#include <simgear/math/point3d.hxx>
#include <simgear/math/sg_random.h>
+#include <simgear/scene/material/mat.hxx>
#include <math.h>
+#include <vector>
+
+#include <Scenery/scenery.hxx>
#include "AIBallistic.hxx"
+SG_USING_STD(vector);
+
+const double FGAIBallistic::slugs_to_kgs = 14.5939029372;
FGAIBallistic::FGAIBallistic() : FGAIBase(otBallistic) {
drag_area = 0.007;
life_timer = 0.0;
gravity = 32;
-// buoyancy = 64;
+ // buoyancy = 64;
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() {
}
void FGAIBallistic::readFromScenario(SGPropertyNode* scFileNode) {
- if (!scFileNode)
- return;
-
- FGAIBase::readFromScenario(scFileNode);
-
- setAzimuth(scFileNode->getDoubleValue("azimuth", 0.0));
- setElevation(scFileNode->getDoubleValue("elevation", 0.0));
- setDragArea(scFileNode->getDoubleValue("eda", 0.007));
- setLife(scFileNode->getDoubleValue("life", 900.0));
- setBuoyancy(scFileNode->getDoubleValue("buoyancy", 0));
- setWind_from_east(scFileNode->getDoubleValue("wind_from_east", 0));
- setWind_from_north(scFileNode->getDoubleValue("wind_from_north", 0));
- setWind(scFileNode->getBoolValue("wind", false));
- setRoll(scFileNode->getDoubleValue("roll", 0.0));
- setCd(scFileNode->getDoubleValue("cd", 0.029));
- setMass(scFileNode->getDoubleValue("mass", 0.007));
- setStabilisation(scFileNode->getBoolValue("aero_stabilized", false));
- setNoRoll(scFileNode->getBoolValue("no-roll", false));
- setRandom(scFileNode->getBoolValue("random", false));
+ if (!scFileNode)
+ return;
+
+ FGAIBase::readFromScenario(scFileNode);
+
+ setAzimuth(scFileNode->getDoubleValue("azimuth", 0.0));
+ setElevation(scFileNode->getDoubleValue("elevation", 0.0));
+ setDragArea(scFileNode->getDoubleValue("eda", 0.007));
+ setLife(scFileNode->getDoubleValue("life", 900.0));
+ setBuoyancy(scFileNode->getDoubleValue("buoyancy", 0));
+ setWind_from_east(scFileNode->getDoubleValue("wind_from_east", 0));
+ setWind_from_north(scFileNode->getDoubleValue("wind_from_north", 0));
+ setWind(scFileNode->getBoolValue("wind", false));
+ setRoll(scFileNode->getDoubleValue("roll", 0.0));
+ setCd(scFileNode->getDoubleValue("cd", 0.029));
+ setMass(scFileNode->getDoubleValue("mass", 0.007));
+ setStabilisation(scFileNode->getBoolValue("aero_stabilized", false));
+ setNoRoll(scFileNode->getBoolValue("no-roll", false));
+ setRandom(scFileNode->getBoolValue("random", false));
+ setImpact(scFileNode->getBoolValue("impact", false));
+ setName(scFileNode->getStringValue("name", "Bomb"));
}
bool FGAIBallistic::init(bool search_in_AI_path) {
- FGAIBase::init(search_in_AI_path);
- hdg = azimuth;
- pitch = elevation;
- roll = rotation;
- Transform();
- return true;
+ FGAIBase::init(search_in_AI_path);
+
+ props->setStringValue("material/name", mat_name.c_str());
+ props->setStringValue("name", name.c_str());
+
+ hdg = azimuth;
+ pitch = elevation;
+ roll = rotation;
+ Transform();
+ return true;
}
void FGAIBallistic::bind() {
-// FGAIBase::bind();
- props->tie("sim/time/elapsed-sec",
- SGRawValueMethods<FGAIBallistic,double>(*this,
- &FGAIBallistic::_getTime));
+ // FGAIBase::bind();
+ props->tie("sim/time/elapsed-sec",
+ SGRawValueMethods<FGAIBallistic,double>(*this,
+ &FGAIBallistic::_getTime));
+ props->tie("material/load-resistance",
+ SGRawValuePointer<double>(&load_resistance));
+ props->tie("material/solid",
+ SGRawValuePointer<bool>(&solid));
+ props->tie("altitude-agl-ft",
+ SGRawValuePointer<double>(&ht_agl_ft));
+ props->tie("impact/latitude-deg",
+ SGRawValuePointer<double>(&impact_lat));
+ props->tie("impact/longitude-deg",
+ SGRawValuePointer<double>(&impact_lon));
+ props->tie("impact/elevation-m",
+ SGRawValuePointer<double>(&impact_elev));
+ props->tie("impact/speed-mps",
+ SGRawValuePointer<double>(&impact_speed));
+ props->tie("impact/energy-kJ",
+ SGRawValuePointer<double>(&impact_energy));
}
void FGAIBallistic::unbind() {
-// FGAIBase::unbind();
- props->untie("sim/time/elapsed-sec");
+ // FGAIBase::unbind();
+ props->untie("sim/time/elapsed-sec");
+ props->untie("material/load-resistance");
+ props->untie("material/solid");
+ props->untie("altitude-agl-ft");
+ props->untie("impact/latitude-deg");
+ props->untie("impact/longitude-deg");
+ props->untie("impact/elevation-m");
+ props->untie("impact/speed-mps");
+ props->untie("impact/energy-kJ");
}
void FGAIBallistic::update(double dt) {
- FGAIBase::update(dt);
- Run(dt);
- Transform();
+ FGAIBase::update(dt);
+ Run(dt);
+ Transform();
}
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) {
- life = seconds;
+ life = 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;
}
+void FGAIBallistic::setImpact(bool i) {
+ impact = i;
+}
+
void FGAIBallistic::setName(const string& 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);
-
- double speed_north_deg_sec;
- double speed_east_deg_sec;
- double wind_speed_from_north_deg_sec;
- double wind_speed_from_east_deg_sec;
- double Cdm; // Cd adjusted by Mach Number
-
+ 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 wind_speed_from_north_deg_sec;
+ double wind_speed_from_east_deg_sec;
+ double Cdm; // Cd adjusted by Mach Number
+
//randomise Cd by +- 5%
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).
