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flightgear/src/AIModel/AIBallistic.cxx

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// FGAIBallistic - FGAIBase-derived class creates a ballistic object
//
// Written by David Culp, started November 2003.
// - davidculp2@comcast.net
//
// With major additions by Mathias Froehlich & Vivian Meazza 2004-2008
//
// 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
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// 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
// along with this program; if not, write to the Free Software
2006-02-21 01:16:04 +00:00
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/math/sg_random.h>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <Scenery/scenery.hxx>
#include "AIBallistic.hxx"
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#include <Main/util.hxx>
using namespace simgear;
const double FGAIBallistic::slugs_to_kgs = 14.5939029372;
const double FGAIBallistic::slugs_to_lbs = 32.1740485564;
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FGAIBallistic::FGAIBallistic(object_type ot) :
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FGAIBase(ot),
_height(0.0),
_ht_agl_ft(0.0),
_azimuth(0.0),
_elevation(0.0),
_rotation(0.0),
_formate_to_ac(false),
_aero_stabilised(false),
_drag_area(0.007),
_life_timer(0.0),
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_gravity(32.1740485564),
_buoyancy(0),
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_wind(true),
_mass(0),
_random(false),
_load_resistance(0),
_solid(false),
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_force_stabilised(false),
_slave_to_ac(false),
_slave_load_to_ac(false),
_contents_lb(0),
_report_collision(false),
_report_expiry(false),
_report_impact(false),
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_external_force(false),
_impact_report_node(fgGetNode("/ai/models/model-impact", true)),
_old_height(0),
_elapsed_time(0)
{
no_roll = false;
}
FGAIBallistic::~FGAIBallistic() {
}
void FGAIBallistic::readFromScenario(SGPropertyNode* scFileNode) {
if (!scFileNode){
return;
}
FGAIBase::readFromScenario(scFileNode);
//setPath(scFileNode->getStringValue("model", "Models/Geometry/rocket.ac"));
setRandom(scFileNode->getBoolValue("random", false));
setAzimuth(scFileNode->getDoubleValue("azimuth", 0.0));
setElevation(scFileNode->getDoubleValue("elevation", 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));
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//setMass(scFileNode->getDoubleValue("mass", 0.007));
setWeight(scFileNode->getDoubleValue("weight", 0.25));
setStabilisation(scFileNode->getBoolValue("aero-stabilised", false));
setNoRoll(scFileNode->getBoolValue("no-roll", false));
setImpact(scFileNode->getBoolValue("impact", false));
setExpiry(scFileNode->getBoolValue("expiry", false));
setCollision(scFileNode->getBoolValue("collision", false));
setImpactReportNode(scFileNode->getStringValue("impact-reports"));
setName(scFileNode->getStringValue("name", "Rocket"));
setFuseRange(scFileNode->getDoubleValue("fuse-range", 0.0));
setSMPath(scFileNode->getStringValue("submodel-path", ""));
setSubID(scFileNode->getIntValue("SubID", 0));
setExternalForce(scFileNode->getBoolValue("external-force", false));
setForcePath(scFileNode->getStringValue("force-path", ""));
setForceStabilisation(scFileNode->getBoolValue("force-stabilised", false));
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setXoffset(scFileNode->getDoubleValue("x-offset", 0.0));
setYoffset(scFileNode->getDoubleValue("y-offset", 0.0));
setZoffset(scFileNode->getDoubleValue("z-offset", 0.0));
setPitchoffset(scFileNode->getDoubleValue("pitch-offset", 0.0));
setRolloffset(scFileNode->getDoubleValue("roll-offset", 0.0));
setYawoffset(scFileNode->getDoubleValue("yaw-offset", 0.0));
setGroundOffset(scFileNode->getDoubleValue("ground-offset", 0.0));
setLoadOffset(scFileNode->getDoubleValue("load-offset", 0.0));
setSlaved(scFileNode->getBoolValue("slaved", false));
setSlavedLoad(scFileNode->getBoolValue("slaved-load", false));
setContentsNode(scFileNode->getStringValue("contents"));
}
bool FGAIBallistic::init(bool search_in_AI_path) {
FGAIBase::init(search_in_AI_path);
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_impact_reported = false;
_collision_reported = false;
_expiry_reported = false;
_impact_lat = 0;
_impact_lon = 0;
_impact_elev = 0;
_impact_hdg = 0;
_impact_pitch = 0;
_impact_roll = 0;
_impact_speed = 0;
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invisible = false;
_elapsed_time += (sg_random() * 100);
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props->setStringValue("material/name", "");
props->setStringValue("name", _name.c_str());
props->setStringValue("submodels/path", _submodel.c_str());
props->setStringValue("force/path", _force_path.c_str());
//props->setStringValue("vector/path", _vector_path.c_str());
// start with high value so that animations don't trigger yet
_ht_agl_ft = 1e10;
hdg = _azimuth;
