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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Header: FGPropulsion.h
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Author: Jon S. Berndt
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Date started: 08/20/00
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------------- Copyright (C) 1999 Jon S. Berndt (jsb@hal-pc.org) -------------
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA.
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Further information about the GNU General Public License can also be found on
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the world wide web at http://www.gnu.org.
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HISTORY
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--------------------------------------------------------------------------------
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08/20/00 JSB Created
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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SENTRY
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifndef FGPROPULSION_H
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#define FGPROPULSION_H
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifdef FGFS
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# include <simgear/compiler.h>
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# ifdef SG_HAVE_STD_INCLUDES
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# include <vector>
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# include <iterator>
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# else
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# include <vector.h>
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# include <iterator.h>
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# endif
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#else
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# include <vector>
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# include <iterator>
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#endif
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#include "FGModel.h"
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#include "FGRocket.h"
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#include "FGPiston.h"
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#include "FGTurboShaft.h"
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#include "FGTurboJet.h"
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#include "FGTurboProp.h"
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#include "FGTank.h"
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#include "FGPropeller.h"
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#include "FGNozzle.h"
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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DEFINITIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#define ID_PROPULSION "$Id$"
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FORWARD DECLARATIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs]
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DOCUMENTATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/** Propulsion management class.
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FGPropulsion manages all aspects of propulsive force generation, including
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containment of engines, tanks, and thruster class instances in STL vectors,
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and the interaction and communication between them.
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@author Jon S. Berndt
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@version $Id$
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@see FGEngine
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@see FGTank
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@see FGThruster
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@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropulsion.h?rev=HEAD&content-type=text/vnd.viewcvs-markup">
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Header File </a>
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@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropulsion.cpp?rev=HEAD&content-type=text/vnd.viewcvs-markup">
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Source File </a>
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*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DECLARATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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class FGPropulsion : public FGModel
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{
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public:
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/// Constructor
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FGPropulsion(FGFDMExec*);
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/// Destructor
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~FGPropulsion();
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/** Executes the propulsion model.
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The initial plan for the FGPropulsion class calls for Run() to be executed,
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performing the following tasks:
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<ol>
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<li>Determine the drag - or power required - for the attached thrust effector
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for this engine so that any feedback to the engine can be performed. This
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is done by calling FGThruster::CalculatePReq()</li>
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<li>Given 1, above, calculate the power available from the engine. This is
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done by calling FGEngine::CalculatePAvail()</li>
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<li>Next, calculate the thrust output from the thruster model given the power
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available and the power required. This may also result in new performance
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numbers for the thruster in the case of the propeller, at least. This
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result is returned from a call to Calculate().</li></ol>
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[Note: Should we be checking the Starved flag here?] */
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bool Run(void);
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/** Loads the propulsion system (engine[s], tank[s], thruster[s]).
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Characteristics of the propulsion system are read in from the config file.
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@param AC_cfg pointer to the config file instance that describes the
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aircraft being modeled.
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@return true if successfully loaded, otherwise false */
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bool Load(FGConfigFile* AC_cfg);
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/// Retrieves the number of engines defined for the aircraft.
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inline unsigned int GetNumEngines(void) const {return Engines.size();}
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/** Retrieves an engine object pointer from the list of engines.
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@param index the engine index within the vector container
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@return the address of the specific engine, or zero if no such engine is
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available */
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inline FGEngine* GetEngine(unsigned int index) {
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if (index <= Engines.size()-1) return Engines[index];
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else return 0L; }
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// Retrieves the number of tanks defined for the aircraft.
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inline unsigned int GetNumTanks(void) const {return Tanks.size();}
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/** Retrieves a tank object pointer from the list of tanks.
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@param index the tank index within the vector container
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@return the address of the specific tank, or zero if no such tank is
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available */
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inline FGTank* GetTank(unsigned int index) {
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if (index <= Tanks.size()-1) return Tanks[index];
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else return 0L; }
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/** Retrieves a thruster object pointer from the list of thrusters.
