X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FAIModel%2FAIBallistic.hxx;h=2d184b015537dae2237699c96a2a04486c63779a;hb=90b2d25671d60ff3c5561791676f27d31676904c;hp=68442fdb6f23efd3df0df3673b9eeb2803fad56f;hpb=b2b35568d7ad2b75935b8e3328579a2768725813;p=flightgear.git diff --git a/src/AIModel/AIBallistic.hxx b/src/AIModel/AIBallistic.hxx index 68442fdb6..2d184b015 100644 --- a/src/AIModel/AIBallistic.hxx +++ b/src/AIModel/AIBallistic.hxx @@ -3,6 +3,8 @@ // Written by David Culp, started November 2003. // - davidculp2@comcast.net // +// With major additions by Vivian Meazza, Feb 2008 +// // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the @@ -29,24 +31,30 @@ #include "AIManager.hxx" #include "AIBase.hxx" -SG_USING_STD(vector); -SG_USING_STD(list); +using std::vector; +using std::list; class FGAIBallistic : public FGAIBase { public: - FGAIBallistic(); + FGAIBallistic(object_type ot = otBallistic); ~FGAIBallistic(); void readFromScenario(SGPropertyNode* scFileNode); + virtual osg::Node* load3DModel(const string &path, + SGPropertyNode *prop_root); bool init(bool search_in_AI_path=false); virtual void bind(); virtual void unbind(); void update(double dt); + FGAIBallistic *ballistic; + + void Run(double dt); + void setAzimuth( double az ); void setElevation( double el ); void setRoll( double rl ); @@ -59,25 +67,44 @@ public: void setWind( bool val ); void setCd( double c ); void setMass( double m ); + void setWeight( double w ); 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 setContentsNode(const string&); void setFuseRange(double f); void setSMPath(const string&); void setSubID(int i); void setSubmodel(const string&); void setExternalForce( bool f ); void setForcePath(const string&); - double _getTime() const; - bool getHtAGL(); void setForceStabilisation( bool val ); - void setXOffset(double x); - void setYOffset(double y); - void setZOffset(double z); + void setGroundOffset(double g); + void setLoadOffset(double l); + void setSlaved(bool s); + void setSlavedLoad(bool s); + void setHitchPos(); + void setPch (double e, double dt, double c); + void setHdg (double az, double dt, double c); + void setBnk(double r, double dt, double c); + void setHt(double h, double dt, double c); + void setHitchVelocity(double dt); + void setFormate(bool f); + + double _getTime() const; + double getRelBrgHitchToUser() const; + double getElevHitchToUser() const; + double getLoadOffset() const; + double getContents(); + + SGVec3d getCartHitchPos() const; + bool getHtAGL(); + bool getSlaved() const; + bool getSlavedLoad() const; virtual const char* getTypeString(void) const { return "ballistic"; } static const double slugs_to_kgs; //conversion factor @@ -87,40 +114,64 @@ public: SGPropertyNode_ptr _force_azimuth_node; SGPropertyNode_ptr _force_elevation_node; -private: + SGGeod hitchpos; + double _height; + double _ht_agl_ft; // height above ground level double _azimuth; // degrees true double _elevation; // degrees double _rotation; // degrees + + bool _formate_to_ac; + + void setTgtXOffset(double x); + void setTgtYOffset(double y); + void setTgtZOffset(double z); + void setTgtOffsets(double dt, double c); + + double getTgtXOffset() const; + double getTgtYOffset() const; + double getTgtZOffset() const; + + double _tgt_x_offset; + double _tgt_y_offset; + double _tgt_z_offset; + double _elapsed_time; + +private: + + virtual void reinit() { init(); } + 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 _gravity; // fps^2 + double _buoyancy; // fps^2 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 double _frictionFactor; // dimensionless modifier for Coefficient of Friction bool _solid; // if true ground is solid for FDMs double _elevation_m; // ground elevation in meters bool _force_stabilised;// if true, object will align to external force - double _x_offset; - double _y_offset; - double _z_offset; + bool _slave_to_ac; // if true, object will be slaved to the parent ac pos and orientation + bool _slave_load_to_ac;// if true, object will be slaved to the parent ac pos + double _contents_lb; // contents of the object + double _weight_lb; // weight of the object (no contents if appropriate) (lbs) 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 bool _external_force; // if true then apply external force SGPropertyNode_ptr _impact_report_node; // report node for impact and collision + SGPropertyNode_ptr _contents_node; // report node for impact and collision double _fuse_range; - + double _distance; double _dt_count; double _next_run; @@ -131,14 +182,30 @@ private: const SGMaterial* _material; - void Run(double dt); void handle_collision(); void handle_impact(); - void setPitch (double e, double dt, double c); - void setHdg (double dt, double c); void report_impact(double elevation, const FGAIBase *target = 0); + void slaveToAC(double dt); + void setContents(double c); + void formateToAC(double dt); + + SGVec3d getCartUserPos() const; + double getDistanceLoadToHitch() const; + double getElevLoadToHitch() const; + double getBearingLoadToHitch() const; double getRecip(double az); + double getMass() const; + + double hs; + double _ground_offset; + double _load_offset; + double _force; + double _old_height; + + SGVec3d _oldcarthitchPos; + + SGGeod oldhitchpos; };