SGVec3d v_local_v;
SGVec3d v_local_rel_ground_v; // V rel w.r.t. earth surface
SGVec3d v_local_airmass_v; // velocity of airmass (steady winds)
- SGVec3d v_wind_body_v; // Wind-relative velocities in body axis
+ SGVec3d v_body_v; // ECEF velocities in body axis
SGVec3d omega_body_v; // Angular B rates
SGVec3d euler_rates_v;
_state.v_local_airmass_v[1] = east;
_state.v_local_airmass_v[2] = down;
}
- inline void _set_Velocities_Wind_Body( double u, double v, double w) {
- _state.v_wind_body_v[0] = u;
- _state.v_wind_body_v[1] = v;
- _state.v_wind_body_v[2] = w;
+ inline void _set_Velocities_Body( double u, double v, double w) {
+ _state.v_body_v[0] = u;
+ _state.v_body_v[1] = v;
+ _state.v_body_v[2] = w;
}
inline void _set_V_rel_wind(double vt) { _state.v_rel_wind = vt; }
inline void _set_V_ground_speed( double v) { _state.v_ground_speed = v; }
inline void set_V_down (double down) {
set_Velocities_Local(_state.v_local_v[0], _state.v_local_v[1], down);
}
- virtual void set_Velocities_Wind_Body( double u, double v, double w);
+ virtual void set_Velocities_Body( double u, double v, double w);
virtual void set_uBody (double uBody) {
- set_Velocities_Wind_Body(uBody, _state.v_wind_body_v[1], _state.v_wind_body_v[2]);
+ set_Velocities_Body(uBody, _state.v_body_v[1], _state.v_body_v[2]);
}
virtual void set_vBody (double vBody) {
- set_Velocities_Wind_Body(_state.v_wind_body_v[0], vBody, _state.v_wind_body_v[2]);
+ set_Velocities_Body(_state.v_body_v[0], vBody, _state.v_body_v[2]);
}
virtual void set_wBody (double wBody) {
- set_Velocities_Wind_Body(_state.v_wind_body_v[0], _state.v_wind_body_v[1], wBody);
+ set_Velocities_Body(_state.v_body_v[0], _state.v_body_v[1], wBody);
}
// Euler angles
inline double get_V_north() const { return _state.v_local_v[0]; }
inline double get_V_east() const { return _state.v_local_v[1]; }
inline double get_V_down() const { return _state.v_local_v[2]; }
- inline double get_uBody () const { return _state.v_wind_body_v[0]; }
- inline double get_vBody () const { return _state.v_wind_body_v[1]; }
- inline double get_wBody () const { return _state.v_wind_body_v[2]; }
+ inline double get_uBody () const { return _state.v_body_v[0]; }
+ inline double get_vBody () const { return _state.v_body_v[1]; }
+ inline double get_wBody () const { return _state.v_body_v[2]; }
// Please dont comment these out. fdm=ada uses these (see
// cockpit.cxx) --->
inline double get_V_east_airmass() const { return _state.v_local_airmass_v[1]; }
inline double get_V_down_airmass() const { return _state.v_local_airmass_v[2]; }
- inline double get_U_body() const { return _state.v_wind_body_v[0]; }
- inline double get_V_body() const { return _state.v_wind_body_v[1]; }
- inline double get_W_body() const { return _state.v_wind_body_v[2]; }
+ inline double get_U_body() const { return _state.v_body_v[0]; }
+ inline double get_V_body() const { return _state.v_body_v[1]; }
+ inline double get_W_body() const { return _state.v_body_v[2]; }
inline double get_V_rel_wind() const { return _state.v_rel_wind; }