pitch = _elevation;
roll = _rotation;
Transform();
return true;
}
void FGAIBallistic::bind() {
// FGAIBase::bind();
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props->tie("sim/time/elapsed-sec",
SGRawValueMethods<FGAIBallistic,double>(*this,
&FGAIBallistic::_getTime));
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props->tie("mass-slug",
SGRawValueMethods<FGAIBallistic,double>(*this,
&FGAIBallistic::getMass));
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));
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props->tie("controls/slave-to-ac",
SGRawValueMethods<FGAIBallistic,bool>
(*this, &FGAIBallistic::getSlaved, &FGAIBallistic::setSlaved));
props->tie("controls/invisible",
SGRawValuePointer<bool>(&invisible));
if(_external_force){
props->tie("controls/force_stabilized",
SGRawValuePointer<bool>(&_force_stabilised));
props->tie("position/global-x",
SGRawValueMethods<FGAIBase,double>(*this, &FGAIBase::_getCartPosX, 0));
props->tie("position/global-y",
SGRawValueMethods<FGAIBase,double>(*this, &FGAIBase::_getCartPosY, 0));
props->tie("position/global-z",
SGRawValueMethods<FGAIBase,double>(*this, &FGAIBase::_getCartPosZ, 0));
props->tie("velocities/vertical-speed-fps",
SGRawValuePointer<double>(&vs));
props->tie("velocities/true-airspeed-kt",
SGRawValuePointer<double>(&speed));
props->tie("velocities/horizontal-speed-fps",
SGRawValuePointer<double>(&hs));
props->tie("position/altitude-ft",
SGRawValueMethods<FGAIBase,double>(*this, &FGAIBase::_getAltitude, &FGAIBase::_setAltitude));
props->tie("position/latitude-deg",
SGRawValueMethods<FGAIBase,double>(*this, &FGAIBase::_getLatitude, &FGAIBase::_setLatitude));
props->tie("position/longitude-deg",
SGRawValueMethods<FGAIBase,double>(*this, &FGAIBase::_getLongitude, &FGAIBase::_setLongitude));
props->tie("orientation/hdg-deg",
SGRawValuePointer<double>(&hdg));
props->tie("orientation/pitch-deg",
SGRawValuePointer<double>(&pitch));
props->tie("orientation/roll-deg",
SGRawValuePointer<double>(&roll));
props->tie("controls/slave-load-to-ac",
SGRawValueMethods<FGAIBallistic,bool>
(*this, &FGAIBallistic::getSlavedLoad, &FGAIBallistic::setSlavedLoad));
props->tie("position/load-offset",
SGRawValueMethods<FGAIBallistic,double>
(*this, &FGAIBallistic::getLoadOffset, &FGAIBallistic::setLoadOffset));
props->tie("load/distance-to-hitch-ft",
SGRawValueMethods<FGAIBallistic,double>
(*this, &FGAIBallistic::getDistanceLoadToHitch));
props->tie("load/elevation-to-hitch-deg",
SGRawValueMethods<FGAIBallistic,double>
(*this, &FGAIBallistic::getElevLoadToHitch));
props->tie("load/bearing-to-hitch-deg",
SGRawValueMethods<FGAIBallistic,double>
(*this, &FGAIBallistic::getBearingLoadToHitch));
}
}
void FGAIBallistic::unbind() {
// FGAIBase::unbind();
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props->untie("sim/time/elapsed-sec");
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props->untie("mass-slug");
props->untie("material/load-resistance");
props->untie("material/solid");
props->untie("altitude-agl-ft");
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props->untie("controls/slave-to-ac");
props->untie("controls/invisible");
if(_external_force){
props->untie("position/global-y");
props->untie("position/global-x");
props->untie("position/global-z");
props->untie("velocities/vertical-speed-fps");
props->untie("velocities/true-airspeed-kt");
props->untie("velocities/horizontal-speed-fps");
props->untie("position/altitude-ft");
props->untie("position/latitude-deg");
props->untie("position/longitude-deg");
props->untie("position/ht-agl-ft");
props->untie("orientation/hdg-deg");
props->untie("orientation/pitch-deg");
props->untie("orientation/roll-deg");
props->untie("controls/force_stabilized");
props->untie("position/load-offset");
props->untie("load/distance-to-hitch-ft");
props->untie("load/elevation-to-hitch-deg");
props->untie("load/bearing-to-hitch-deg");
}
}
void FGAIBallistic::update(double dt) {
FGAIBase::update(dt);
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_setUserPos();
if (_slave_to_ac){
slaveToAC(dt);
Transform();
setHitchVelocity(dt);
} else if (_formate_to_ac){
formateToAC(dt);
Transform();
setHitchVelocity(dt);
} else if (!invisible){
Run(dt);
Transform();
}
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}
void FGAIBallistic::setAzimuth(double az) {
if (_random)
hdg = _azimuth = (az - 5 ) + (10 * sg_random());
else
hdg = _azimuth = az;
//cout << _name << " init hdg " << hdg << " random " << _random << endl;
}
void FGAIBallistic::setElevation(double el) {
pitch = _elevation = el;
}
void FGAIBallistic::setRoll(double rl) {
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roll = _rotation = rl;
}
void FGAIBallistic::setStabilisation(bool val) {
_aero_stabilised = val;
}
void FGAIBallistic::setForceStabilisation(bool val) {
_force_stabilised = val;
}
void FGAIBallistic::setNoRoll(bool nr) {
no_roll = nr;
}
