X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FAIModel%2FAIBallistic.hxx;h=a9566221fc4620ccfccb4943453aea48b7af591c;hb=afbc360eeded20d4447ab005ee0e234a43f068cd;hp=6b5441304f0ba5966c458f9b2c27f92746290e73;hpb=c2d8dcc18baf88176ad48f0b7163dcb4aee51f90;p=flightgear.git diff --git a/src/AIModel/AIBallistic.hxx b/src/AIModel/AIBallistic.hxx index 6b5441304..a9566221f 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 @@ -13,31 +15,44 @@ // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // -// You should have received a copy of the GNU General Public License +// You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. #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); - bool init(); + 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 ); @@ -50,29 +65,172 @@ 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 setRandomness( double r ); + void setName(const string&); + void setCollision(bool c); + void setExpiry(bool e); + void setImpact(bool i); + void setImpactReportNode(const string&); + void setContentsNode(const SGPropertyNode_ptr); + 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 setContentsPath(const string&); + void setForceStabilisation( bool val ); + void setGroundOffset(double g); + void setLoadOffset(double l); + void setSlaved(bool s); + void setSlavedLoad(bool s); + 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 setFormate(bool f); + void setParentNodes(const SGPropertyNode_ptr); + void setParentPos(); double _getTime() const; + double getRelBrgHitchToUser() const; + double getElevHitchToUser() const; + double getLoadOffset() const; + double getContents(); + + SGVec3d getCartHitchPos() const; + + bool getHtAGL(double start); + bool getSlaved() const; + bool getFormate() 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 + + SGPropertyNode_ptr _force_node; + SGPropertyNode_ptr _force_azimuth_node; + SGPropertyNode_ptr _force_elevation_node; + + double _height; + double _ht_agl_ft; // height above ground level + double _azimuth; // degrees true + double _elevation; // degrees + double _rotation; // degrees + double _speed_north_fps; + double _speed_east_fps; + + 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: - double azimuth; // degrees true - double elevation; // degrees - double rotation; // degrees - bool aero_stabilised; // if true, object will align wit 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 + 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, life, az + double _randomness; // dimension for _random, only applies to life at present + 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) + string _mat_name; + + 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 + bool _report_expiry; + + SGPropertyNode_ptr _impact_report_node; // report node for impact and collision + SGPropertyNode_ptr _contents_node; // node for droptank etc. contents + SGPropertyNode_ptr _pnode; // node for parent model + SGPropertyNode_ptr _p_pos_node; // nodes for parent parameters + SGPropertyNode_ptr _p_lat_node; + SGPropertyNode_ptr _p_lon_node; + SGPropertyNode_ptr _p_alt_node; + SGPropertyNode_ptr _p_ori_node; + SGPropertyNode_ptr _p_pch_node; + SGPropertyNode_ptr _p_rll_node; + SGPropertyNode_ptr _p_hdg_node; + SGPropertyNode_ptr _p_vel_node; + SGPropertyNode_ptr _p_spd_node; + + double _fuse_range; + double _distance; + double _dt_count; + double _next_run; + + string _submodel; + string _force_path; + string _contents_path; + + const SGMaterial* _material; + + void handle_collision(); + void handle_expiry(); + void handle_impact(); + void report_impact(double elevation, const FGAIBase *target = 0); + void slaveToAC(double dt); + void setContents(double c); + void formateToAC(double dt); + void calcVSHS(); + void calcNE(); + void setOffsetPos(SGGeod pos, double heading, double pitch, double roll); + void setOffsetVelocity(double dt, SGGeod pos); + + SGVec3d getCartUserPos() const; + SGVec3d getCartOffsetPos(SGGeod pos, double heading, double pitch, double roll) 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 _old_height; + + SGVec3d _oldcartoffsetPos; + SGVec3d _oldcartPos; + + SGGeod _parentpos; + SGGeod _oldpos; + SGGeod _offsetpos; + SGGeod _oldoffsetpos; - void Run(double dt); }; #endif // _FG_AIBALLISTIC_HXX -