X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FAIModel%2FAIBallistic.hxx;h=859bcd109896b5f95516ea202d5414e99fe8b69d;hb=5cad5aa7da2476ca8323a61f81dea59676dca085;hp=176dd1d163d4dbe7111492c3a5a41ca61666123e;hpb=7d5952b1853c820d41886ba3712833cc93f12b56;p=flightgear.git diff --git a/src/AIModel/AIBallistic.hxx b/src/AIModel/AIBallistic.hxx index 176dd1d16..859bcd109 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 @@ -20,15 +22,23 @@ #ifndef _FG_AIBALLISTIC_HXX #define _FG_AIBALLISTIC_HXX +#include +#include +#include +#include + + #include "AIManager.hxx" #include "AIBase.hxx" +using std::vector; +using std::list; class FGAIBallistic : public FGAIBase { public: - FGAIBallistic(); + FGAIBallistic(object_type ot = otBallistic); ~FGAIBallistic(); void readFromScenario(SGPropertyNode* scFileNode); @@ -39,6 +49,10 @@ public: void update(double dt); + FGAIBallistic *ballistic; + + void Run(double dt); + void setAzimuth( double az ); void setElevation( double el ); void setRoll( double rl ); @@ -51,51 +65,146 @@ 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&); + void setForceStabilisation( bool val ); + 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 + static const double slugs_to_lbs; //conversion factor -private: + SGPropertyNode_ptr _force_node; + SGPropertyNode_ptr _force_azimuth_node; + SGPropertyNode_ptr _force_elevation_node; - double azimuth; // degrees true - double elevation; // degrees - double rotation; // degrees - 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 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 - bool solid; // if true ground is solid for FDMs - bool impact; // if true an impact point on the terrain is calculated - bool impact_data; // if true impact data have been set - - double impact_energy; - double impact_speed; - double impact_lat; - double impact_lon; - double impact_elev; - - string mat_name; - string name; + SGGeod hitchpos; - void Run(double dt); + 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; // 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 _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 + 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; + + string _name; + string _path; + string _submodel; + string _force_path; + + const SGMaterial* _material; + + void handle_collision(); void handle_impact(); + 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; - FGAIBase* ai; }; #endif // _FG_AIBALLISTIC_HXX