const double FGAIBallistic::slugs_to_kgs = 14.5939029372;
-FGAIBallistic::FGAIBallistic() : FGAIBase(otBallistic) {
- drag_area = 0.007;
- life_timer = 0.0;
- gravity = 32;
- // buoyancy = 64;
+FGAIBallistic::FGAIBallistic() :
+ FGAIBase(otBallistic),
+ _aero_stabilised(false),
+ _drag_area(0.007),
+ _life_timer(0.0),
+ _gravity(32),
+ // _buoyancy(64),
+ _ht_agl_ft(0),
+ _load_resistance(0),
+ _solid(false),
+ _impact_data(false),
+ _impact_energy(0),
+ _impact_speed(0),
+ _impact_lat(0),
+ _impact_lon(0),
+ _impact_elev(0),
+ _mat_name("")
+{
no_roll = false;
- aero_stabilised = false;
- ht_agl_ft = 0;
- impact_data = false;
- impact_energy = 0;
- impact_speed = 0;
- impact_lat = 0;
- impact_lon = 0;
- impact_elev = 0;
- load_resistance = 0;
- solid = false;
- mat_name = "";
}
FGAIBallistic::~FGAIBallistic() {
bool FGAIBallistic::init(bool search_in_AI_path) {
FGAIBase::init(search_in_AI_path);
- props->setStringValue("material/name", mat_name.c_str());
- props->setStringValue("name", name.c_str());
+ props->setStringValue("material/name", _mat_name.c_str());
+ props->setStringValue("name", _name.c_str());
- hdg = azimuth;
- pitch = elevation;
- roll = rotation;
+ // start with high value so that animations don't trigger yet
+ _ht_agl_ft = 10000000;
+ hdg = _azimuth;
+ pitch = _elevation;
+ roll = _rotation;
Transform();
return true;
}
SGRawValueMethods<FGAIBallistic,double>(*this,
&FGAIBallistic::_getTime));
props->tie("material/load-resistance",
- SGRawValuePointer<double>(&load_resistance));
+ SGRawValuePointer<double>(&_load_resistance));
props->tie("material/solid",
- SGRawValuePointer<bool>(&solid));
+ SGRawValuePointer<bool>(&_solid));
props->tie("altitude-agl-ft",
- SGRawValuePointer<double>(&ht_agl_ft));
+ SGRawValuePointer<double>(&_ht_agl_ft));
props->tie("impact/latitude-deg",
- SGRawValuePointer<double>(&impact_lat));
+ SGRawValuePointer<double>(&_impact_lat));
props->tie("impact/longitude-deg",
- SGRawValuePointer<double>(&impact_lon));
+ SGRawValuePointer<double>(&_impact_lon));
props->tie("impact/elevation-m",
- SGRawValuePointer<double>(&impact_elev));
+ SGRawValuePointer<double>(&_impact_elev));
props->tie("impact/speed-mps",
- SGRawValuePointer<double>(&impact_speed));
+ SGRawValuePointer<double>(&_impact_speed));
props->tie("impact/energy-kJ",
- SGRawValuePointer<double>(&impact_energy));
+ SGRawValuePointer<double>(&_impact_energy));
}
void FGAIBallistic::unbind() {
}
void FGAIBallistic::setAzimuth(double az) {
- hdg = azimuth = az;
+ hdg = _azimuth = az;
}
void FGAIBallistic::setElevation(double el) {
- pitch = elevation = el;
+ pitch = _elevation = el;
}
void FGAIBallistic::setRoll(double rl) {
- rotation = rl;
+ _rotation = rl;
}
void FGAIBallistic::setStabilisation(bool val) {
- aero_stabilised = val;
+ _aero_stabilised = val;
}
void FGAIBallistic::setNoRoll(bool nr) {
}
void FGAIBallistic::setDragArea(double a) {
- drag_area = a;
+ _drag_area = a;
}
void FGAIBallistic::setLife(double seconds) {
}
void FGAIBallistic::setBuoyancy(double fpss) {
- buoyancy = fpss;
+ _buoyancy = fpss;
}
void FGAIBallistic::setWind_from_east(double fps) {
- wind_from_east = fps;
+ _wind_from_east = fps;
}
void FGAIBallistic::setWind_from_north(double fps) {
- wind_from_north = fps;
+ _wind_from_north = fps;
}
void FGAIBallistic::setWind(bool val) {
- wind = val;
+ _wind = val;
}
void FGAIBallistic::setCd(double c) {
- Cd = c;
+ _Cd = c;
}
void FGAIBallistic::setMass(double m) {
- mass = m;
+ _mass = m;
}
void FGAIBallistic::setRandom(bool r) {
- random = r;
+ _random = r;
}
void FGAIBallistic::setImpact(bool i) {
- impact = i;
+ _impact = i;
}
void FGAIBallistic::setName(const string& n) {
- name = n;
+ _name = n;
}
void FGAIBallistic::Run(double dt) {
- life_timer += dt;
- // cout << "life timer 1" << life_timer << dt << endl;
- if (life_timer > life) setDie(true);
+ _life_timer += dt;
+ // cout << "life timer 1" << _life_timer << dt << endl;
+ if (_life_timer > life)
+ setDie(true);
double speed_north_deg_sec;
double speed_east_deg_sec;
double Cdm; // Cd adjusted by Mach Number
//randomise Cd by +- 5%
- if (random)
- Cd = Cd * 0.95 + (0.05 * sg_random());
+ if (_random)
+ _Cd = _Cd * 0.95 + (0.05 * sg_random());
// Adjust Cd by Mach number. The equations are based on curves
// for a conventional shell/bullet (no boat-tail).