+ // 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 = 0.2965 * pow ( Mach, -1.1506 ) + Cd;
//cout << " Mach , " << Mach << " , Cdm , " << Cdm << " ballistic speed kts //"<< speed << endl;
-
- // drag = Cd * 0.5 * rho * speed * speed * drag_area;
- // rho is adjusted for altitude in void FGAIBase::update,
- // using Standard Atmosphere (sealevel temperature 15C)
- // acceleration = drag/mass;
- // adjust speed by drag
- speed -= (Cdm * 0.5 * rho * speed * speed * drag_area/mass) * dt;
-
- // don't let speed become negative
+
+ // drag = Cd * 0.5 * rho * speed * speed * drag_area;
+ // rho is adjusted for altitude in void FGAIBase::update,
+ // using Standard Atmosphere (sealevel temperature 15C)
+ // acceleration = drag/mass;
+ // adjust speed by drag
+ speed -= (Cdm * 0.5 * rho * speed * speed * drag_area/mass) * dt;
+
+ // don't let speed become negative
if ( speed < 0.0 )
speed = 0.0;
double speed_fps = speed * SG_KT_TO_FPS;
-
- // calculate vertical and horizontal speed components
+
+ // calculate vertical and horizontal speed components
vs = sin( pitch * SG_DEGREES_TO_RADIANS ) * speed_fps;
double hs = cos( pitch * SG_DEGREES_TO_RADIANS ) * speed_fps;
- // convert horizontal speed (fps) to degrees per second
- speed_north_deg_sec = cos(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lat;
- 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;
- }
-
- // 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;
-
- // set new position
+ // convert horizontal speed (fps) to degrees per second
+ speed_north_deg_sec = cos(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lat;
+ 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;
+ }
+
+ // 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;
+
+ // set new position
pos.setLatitudeDeg( pos.getLatitudeDeg()
+ (speed_north_deg_sec - wind_speed_from_north_deg_sec) * dt );
pos.setLongitudeDeg( pos.getLongitudeDeg()
+ (speed_east_deg_sec - wind_speed_from_east_deg_sec) * dt );
- // adjust vertical speed for acceleration of gravity and buoyancy
- vs -= (gravity - buoyancy) * dt;
-
- // adjust altitude (feet)
- altitude_ft += vs * dt;
- pos.setElevationFt(altitude_ft);
+ // adjust vertical speed for acceleration of gravity and buoyancy
+ vs -= (gravity - buoyancy) * dt;
+
+ // adjust altitude (feet)
+ altitude_ft += vs * dt;
+ pos.setElevationFt(altitude_ft);
- // recalculate pitch (velocity vector) if aerostabilized
+ // recalculate pitch (velocity vector) if aerostabilized
/*cout << name << ": " << "aero_stabilised " << aero_stabilised
<< " pitch " << pitch <<" vs " << vs <<endl ;*/
if (aero_stabilised)
pitch = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
- // recalculate total speed
+ // recalculate total speed
speed = sqrt( vs * vs + hs * hs) / SG_KT_TO_FPS;
- // set destruction flag if altitude less than sea level -1000
- if (altitude_ft < -1000.0) setDie(true);
+ if (impact && !impact_data && vs < 0)
+ handle_impact();
+
+ // set destruction flag if altitude less than sea level -1000
+ if (altitude_ft < -1000.0)
+ setDie(true);
} // 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() {
+ double elevation_m;
+ const SGMaterial* material;
+
+ // try terrain intersection
+ if (!globals->get_scenery()->get_elevation_m(pos.getLatitudeDeg(), pos.getLongitudeDeg(),
+ 10000.0, elevation_m, &material))
+ return;
+
+ if (material) {
+ const vector<string> names = material->get_names();
+
+ if (!names.empty())
+ 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;
+ }
+
+ 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);
+
+ props->setBoolValue("impact/signal", true); // for listeners
+ impact_data = true;
+ }
}
// end AIBallistic
+