David Culp: Silly me. I was starting the timer at zero, so the first tracer didn't fly until 0.25 seconds after pulling the trigger. Now the timer starts at the same value as "delay", so the first round comes out immediately. Also, I've added an optional configuration attribute that allows you to change the ballistics of the submodel. This allows parachutes, or anything else that has ballistics different from a bullet. The attribute is called "eda", which is the equivalent drag area. Default value is 0.007, which gives the same ballistics as the current tracers. Increasing this value gives more drag. A value of 2.0 looks good for a parachute. math stuff ######################################################################## The deceleration of the ballictic object is now given by: [ (rho) (Cd) ] / [ (1/2) (m) ] * A * (V * V) where rho is sea-level air density, and Cd and m are fixed, bullet-like values. So the calculation is: 0.0116918 * A * (V * V) The value "A" is what I'm calling the "eda" (equivalent drag area). ######################################################################## A parachute model will have to be built so that the parachutist's feet are in the forward x-direction. Here is the submodel.xml config I use for "parachutes": <submodel> <name>flares</name> <model>Models/Geometry/flare.ac</model> <trigger>systems/submodels/submodel[0]/trigger</trigger> <speed>0.0</speed> <repeat>true</repeat> <delay>0.85</delay> <count>4</count> <x-offset>0.0</x-offset> <y-offset>0.0</y-offset> <z-offset>-4.0</z-offset> <yaw-offset>0.0</yaw-offset> <pitch-offset>0.0</pitch-offset> <eda>2.0</eda> </submodel>
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void FGAIBallistic::setDragArea(double a) {
_drag_area = a;
David Culp: Silly me. I was starting the timer at zero, so the first tracer didn't fly until 0.25 seconds after pulling the trigger. Now the timer starts at the same value as "delay", so the first round comes out immediately. Also, I've added an optional configuration attribute that allows you to change the ballistics of the submodel. This allows parachutes, or anything else that has ballistics different from a bullet. The attribute is called "eda", which is the equivalent drag area. Default value is 0.007, which gives the same ballistics as the current tracers. Increasing this value gives more drag. A value of 2.0 looks good for a parachute. math stuff ######################################################################## The deceleration of the ballictic object is now given by: [ (rho) (Cd) ] / [ (1/2) (m) ] * A * (V * V) where rho is sea-level air density, and Cd and m are fixed, bullet-like values. So the calculation is: 0.0116918 * A * (V * V) The value "A" is what I'm calling the "eda" (equivalent drag area). ######################################################################## A parachute model will have to be built so that the parachutist's feet are in the forward x-direction. Here is the submodel.xml config I use for "parachutes": <submodel> <name>flares</name> <model>Models/Geometry/flare.ac</model> <trigger>systems/submodels/submodel[0]/trigger</trigger> <speed>0.0</speed> <repeat>true</repeat> <delay>0.85</delay> <count>4</count> <x-offset>0.0</x-offset> <y-offset>0.0</y-offset> <z-offset>-4.0</z-offset> <yaw-offset>0.0</yaw-offset> <pitch-offset>0.0</pitch-offset> <eda>2.0</eda> </submodel>
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}
void FGAIBallistic::setLife(double seconds) {
if (_random){
life = seconds * _randomness + (seconds * (1 -_randomness) * sg_random());
//cout << "life " << life << endl;
} else
life = seconds;
}
void FGAIBallistic::setBuoyancy(double fpss) {
_buoyancy = fpss;
}
void FGAIBallistic::setWind_from_east(double fps) {
_wind_from_east = fps;
}
void FGAIBallistic::setWind_from_north(double fps) {
_wind_from_north = fps;
}
void FGAIBallistic::setWind(bool val) {
_wind = val;
}
void FGAIBallistic::setCd(double c) {
_Cd = c;
}
void FGAIBallistic::setMass(double m) {
_mass = m;
}
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void FGAIBallistic::setWeight(double w) {
_weight_lb = w;
}
void FGAIBallistic::setRandomness(double r) {
_randomness = r;
}
void FGAIBallistic::setRandom(bool r) {
_random = r;
}
void FGAIBallistic::setImpact(bool i) {
_report_impact = i;
}
void FGAIBallistic::setCollision(bool c) {
_report_collision = c;
}
void FGAIBallistic::setExpiry(bool e) {
_report_expiry = e;
//cout << "_report_expiry " << _report_expiry << endl;
}
void FGAIBallistic::setExternalForce(bool f) {
_external_force = f;
}
void FGAIBallistic::setImpactReportNode(const string& path) {
if (!path.empty())
_impact_report_node = fgGetNode(path.c_str(), true);
}
void FGAIBallistic::setName(const string& n) {
_name = n;
}
void FGAIBallistic::setSMPath(const string& s) {
_submodel = s;
}
void FGAIBallistic::setFuseRange(double f) {
_fuse_range = f;
}
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void FGAIBallistic::setSubID(int i) {
_subID = i;
}
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void FGAIBallistic::setSubmodel(const string& s) {