- if ( Mach < 0.7 )
- Cdm = 0.0125 * Mach + Cd;
- else if ( 0.7 < Mach && Mach < 1.2 )
- Cdm = 0.3742 * pow ( Mach, 2) - 0.252 * Mach + 0.0021 + Cd;
+ if (Mach >= 1.2)
+ Cdm = 0.2965 * pow ( Mach, -1.1506 ) + _Cd;
+ else if (Mach >= 0.7)
+ Cdm = 0.3742 * pow ( Mach, 2) - 0.252 * Mach + 0.0021 + _Cd;
else
- Cdm = 0.2965 * pow ( Mach, -1.1506 ) + Cd;
+ Cdm = 0.0125 * Mach + _Cd;
//cout << " Mach , " << Mach << " , Cdm , " << Cdm << " ballistic speed kts //"<< speed << endl;
// using Standard Atmosphere (sealevel temperature 15C)
// acceleration = drag/mass;
// adjust speed by drag
- speed -= (Cdm * 0.5 * rho * speed * speed * drag_area/mass) * dt;
+ speed -= (Cdm * 0.5 * rho * speed * speed * _drag_area/_mass) * dt;
// don't let speed become negative
if ( speed < 0.0 )
speed_east_deg_sec = sin(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lon;
// if wind not required, set to zero
- if (!wind) {
- wind_from_north = 0;
- wind_from_east = 0;
+ if (!_wind) {
+ _wind_from_north = 0;
+ _wind_from_east = 0;
}
// convert wind speed (fps) to degrees per second
- wind_speed_from_north_deg_sec = wind_from_north / ft_per_deg_lat;
- wind_speed_from_east_deg_sec = wind_from_east / ft_per_deg_lon;
+ wind_speed_from_north_deg_sec = _wind_from_north / ft_per_deg_lat;
+ wind_speed_from_east_deg_sec = _wind_from_east / ft_per_deg_lon;
// set new position
pos.setLatitudeDeg( pos.getLatitudeDeg()
+ (speed_east_deg_sec - wind_speed_from_east_deg_sec) * dt );
// adjust vertical speed for acceleration of gravity and buoyancy
- vs -= (gravity - buoyancy) * dt;
+ vs -= (_gravity - _buoyancy) * dt;
// adjust altitude (feet)
altitude_ft += vs * dt;
pos.setElevationFt(altitude_ft);
// recalculate pitch (velocity vector) if aerostabilized
- /*cout << name << ": " << "aero_stabilised " << aero_stabilised
+ /*cout << _name << ": " << "aero_stabilised " << _aero_stabilised
<< " pitch " << pitch <<" vs " << vs <<endl ;*/
- if (aero_stabilised)
+ if (_aero_stabilised)
pitch = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
// recalculate total speed
speed = sqrt( vs * vs + hs * hs) / SG_KT_TO_FPS;
- if (impact && !impact_data && vs < 0)
+ if (_impact && !_impact_data && vs < 0)
handle_impact();
// set destruction flag if altitude less than sea level -1000
} // end Run
double FGAIBallistic::_getTime() const {
- // cout << "life timer 2" << life_timer << endl;
- return life_timer;
+ // cout << "life timer 2" << _life_timer << endl;
+ return _life_timer;
}
void FGAIBallistic::handle_impact() {
const vector<string> names = material->get_names();
if (!names.empty())
- mat_name = names[0].c_str();
+ _mat_name = names[0].c_str();
- solid = material->get_solid();
- load_resistance = material->get_load_resistance();
- props->setStringValue("material/name", mat_name.c_str());
- //cout << "material " << mat_name << " solid " << solid << " load " << load_resistance << endl;
+ _solid = material->get_solid();
+ _load_resistance = material->get_load_resistance();
+ props->setStringValue("material/name", _mat_name.c_str());
+ //cout << "material " << _mat_name << " solid " << _solid << " load " << _load_resistance << endl;
}
- ht_agl_ft = pos.getElevationFt() - elevation_m * SG_METER_TO_FEET;
+ _ht_agl_ft = pos.getElevationFt() - elevation_m * SG_METER_TO_FEET;
// report impact by setting tied variables
- if (ht_agl_ft <= 0) {
- impact_lat = pos.getLatitudeDeg();
- impact_lon = pos.getLongitudeDeg();
- impact_elev = elevation_m;
- impact_speed = speed * SG_KT_TO_MPS;
- impact_energy = (mass * slugs_to_kgs) * impact_speed
- * impact_speed / (2 * 1000);
+ if (_ht_agl_ft <= 0) {
+ _impact_lat = pos.getLatitudeDeg();
+ _impact_lon = pos.getLongitudeDeg();
+ _impact_elev = elevation_m;
+ _impact_speed = speed * SG_KT_TO_MPS;
+ _impact_energy = (_mass * slugs_to_kgs) * _impact_speed
+ * _impact_speed / (2 * 1000);
props->setBoolValue("impact/signal", true); // for listeners
- impact_data = true;
+ _impact_data = true;
}
}
private:
- 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 _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;
+ double _impact_energy;
+ double _impact_speed;
+ double _impact_lat;
+ double _impact_lon;
+ double _impact_elev;
- string mat_name;
- string name;
+ string _mat_name;
+ string _name;
void Run(double dt);
void handle_impact();
- FGAIBase* ai;
+ // FGAIBase* _ai;
};
#endif // _FG_AIBALLISTIC_HXX