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@param index the thruster index within the vector container
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@return the address of the specific thruster, or zero if no such thruster is
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available */
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inline FGThruster* GetThruster(unsigned int index) {
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if (index <= Thrusters.size()-1) return Thrusters[index];
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else return 0L; }
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/** Returns the number of fuel tanks currently actively supplying fuel */
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inline int GetnumSelectedFuelTanks(void) const {return numSelectedFuelTanks;}
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/** Returns the number of oxidizer tanks currently actively supplying oxidizer */
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inline int GetnumSelectedOxiTanks(void) const {return numSelectedOxiTanks;}
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/** Loops the engines/thrusters until thrust output steady (used for trimming) */
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bool GetSteadyState(void);
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/** starts the engines in IC mode (dt=0). All engine-specific setup must
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be done before calling this (i.e. magnetos, starter engage, etc.) */
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bool ICEngineStart(void);
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string GetPropulsionStrings(void);
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string GetPropulsionValues(void);
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inline FGColumnVector3& GetForces(void) {return vForces; }
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inline double GetForces(int n) const { return vForces(n);}
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inline FGColumnVector3& GetMoments(void) {return vMoments;}
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inline double GetMoments(int n) const {return vMoments(n);}
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FGColumnVector3& GetTanksMoment(void);
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double GetTanksWeight(void);
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double GetTanksIxx(const FGColumnVector3& vXYZcg);
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double GetTanksIyy(const FGColumnVector3& vXYZcg);
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double GetTanksIzz(const FGColumnVector3& vXYZcg);
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double GetTanksIxz(const FGColumnVector3& vXYZcg);
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double GetTanksIxy(const FGColumnVector3& vXYZcg);
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void SetMagnetos(int setting);
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void SetStarter(int setting);
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void SetActiveEngine(int engine);
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void bind();
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void unbind();
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private:
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vector <FGEngine*> Engines;
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vector <FGTank*> Tanks;
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vector <FGTank*>::iterator iTank;
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vector <FGThruster*> Thrusters;
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unsigned int numSelectedFuelTanks;
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unsigned int numSelectedOxiTanks;
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unsigned int numFuelTanks;
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unsigned int numOxiTanks;
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unsigned int numEngines;
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unsigned int numTanks;
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unsigned int numThrusters;
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int ActiveEngine;
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double dt;
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FGColumnVector3 vForces;
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FGColumnVector3 vMoments;
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FGColumnVector3 vXYZtank;
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void Debug(int from);
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};
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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#endif
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Header: FGPropulsion.h
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Author: Jon S. Berndt
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Date started: 08/20/00
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------------- Copyright (C) 1999 Jon S. Berndt (jsb@hal-pc.org) -------------
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
|
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details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA.
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Further information about the GNU General Public License can also be found on
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the world wide web at http://www.gnu.org.
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HISTORY
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--------------------------------------------------------------------------------
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08/20/00 JSB Created
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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SENTRY
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifndef FGPROPULSION_H
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#define FGPROPULSION_H
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifdef FGFS
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# include <simgear/compiler.h>
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# ifdef SG_HAVE_STD_INCLUDES
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# include <vector>
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# include <iterator>
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# else
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# include <vector.h>
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# include <iterator.h>
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# endif
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#else
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# include <vector>
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# include <iterator>
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#endif
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#include "FGModel.h"
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#include "FGRocket.h"
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#include "FGPiston.h"
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#include "FGTurboShaft.h"
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#include "FGTurboJet.h"
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#include "FGTurboProp.h"
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#include "FGTank.h"
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#include "FGPropeller.h"
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#include "FGNozzle.h"
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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DEFINITIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#define ID_PROPULSION "$Id$"
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FORWARD DECLARATIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs]
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DOCUMENTATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/** Propulsion management class.
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FGPropulsion manages all aspects of propulsive force generation, including
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containment of engines, tanks, and thruster class instances in STL vectors,
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and the interaction and communication between them.
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@author Jon S. Berndt
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@version $Id$
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@see FGEngine
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@see FGTank
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@see FGThruster
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@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropulsion.h?rev=HEAD&content-type=text/vnd.viewcvs-markup">
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Header File </a>
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@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropulsion.cpp?rev=HEAD&content-type=text/vnd.viewcvs-markup">
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Source File </a>
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*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DECLARATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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class FGPropulsion : public FGModel
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{
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public:
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/// Constructor
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FGPropulsion(FGFDMExec*);
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/// Destructor
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~FGPropulsion();
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/** Executes the propulsion model.