_submodel = s;
}
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void FGAIBallistic::setGroundOffset(double g) {
_ground_offset = g;
}
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void FGAIBallistic::setLoadOffset(double l) {
_load_offset = l;
}
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double FGAIBallistic::getLoadOffset() const {
return _load_offset;
}
void FGAIBallistic::setSlaved(bool s) {
_slave_to_ac = s;
}
void FGAIBallistic::setFormate(bool f) {
_formate_to_ac = f;
}
void FGAIBallistic::setContentsNode(const string& path) {
if (!path.empty()) {
_contents_node = fgGetNode(path.c_str(), true);
}
}
bool FGAIBallistic::getSlaved() const {
return _slave_to_ac;
}
double FGAIBallistic::getMass() const {
return _mass;
}
double FGAIBallistic::getContents() {
if(_contents_node)
_contents_lb = _contents_node->getChild("level-lbs",0,1)->getDoubleValue();
return _contents_lb;
}
void FGAIBallistic::setContents(double c) {
if(_contents_node)
_contents_lb = _contents_node->getChild("level-gal_us",0,1)->setDoubleValue(c);
}
void FGAIBallistic::setSlavedLoad(bool l) {
_slave_load_to_ac = l;
}
bool FGAIBallistic::getSlavedLoad() const {
return _slave_load_to_ac;
}
void FGAIBallistic::setForcePath(const string& p) {
_force_path = p;
if (!_force_path.empty()) {
SGPropertyNode *fnode = fgGetNode(_force_path.c_str(), 0, true );
_force_node = fnode->getChild("force-lb", 0, true);
_force_azimuth_node = fnode->getChild("force-azimuth-deg", 0, true);
_force_elevation_node = fnode->getChild("force-elevation-deg", 0, true);
}
}
bool FGAIBallistic::getHtAGL(){
if (getGroundElevationM(SGGeod::fromGeodM(pos, 10000),
_elevation_m, &_material)) {
_ht_agl_ft = pos.getElevationFt() - _elevation_m * SG_METER_TO_FEET;
if (_material) {
const vector<string>& names = _material->get_names();
_solid = _material->get_solid();
_load_resistance = _material->get_load_resistance();
_frictionFactor =_material->get_friction_factor();
if (!names.empty())
props->setStringValue("material/name", names[0].c_str());
else
props->setStringValue("material/name", "");
/*cout << "material " << mat_name
<< " solid " << _solid
<< " load " << _load_resistance
<< " frictionFactor " << frictionFactor
<< endl;*/
}
return true;
} else {
return false;
}
}
double FGAIBallistic::getRecip(double az){
// calculate the reciprocal of the input azimuth
if(az - 180 < 0){
return az + 180;
} else {
return az - 180;
}
}
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void FGAIBallistic::setPch(double e, double dt, double coeff){
double c = dt / (coeff + dt);
pitch = (e * c) + (pitch * (1 - c));
}
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void FGAIBallistic::setBnk(double r, double dt, double coeff){
double c = dt / (coeff + dt);
roll = (r * c) + (roll * (1 - c));
}
void FGAIBallistic::setHt(double h, double dt, double coeff){
double c = dt / (coeff + dt);
_height = (h * c) + (_height * (1 - c));
}
void FGAIBallistic::setHdg(double az, double dt, double coeff){
double recip = getRecip(hdg);
double c = dt / (coeff + dt);
//we need to ensure that we turn the short way to the new hdg
if (az < recip && az < hdg && hdg > 180) {
hdg = ((az + 360) * c) + (hdg * (1 - c));
} else if (az > recip && az > hdg && hdg <= 180){
hdg = ((az - 360) * c) + (hdg * (1 - c));
} else {
hdg = (az * c) + (hdg * (1 - c));
}
}
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double FGAIBallistic::getTgtXOffset() const {
return _tgt_x_offset;
}
double FGAIBallistic::getTgtYOffset() const {
return _tgt_y_offset;
}
double FGAIBallistic::getTgtZOffset() const {
return _tgt_z_offset;
}
void FGAIBallistic::setTgtXOffset(double x){
_tgt_x_offset = x;
}
void FGAIBallistic::setTgtYOffset(double y){
_tgt_y_offset = y;
}
void FGAIBallistic::setTgtZOffset(double z){
_tgt_z_offset = z;
}
void FGAIBallistic::slaveToAC(double dt){
setHitchPos();
pos.setLatitudeDeg(hitchpos.getLatitudeDeg());
pos.setLongitudeDeg(hitchpos.getLongitudeDeg());
pos.setElevationFt(hitchpos.getElevationFt());
setHeading(manager->get_user_heading());
setPitch(manager->get_user_pitch() + _pitch_offset);
setBank(manager->get_user_roll() + _roll_offset);
setSpeed(manager->get_user_speed());
//update the mass (slugs)
_mass = (_weight_lb + getContents()) / slugs_to_lbs;
/*cout <<"_mass "<<_mass <<" " << getContents()
<<" " << getContents() / slugs_to_lbs << endl;*/
}
void FGAIBallistic::Run(double dt) {
_life_timer += dt;
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// if life = -1 the object does not die
if (_life_timer > life && life != -1){
if (_report_expiry && !_expiry_reported){
//cout<<"AIBallistic: expiry"<< endl;
handle_expiry();
} else
setDie(true);
}
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//set the contents in the appropriate tank or other property in the parent to zero
setContents(0);
//randomise Cd by +- 10%
if (_random)
_Cd = _Cd * 0.90 + (0.10 * sg_random());
// Adjust Cd by Mach number. The equations are based on curves
// for a conventional shell/bullet (no boat-tail).
