#include "math/FGColumnVector3.h"
#include "input_output/FGXMLElement.h"
-#define ID_GROUNDREACTIONS "$Id: FGGroundReactions.h,v 1.18 2010/09/07 00:40:03 jberndt Exp $"
+#define ID_GROUNDREACTIONS "$Id: FGGroundReactions.h,v 1.19 2010/11/18 12:38:06 jberndt Exp $"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
bool InitModel(void);
bool Run(void);
bool Load(Element* el);
- FGColumnVector3& GetForces(void) {return vForces;}
+ const FGColumnVector3& GetForces(void) const {return vForces;}
double GetForces(int idx) const {return vForces(idx);}
- FGColumnVector3& GetMoments(void) {return vMoments;}
+ const FGColumnVector3& GetMoments(void) const {return vMoments;}
double GetMoments(int idx) const {return vMoments(idx);}
- string GetGroundReactionStrings(string delimeter);
- string GetGroundReactionValues(string delimeter);
+ string GetGroundReactionStrings(string delimeter) const;
+ string GetGroundReactionValues(string delimeter) const;
bool GetWOW(void) const;
void UpdateForcesAndMoments(void);
/** Gets a gear instance
@param gear index of gear instance
@return a pointer to the FGLGear instance of the gear unit requested */
- inline FGLGear* GetGearUnit(int gear) { return lGear[gear]; }
+ FGLGear* GetGearUnit(int gear) const { return lGear[gear]; }
private:
vector <FGLGear*> lGear;