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flightgear/src/Systems/submodel.cxx

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// submodel.cxx - models a releasable submodel.
// Written by Dave Culp, started Aug 2004
//
// This file is in the Public Domain and comes with no warranty.
#include "submodel.hxx"
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#include <simgear/structure/exception.hxx>
#include <simgear/misc/sg_path.hxx>
#include <Main/fg_props.hxx>
#include <Main/util.hxx>
#include <AIModel/AIManager.hxx>
SubmodelSystem::SubmodelSystem ()
{
x_offset = y_offset = 0.0;
z_offset = -4.0;
pitch_offset = 2.0;
yaw_offset = 0.0;
}
SubmodelSystem::~SubmodelSystem ()
{
}
void
SubmodelSystem::init ()
{
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load();
_serviceable_node = fgGetNode("/sim/systems/submodels/serviceable", true);
_user_lat_node = fgGetNode("/position/latitude-deg", true);
_user_lon_node = fgGetNode("/position/longitude-deg", true);
_user_alt_node = fgGetNode("/position/altitude-ft", true);
_user_heading_node = fgGetNode("/orientation/heading-deg", true);
_user_pitch_node = fgGetNode("/orientation/pitch-deg", true);
_user_roll_node = fgGetNode("/orientation/roll-deg", true);
_user_yaw_node = fgGetNode("/orientation/yaw-deg", true);
_user_speed_node = fgGetNode("/velocities/uBody-fps", true);
ai = (FGAIManager*)globals->get_subsystem("ai_model");
}
void
SubmodelSystem::bind ()
{
}
void
SubmodelSystem::unbind ()
{
}
void
SubmodelSystem::update (double dt)
{
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if (!(_serviceable_node->getBoolValue())) return;
int i=-1;
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submodel_iterator = submodels.begin();
while(submodel_iterator != submodels.end()) {
i++;
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if ((*submodel_iterator)->trigger->getBoolValue()) {
if ((*submodel_iterator)->count > 0) {
release( (*submodel_iterator), dt);
// now update the "count" property for this submodel
char name[80];
snprintf(name, 80, "/systems/submodels/submodel[%d]/count", i);
fgSetInt(name, (*submodel_iterator)->count);
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}
}
++submodel_iterator;
}
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}
bool
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SubmodelSystem::release (submodel* sm, double dt)
{
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sm->timer += dt;
if (sm->timer < sm->delay) return false;
sm->timer = 0.0;
transform(sm); // calculate submodel's initial conditions in world-coordinates
//cout << "Creating a submodel." << endl;
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int rval = ai->createBallistic( sm->model, IC.lat, IC.lon, IC.alt, IC.azimuth,
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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IC.elevation, IC.speed, sm->drag_area );
//cout << "Submodel created." << endl;
(sm->count)--;
return true;
}
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void
SubmodelSystem::load ()
{
int i;
SGPropertyNode *path = fgGetNode("/sim/systems/submodels/path");
SGPropertyNode root;
if (path) {
SGPath config( globals->get_fg_root() );
config.append( path->getStringValue() );
try {
readProperties(config.str(), &root);
} catch (const sg_exception &e) {
SG_LOG(SG_GENERAL, SG_ALERT,
"Unable to read submodels file: ");
cout << config.str() << endl;
return;
}
}
int count = root.nChildren();
for (i = 0; i < count; i++) {
// cout << "Reading submodel " << i << endl;
submodel* sm = new submodel;
submodels.push_back( sm );
SGPropertyNode * entry_node = root.getChild(i);
sm->trigger = fgGetNode(entry_node->getStringValue("trigger", "none"), true);
sm->name = entry_node->getStringValue("name", "none_defined");
sm->model = entry_node->getStringValue("model", "Models/Geometry/rocket.ac");
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sm->speed = entry_node->getDoubleValue("speed", 0.0);
sm->repeat = entry_node->getBoolValue ("repeat", false);
sm->delay = entry_node->getDoubleValue("delay", 0.25);
sm->count = entry_node->getIntValue ("count", 1);
sm->slaved = entry_node->getBoolValue ("slaved", false);
sm->x_offset = entry_node->getDoubleValue("x-offset", 0.0);
sm->y_offset = entry_node->getDoubleValue("y_offset", 0.0);
sm->z_offset = entry_node->getDoubleValue("z-offset", 0.0);
sm->yaw_offset = entry_node->getDoubleValue("yaw-offset", 0.0);
sm->pitch_offset = entry_node->getDoubleValue("pitch-offset", 0.0);
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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sm->drag_area = entry_node->getDoubleValue("eda", 0.007);
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sm->trigger->setBoolValue(false);
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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sm->timer = sm->delay;
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char name[80];
snprintf(name, 80, "/systems/submodels/submodel[%d]/count", i);
fgSetInt(name, sm->count);
}
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submodel_iterator = submodels.begin();
// cout << submodels.size() << " submodels read." << endl;
}
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void
SubmodelSystem::transform( submodel* sm)
{
IC.lat = _user_lat_node->getDoubleValue();
IC.lon = _user_lon_node->getDoubleValue();
IC.alt = _user_alt_node->getDoubleValue();
IC.azimuth = _user_heading_node->getDoubleValue() + sm->yaw_offset;
IC.elevation = _user_pitch_node->getDoubleValue() + sm->pitch_offset;
IC.speed = _user_speed_node->getDoubleValue() + sm->speed;
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}
// end of submodel.cxx