double Cdm;
if (Mach < 0.7)
Cdm = 0.0125 * Mach + _Cd;
else if (Mach < 1.2 )
Cdm = 0.3742 * pow(Mach, 2) - 0.252 * Mach + 0.0021 + _Cd;
else
Cdm = 0.2965 * pow(Mach, -1.1506) + _Cd;
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//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
if ( speed < 0.0 )
speed = 0.0;
double speed_fps = speed * SG_KT_TO_FPS;
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//double hs;
// calculate vertical and horizontal speed components
if (speed == 0.0) {
hs = vs = 0.0;
} else {
vs = sin( _elevation * SG_DEGREES_TO_RADIANS ) * speed_fps;
hs = cos( _elevation * SG_DEGREES_TO_RADIANS ) * speed_fps;
}
//resolve horizontal speed into north and east components:
double speed_north_fps = cos(_azimuth / SG_RADIANS_TO_DEGREES) * hs;
double speed_east_fps = sin(_azimuth / SG_RADIANS_TO_DEGREES) * hs;
// convert horizontal speed (fps) to degrees per second
double speed_north_deg_sec = speed_north_fps / ft_per_deg_lat;
double speed_east_deg_sec = speed_east_fps / ft_per_deg_lon;
// if wind not required, set to zero
if (!_wind) {
_wind_from_north = 0;
_wind_from_east = 0;
} else {
_wind_from_north = manager->get_wind_from_north();
_wind_from_east = manager->get_wind_from_east();
}
//calculate velocity due to external force
double force_speed_north_deg_sec = 0;
double force_speed_east_deg_sec = 0;
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// double vs_force_fps = 0;
double hs_force_fps = 0;
double v_force_acc_fpss = 0;
double force_speed_north_fps = 0;
double force_speed_east_fps = 0;
double h_force_lbs = 0;
double normal_force_lbs = 0;
double normal_force_fpss = 0;
double static_friction_force_lbs = 0;
double dynamic_friction_force_lbs = 0;
double friction_force_speed_north_fps = 0;
double friction_force_speed_east_fps = 0;
double friction_force_speed_north_deg_sec = 0;
double friction_force_speed_east_deg_sec = 0;
double force_elevation_deg = 0;
if (_external_force) {
SGPropertyNode *n = fgGetNode(_force_path.c_str(), true);
double force_lbs = n->getChild("force-lb", 0, true)->getDoubleValue();
force_elevation_deg = n->getChild("force-elevation-deg", 0, true)->getDoubleValue();
double force_azimuth_deg = n->getChild("force-azimuth-deg", 0, true)->getDoubleValue();
//resolve force into vertical and horizontal components:
double v_force_lbs = force_lbs * sin( force_elevation_deg * SG_DEGREES_TO_RADIANS );
h_force_lbs = force_lbs * cos( force_elevation_deg * SG_DEGREES_TO_RADIANS );
//ground interaction
if (getHtAGL()){
double deadzone = 0.1;
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if (_ht_agl_ft <= (0 + _ground_offset + deadzone) && _solid){
normal_force_lbs = (_mass * slugs_to_lbs) - v_force_lbs;
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if ( normal_force_lbs < 0 )
normal_force_lbs = 0;
pos.setElevationFt(0 + _ground_offset);
if (vs < 0)
vs = -vs * 0.5;
// calculate friction
// we assume a static Coefficient of Friction (mu) of 0.62 (wood on concrete)
double mu = 0.62;
static_friction_force_lbs = mu * normal_force_lbs * _frictionFactor;
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//adjust horizontal force. We assume that a speed of <= 5 fps is static
if (h_force_lbs <= static_friction_force_lbs && hs <= 5){
h_force_lbs = hs = 0;
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speed_north_fps = speed_east_fps = 0;
} else
dynamic_friction_force_lbs = (static_friction_force_lbs * 0.95);
//ignore wind when on the ground for now
//TODO fix this
_wind_from_north = 0;
_wind_from_east = 0;
}
}
//acceleration = (force(lbsf)/mass(slugs))
v_force_acc_fpss = v_force_lbs/_mass;
normal_force_fpss = normal_force_lbs/_mass;
double h_force_acc_fpss = h_force_lbs/_mass;
double dynamic_friction_acc_fpss = dynamic_friction_force_lbs/_mass;
// velocity = acceleration * dt
hs_force_fps = h_force_acc_fpss * dt;
double friction_force_fps = dynamic_friction_acc_fpss * dt;
//resolve horizontal speeds into north and east components:
force_speed_north_fps = cos(force_azimuth_deg * SG_DEGREES_TO_RADIANS) * hs_force_fps;
