- add leading underscores to class member variables
- initialize ht_agl_ft with high value to avoid premature impact animation - cosmetics
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7d5952b185
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2 changed files with 111 additions and 106 deletions
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@ -37,23 +37,25 @@ SG_USING_STD(vector);
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const double FGAIBallistic::slugs_to_kgs = 14.5939029372;
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FGAIBallistic::FGAIBallistic() : FGAIBase(otBallistic) {
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drag_area = 0.007;
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life_timer = 0.0;
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gravity = 32;
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// buoyancy = 64;
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FGAIBallistic::FGAIBallistic() :
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FGAIBase(otBallistic),
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_aero_stabilised(false),
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_drag_area(0.007),
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_life_timer(0.0),
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_gravity(32),
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// _buoyancy(64),
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_ht_agl_ft(0),
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_load_resistance(0),
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_solid(false),
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_impact_data(false),
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_impact_energy(0),
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_impact_speed(0),
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_impact_lat(0),
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_impact_lon(0),
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_impact_elev(0),
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_mat_name("")
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{
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no_roll = false;
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aero_stabilised = false;
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ht_agl_ft = 0;
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impact_data = false;
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impact_energy = 0;
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impact_speed = 0;
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impact_lat = 0;
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impact_lon = 0;
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impact_elev = 0;
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load_resistance = 0;
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solid = false;
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mat_name = "";
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}
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FGAIBallistic::~FGAIBallistic() {
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@ -86,12 +88,14 @@ void FGAIBallistic::readFromScenario(SGPropertyNode* scFileNode) {
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bool FGAIBallistic::init(bool search_in_AI_path) {
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FGAIBase::init(search_in_AI_path);
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props->setStringValue("material/name", mat_name.c_str());
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props->setStringValue("name", name.c_str());
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props->setStringValue("material/name", _mat_name.c_str());
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props->setStringValue("name", _name.c_str());
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hdg = azimuth;
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pitch = elevation;
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roll = rotation;
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// start with high value so that animations don't trigger yet
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_ht_agl_ft = 10000000;
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hdg = _azimuth;
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pitch = _elevation;
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roll = _rotation;
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Transform();
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return true;
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}
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@ -102,21 +106,21 @@ void FGAIBallistic::bind() {
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SGRawValueMethods<FGAIBallistic,double>(*this,
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&FGAIBallistic::_getTime));
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props->tie("material/load-resistance",
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SGRawValuePointer<double>(&load_resistance));
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SGRawValuePointer<double>(&_load_resistance));
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props->tie("material/solid",
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SGRawValuePointer<bool>(&solid));
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SGRawValuePointer<bool>(&_solid));
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props->tie("altitude-agl-ft",
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SGRawValuePointer<double>(&ht_agl_ft));
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SGRawValuePointer<double>(&_ht_agl_ft));
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props->tie("impact/latitude-deg",
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SGRawValuePointer<double>(&impact_lat));
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SGRawValuePointer<double>(&_impact_lat));
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props->tie("impact/longitude-deg",
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SGRawValuePointer<double>(&impact_lon));
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SGRawValuePointer<double>(&_impact_lon));
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props->tie("impact/elevation-m",
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SGRawValuePointer<double>(&impact_elev));
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SGRawValuePointer<double>(&_impact_elev));
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props->tie("impact/speed-mps",
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SGRawValuePointer<double>(&impact_speed));
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SGRawValuePointer<double>(&_impact_speed));
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props->tie("impact/energy-kJ",
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SGRawValuePointer<double>(&impact_energy));
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SGRawValuePointer<double>(&_impact_energy));
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}
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void FGAIBallistic::unbind() {
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@ -139,19 +143,19 @@ void FGAIBallistic::update(double dt) {
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}
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void FGAIBallistic::setAzimuth(double az) {
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hdg = azimuth = az;
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hdg = _azimuth = az;
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}
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void FGAIBallistic::setElevation(double el) {
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pitch = elevation = el;
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pitch = _elevation = el;
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}
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void FGAIBallistic::setRoll(double rl) {
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rotation = rl;
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_rotation = rl;
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}
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void FGAIBallistic::setStabilisation(bool val) {