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The initial plan for the FGPropulsion class calls for Run() to be executed,
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performing the following tasks:
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<ol>
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<li>Determine the drag - or power required - for the attached thrust effector
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for this engine so that any feedback to the engine can be performed. This
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is done by calling FGThruster::CalculatePReq()</li>
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<li>Given 1, above, calculate the power available from the engine. This is
|
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done by calling FGEngine::CalculatePAvail()</li>
|
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<li>Next, calculate the thrust output from the thruster model given the power
|
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available and the power required. This may also result in new performance
|
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numbers for the thruster in the case of the propeller, at least. This
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result is returned from a call to Calculate().</li></ol>
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[Note: Should we be checking the Starved flag here?] */
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bool Run(void);
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/** Loads the propulsion system (engine[s], tank[s], thruster[s]).
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Characteristics of the propulsion system are read in from the config file.
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@param AC_cfg pointer to the config file instance that describes the
|
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aircraft being modeled.
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@return true if successfully loaded, otherwise false */
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bool Load(FGConfigFile* AC_cfg);
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/// Retrieves the number of engines defined for the aircraft.
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inline unsigned int GetNumEngines(void) const {return Engines.size();}
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/** Retrieves an engine object pointer from the list of engines.
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@param index the engine index within the vector container
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@return the address of the specific engine, or zero if no such engine is
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available */
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inline FGEngine* GetEngine(unsigned int index) {
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if (index <= Engines.size()-1) return Engines[index];
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else return 0L; }
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// Retrieves the number of tanks defined for the aircraft.
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inline unsigned int GetNumTanks(void) const {return Tanks.size();}
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/** Retrieves a tank object pointer from the list of tanks.
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@param index the tank index within the vector container
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@return the address of the specific tank, or zero if no such tank is
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available */
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inline FGTank* GetTank(unsigned int index) {
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if (index <= Tanks.size()-1) return Tanks[index];
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else return 0L; }
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/** Retrieves a thruster object pointer from the list of thrusters.
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@param index the thruster index within the vector container
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@return the address of the specific thruster, or zero if no such thruster is
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available */
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inline FGThruster* GetThruster(unsigned int index) {
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if (index <= Thrusters.size()-1) return Thrusters[index];
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else return 0L; }
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/** Returns the number of fuel tanks currently actively supplying fuel */
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inline int GetnumSelectedFuelTanks(void) const {return numSelectedFuelTanks;}
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/** Returns the number of oxidizer tanks currently actively supplying oxidizer */
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inline int GetnumSelectedOxiTanks(void) const {return numSelectedOxiTanks;}
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/** Loops the engines/thrusters until thrust output steady (used for trimming) */
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bool GetSteadyState(void);
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/** starts the engines in IC mode (dt=0). All engine-specific setup must
|
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be done before calling this (i.e. magnetos, starter engage, etc.) */
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bool ICEngineStart(void);
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string GetPropulsionStrings(void);
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string GetPropulsionValues(void);
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inline FGColumnVector3& GetForces(void) {return vForces; }
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inline double GetForces(int n) const { return vForces(n);}
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inline FGColumnVector3& GetMoments(void) {return vMoments;}
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inline double GetMoments(int n) const {return vMoments(n);}
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FGColumnVector3& GetTanksMoment(void);
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double GetTanksWeight(void);
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double GetTanksIxx(const FGColumnVector3& vXYZcg);
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double GetTanksIyy(const FGColumnVector3& vXYZcg);
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double GetTanksIzz(const FGColumnVector3& vXYZcg);
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double GetTanksIxz(const FGColumnVector3& vXYZcg);
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double GetTanksIxy(const FGColumnVector3& vXYZcg);
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void SetMagnetos(int setting);
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void SetStarter(int setting);
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void SetActiveEngine(int engine);
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void bind();
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void unbind();
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private:
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vector <FGEngine*> Engines;
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vector <FGTank*> Tanks;
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vector <FGTank*>::iterator iTank;
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vector <FGThruster*> Thrusters;
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unsigned int numSelectedFuelTanks;
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unsigned int numSelectedOxiTanks;
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unsigned int numFuelTanks;
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unsigned int numOxiTanks;
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unsigned int numEngines;
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unsigned int numTanks;
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unsigned int numThrusters;
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int ActiveEngine;
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double dt;
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FGColumnVector3 vForces;
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FGColumnVector3 vMoments;
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FGColumnVector3 vXYZtank;
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void Debug(int from);
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};
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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#endif
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|
|
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