force_speed_east_fps = sin(force_azimuth_deg * SG_DEGREES_TO_RADIANS) * hs_force_fps;
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friction_force_speed_north_fps = cos(getRecip(hdg) * SG_DEGREES_TO_RADIANS) * friction_force_fps;
friction_force_speed_east_fps = sin(getRecip(hdg) * SG_DEGREES_TO_RADIANS) * friction_force_fps;
// convert horizontal speed (fps) to degrees per second
force_speed_north_deg_sec = force_speed_north_fps / ft_per_deg_lat;
force_speed_east_deg_sec = force_speed_east_fps / ft_per_deg_lon;
friction_force_speed_north_deg_sec = friction_force_speed_north_fps / ft_per_deg_lat;
friction_force_speed_east_deg_sec = friction_force_speed_east_fps / ft_per_deg_lon;
}
// convert wind speed (fps) to degrees lat/lon per second
double wind_speed_from_north_deg_sec = _wind_from_north / ft_per_deg_lat;
double wind_speed_from_east_deg_sec = _wind_from_east / ft_per_deg_lon;
//recombine the horizontal velocity components
hs = sqrt(((speed_north_fps + force_speed_north_fps + friction_force_speed_north_fps)
* (speed_north_fps + force_speed_north_fps + friction_force_speed_north_fps))
+ ((speed_east_fps + force_speed_east_fps + friction_force_speed_east_fps)
* (speed_east_fps + force_speed_east_fps + friction_force_speed_east_fps)));
if (hs <= 0.00001)
hs = 0;
// adjust vertical speed for acceleration of gravity, buoyancy, and vertical force
vs -= (_gravity - _buoyancy - v_force_acc_fpss - normal_force_fpss) * dt;
if (vs <= 0.00001 && vs >= -0.00001)
vs = 0;
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// set new position
if(_slave_load_to_ac) {
setHitchPos();
pos.setLatitudeDeg(hitchpos.getLatitudeDeg());
pos.setLongitudeDeg(hitchpos.getLongitudeDeg());
pos.setElevationFt(hitchpos.getElevationFt());
if (getHtAGL()){
double deadzone = 0.1;
if (_ht_agl_ft <= (0 + _ground_offset + deadzone) && _solid){
pos.setElevationFt(0 + _ground_offset);
} else {
pos.setElevationFt(hitchpos.getElevationFt() + _load_offset);
}
}
} else {
pos.setLatitudeDeg( pos.getLatitudeDeg()
+ (speed_north_deg_sec - wind_speed_from_north_deg_sec
+ force_speed_north_deg_sec + friction_force_speed_north_deg_sec) * dt );
pos.setLongitudeDeg( pos.getLongitudeDeg()
+ (speed_east_deg_sec - wind_speed_from_east_deg_sec
+ force_speed_east_deg_sec + friction_force_speed_east_deg_sec) * dt );
pos.setElevationFt(pos.getElevationFt() + vs * dt);
}
// recalculate total speed
if ( vs == 0 && hs == 0)
speed = 0;
else
speed = sqrt( vs * vs + hs * hs) / SG_KT_TO_FPS;
// recalculate elevation and azimuth (velocity vectors)
_elevation = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
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_azimuth = atan2((speed_east_fps + force_speed_east_fps + friction_force_speed_east_fps),
(speed_north_fps + force_speed_north_fps + friction_force_speed_north_fps))
* SG_RADIANS_TO_DEGREES;
// rationalise azimuth
if (_azimuth < 0)
_azimuth += 360;
//cout << "_azimuth " << _azimuth << " hdg "<< hdg << endl;
if (_aero_stabilised) { // we simulate rotational moment of inertia by using a filter
cout<< "_aero_stabilised "<< endl;
const double coeff = 0.9;
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// we assume a symetrical MI about the pitch and yaw axis
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setPch(_elevation, dt, coeff);
setHdg(_azimuth, dt, coeff);
} else if (_force_stabilised) { // we simulate rotational moment of inertia by using a filter
//cout<< "_force_stabilised "<< endl;
const double coeff = 0.9;
double ratio = h_force_lbs/(_mass * slugs_to_lbs);
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if (ratio > 1) ratio = 1;
if (ratio < -1) ratio = -1;
double force_pitch = acos(ratio) * SG_RADIANS_TO_DEGREES;
if (force_pitch <= force_elevation_deg)
force_pitch = force_elevation_deg;
// we assume a symetrical MI about the pitch and yaw axis
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setPch(force_pitch,dt, coeff);
setHdg(_azimuth, dt, coeff);
}
//do impacts and collisions
if (_report_impact && !_impact_reported)
handle_impact();
if (_report_collision && !_collision_reported)
handle_collision();
