eType {
+ FG_VALUE = 1,
+ FG_DELTA = 2,
+ FG_BOOL = 3
+ };
+
+ struct condition {
+ vector <eParam> TestParam;
+ vector <eParam> SetParam;
+ vector <double> TestValue;
+ vector <double> SetValue;
+ vector <string> Comparison;
+ vector <double> TC;
+ vector <bool> Persistent;
+ vector <eAction> Action;
+ vector <eType> Type;
+ vector <bool> Triggered;
+ vector <double> newValue;
+ vector <double> OriginalValue;
+ vector <double> StartTime;
+ vector <double> EndTime;
+
+ condition() {
+ }
+ };
+
FGModel* FirstModel;
bool frozen;
bool terminate;
int Error;
- int Frame;
+ unsigned int Frame;
+ unsigned int IdFDM;
+ static unsigned int FDMctr;
bool modelLoaded;
bool Scripted;
string EnginePath;
string ScriptPath;
string ScriptName;
- float StartTime;
- float EndTime;
+ double StartTime;
+ double EndTime;
vector <struct condition> Conditions;
FGState* State;
bool Allocate(void);
bool DeAllocate(void);
- void Debug(void);
+ void Debug(int from);
};
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%