// set destruction flag if altitude less than sea level -1000
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if (altitude_ft < -1000.0 && life != -1)
setDie(true);
} // end Run
double FGAIBallistic::_getTime() const {
return _life_timer;
}
void FGAIBallistic::handle_impact() {
// try terrain intersection
if(!getHtAGL())
return;
if (_ht_agl_ft <= 0) {
SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: terrain impact");
report_impact(_elevation_m);
_impact_reported = true;
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if (life == -1){
invisible = true;
} else if (_subID == 0) // kill the AIObject if there is no subsubmodel
setDie(true);
}
}
void FGAIBallistic::handle_expiry() {
SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: handle_expiry " << pos.getElevationM());
report_impact(pos.getElevationM());
_expiry_reported = true;
//if (life == -1){
// invisible = true;
//} else if (_subID == 0) // kill the AIObject if there is no subsubmodel
// setDie(true);
}
void FGAIBallistic::handle_collision()
{
const FGAIBase *object = manager->calcCollision(pos.getElevationFt(),
pos.getLatitudeDeg(),pos.getLongitudeDeg(), _fuse_range);
if (object) {
SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: object hit");
report_impact(pos.getElevationM(), object);
_collision_reported = true;
}
}
void FGAIBallistic::report_impact(double elevation, const FGAIBase *object)
{
_impact_lat = pos.getLatitudeDeg();
_impact_lon = pos.getLongitudeDeg();
_impact_elev = elevation;
_impact_speed = speed * SG_KT_TO_MPS;
_impact_hdg = hdg;
_impact_pitch = pitch;
_impact_roll = roll;
SGPropertyNode *n = props->getNode("impact", true);
if (object)
n->setStringValue("type", object->getTypeString());
else
n->setStringValue("type", "terrain");
n->setDoubleValue("longitude-deg", _impact_lon);
n->setDoubleValue("latitude-deg", _impact_lat);
n->setDoubleValue("elevation-m", _impact_elev);
n->setDoubleValue("heading-deg", _impact_hdg);
n->setDoubleValue("pitch-deg", _impact_pitch);
n->setDoubleValue("roll-deg", _impact_roll);
n->setDoubleValue("speed-mps", _impact_speed);
_impact_report_node->setStringValue(props->getPath());
}
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SGVec3d FGAIBallistic::getCartUserPos() const {
SGVec3d cartUserPos = SGVec3d::fromGeod(userpos);
return cartUserPos;
}
SGVec3d FGAIBallistic::getCartHitchPos() const{
// convert geodetic positions to geocentered
SGVec3d cartuserPos = getCartUserPos();
//SGVec3d cartPos = getCartPos();
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// Transform to the right coordinate frame, configuration is done in
// the x-forward, y-right, z-up coordinates (feet), computation
// in the simulation usual body x-forward, y-right, z-down coordinates
// (meters) )
SGVec3d _off(_x_offset * SG_FEET_TO_METER,
_y_offset * SG_FEET_TO_METER,
-_z_offset * SG_FEET_TO_METER);
// Transform the user position to the horizontal local coordinate system.
SGQuatd hlTrans = SGQuatd::fromLonLat(userpos);
// and postrotate the orientation of the user model wrt the horizontal
// local frame
hlTrans *= SGQuatd::fromYawPitchRollDeg(
manager->get_user_heading(),
manager->get_user_pitch(),
manager->get_user_roll());
// The offset converted to the usual body fixed coordinate system
// rotated to the earth-fixed coordinates axis
SGVec3d off = hlTrans.backTransform(_off);
// Add the position offset of the user model to get the geocentered position
SGVec3d offsetPos = cartuserPos + off;
return offsetPos;
}
void FGAIBallistic::setHitchPos(){
// convert the hitch geocentered position to geodetic
SGVec3d carthitchPos = getCartHitchPos();
SGGeodesy::SGCartToGeod(carthitchPos, hitchpos);
}
double FGAIBallistic::getDistanceLoadToHitch() const {
//calculate the distance load to hitch
SGVec3d carthitchPos = getCartHitchPos();
SGVec3d cartPos = getCartPos();
SGVec3d diff = carthitchPos - cartPos;
double distance = norm(diff);
return distance * SG_METER_TO_FEET;
}
void FGAIBallistic::setHitchVelocity(double dt) {
//calculate the distance from the previous hitch position
SGVec3d carthitchPos = getCartHitchPos();
SGVec3d diff = carthitchPos - _oldcarthitchPos;
double distance = norm(diff);
//calculate speed knots
speed = (distance/dt) * SG_MPS_TO_KT;
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//now calulate the angle between the old and current hitch positions (degrees)
double angle = 0;
double daltM = hitchpos.getElevationM() - oldhitchpos.getElevationM();
if (fabs(distance) < SGLimits<float>::min()) {
angle = 0;
} else {
double sAngle = daltM/distance;
sAngle = SGMiscd::min(1, SGMiscd::max(-1, sAngle));
angle = SGMiscd::rad2deg(asin(sAngle));
}
_elevation = angle;
//calculate the bearing of the new hitch position from the old
double az1, az2, dist;
geo_inverse_wgs_84(oldhitchpos, hitchpos, &az1, &az2, &dist);
_azimuth = az1;
// and finally store the new values
_oldcarthitchPos = carthitchPos;
oldhitchpos = hitchpos;
}
double FGAIBallistic::getElevLoadToHitch() const {
// now the angle, positive angles are upwards
double distance = getDistanceLoadToHitch() * SG_FEET_TO_METER;
double angle = 0;
double daltM = hitchpos.getElevationM() - pos.getElevationM();
if (fabs(distance) < SGLimits<float>::min()) {
angle = 0;
} else {
double sAngle = daltM/distance;
sAngle = SGMiscd::min(1, SGMiscd::max(-1, sAngle));
angle = SGMiscd::rad2deg(asin(sAngle));
}
return angle;
}
double FGAIBallistic::getBearingLoadToHitch() const {
//calculate the bearing and range of the second pos from the first
double az1, az2, distance;
geo_inverse_wgs_84(pos, hitchpos, &az1, &az2, &distance);
return az1;
}
double FGAIBallistic::getRelBrgHitchToUser() const {
//calculate the relative bearing
double az1, az2, distance;
geo_inverse_wgs_84(hitchpos, userpos, &az1, &az2, &distance);
double rel_brg = az1 - hdg;
if (rel_brg > 180)
rel_brg -= 360;
return rel_brg;
}
double FGAIBallistic::getElevHitchToUser() const {
//calculate the distance from the user position
SGVec3d carthitchPos = getCartHitchPos();
SGVec3d cartuserPos = getCartUserPos();
SGVec3d diff = cartuserPos - carthitchPos;
double distance = norm(diff);
double angle = 0;
double daltM = userpos.getElevationM() - hitchpos.getElevationM();
// now the angle, positive angles are upwards
if (fabs(distance) < SGLimits<float>::min()) {
angle = 0;
} else {
double sAngle = daltM/distance;
sAngle = SGMiscd::min(1, SGMiscd::max(-1, sAngle));
angle = SGMiscd::rad2deg(asin(sAngle));
}
return angle;
}
void FGAIBallistic::setTgtOffsets(double dt, double coeff){
double c = dt / (coeff + dt);
_x_offset = (_tgt_x_offset * c) + (_x_offset * (1 - c));
_y_offset = (_tgt_y_offset * c) + (_y_offset * (1 - c));
_z_offset = (_tgt_z_offset * c) + (_z_offset * (1 - c));
}
void FGAIBallistic::formateToAC(double dt){
setTgtOffsets(dt, 25);
setHitchPos();
setHitchVelocity(dt);
// elapsed time has a random initialisation so that each
// wingman moves differently
_elapsed_time += dt;
// we derive a sine based factor to give us smoothly
// varying error between -1 and 1
double factor = sin(SGMiscd::deg2rad(_elapsed_time * 10));
double r_angle = 5 * factor;
double p_angle = 2.5 * factor;
double h_angle = 5 * factor;
double h_feet = 3 * factor;
pos.setLatitudeDeg(hitchpos.getLatitudeDeg());
pos.setLongitudeDeg(hitchpos.getLongitudeDeg());
if (getHtAGL()){
if(_ht_agl_ft <= 10) {
_height = userpos.getElevationFt();
} else if (_ht_agl_ft > 10 && _ht_agl_ft <= 150 ) {
setHt(userpos.getElevationFt(), dt, 1.0);
} else if (_ht_agl_ft > 150 && _ht_agl_ft <= 250) {
setHt(hitchpos.getElevationFt()+ h_feet, dt, 0.75);
} else
setHt(hitchpos.getElevationFt()+ h_feet, dt, 0.5);
pos.setElevationFt(_height);
}
// these calculations are unreliable at slow speeds
if(speed >= 10) {
setHdg(_azimuth + h_angle, dt, 0.9);
setPch(_elevation + p_angle + _pitch_offset, dt, 0.9);
if (roll <= 115 && roll >= -115)
setBnk(manager->get_user_roll() + r_angle + _roll_offset, dt, 0.5);
else
roll = manager->get_user_roll() + r_angle + _roll_offset;
} else {
setHdg(manager->get_user_heading(), dt, 0.9);
setPch(manager->get_user_pitch() + _pitch_offset, dt, 0.9);
setBnk(manager->get_user_roll() + _roll_offset, dt, 0.9);
}
setSpeed(speed);
}
// end AIBallistic