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aero_stabilised = val;
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_aero_stabilised = val;
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}
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void FGAIBallistic::setNoRoll(bool nr) {
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@ -159,7 +163,7 @@ void FGAIBallistic::setNoRoll(bool nr) {
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}
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void FGAIBallistic::setDragArea(double a) {
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drag_area = a;
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_drag_area = a;
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}
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void FGAIBallistic::setLife(double seconds) {
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@ -167,45 +171,46 @@ void FGAIBallistic::setLife(double seconds) {
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}
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void FGAIBallistic::setBuoyancy(double fpss) {
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buoyancy = fpss;
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_buoyancy = fpss;
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}
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void FGAIBallistic::setWind_from_east(double fps) {
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wind_from_east = fps;
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_wind_from_east = fps;
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}
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void FGAIBallistic::setWind_from_north(double fps) {
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wind_from_north = fps;
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_wind_from_north = fps;
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}
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void FGAIBallistic::setWind(bool val) {
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wind = val;
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_wind = val;
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}
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void FGAIBallistic::setCd(double c) {
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Cd = c;
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_Cd = c;
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}
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void FGAIBallistic::setMass(double m) {
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mass = m;
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_mass = m;
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}
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void FGAIBallistic::setRandom(bool r) {
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random = r;
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_random = r;
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}
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void FGAIBallistic::setImpact(bool i) {
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impact = i;
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_impact = i;
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}
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void FGAIBallistic::setName(const string& n) {
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name = n;
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_name = n;
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}
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void FGAIBallistic::Run(double dt) {
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life_timer += dt;
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// cout << "life timer 1" << life_timer << dt << endl;
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if (life_timer > life) setDie(true);
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_life_timer += dt;
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// cout << "life timer 1" << _life_timer << dt << endl;
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if (_life_timer > life)
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setDie(true);
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double speed_north_deg_sec;
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double speed_east_deg_sec;
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@ -214,17 +219,17 @@ void FGAIBallistic::Run(double dt) {
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double Cdm; // Cd adjusted by Mach Number
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//randomise Cd by +- 5%
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if (random)
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Cd = Cd * 0.95 + (0.05 * sg_random());
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if (_random)
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_Cd = _Cd * 0.95 + (0.05 * sg_random());
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// Adjust Cd by Mach number. The equations are based on curves
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// for a conventional shell/bullet (no boat-tail).
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if ( Mach < 0.7 )
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Cdm = 0.0125 * Mach + Cd;
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else if ( 0.7 < Mach && Mach < 1.2 )
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Cdm = 0.3742 * pow ( Mach, 2) - 0.252 * Mach + 0.0021 + Cd;
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if (Mach >= 1.2)
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Cdm = 0.2965 * pow ( Mach, -1.1506 ) + _Cd;
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else if (Mach >= 0.7)
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Cdm = 0.3742 * pow ( Mach, 2) - 0.252 * Mach + 0.0021 + _Cd;
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else
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Cdm = 0.2965 * pow ( Mach, -1.1506 ) + Cd;
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Cdm = 0.0125 * Mach + _Cd;
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//cout << " Mach , " << Mach << " , Cdm , " << Cdm << " ballistic speed kts //"<< speed << endl;
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@ -233,7 +238,7 @@ void FGAIBallistic::Run(double dt) {
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// using Standard Atmosphere (sealevel temperature 15C)
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// acceleration = drag/mass;
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// adjust speed by drag
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speed -= (Cdm * 0.5 * rho * speed * speed * drag_area/mass) * dt;
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speed -= (Cdm * 0.5 * rho * speed * speed * _drag_area/_mass) * dt;
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// don't let speed become negative
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if ( speed < 0.0 )
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@ -250,14 +255,14 @@ void FGAIBallistic::Run(double dt) {
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speed_east_deg_sec = sin(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lon;
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// if wind not required, set to zero
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if (!wind) {
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wind_from_north = 0;
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wind_from_east = 0;
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if (!_wind) {
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_wind_from_north = 0;
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_wind_from_east = 0;
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}
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// convert wind speed (fps) to degrees per second
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wind_speed_from_north_deg_sec = wind_from_north / ft_per_deg_lat;
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wind_speed_from_east_deg_sec = wind_from_east / ft_per_deg_lon;
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wind_speed_from_north_deg_sec = _wind_from_north / ft_per_deg_lat;
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wind_speed_from_east_deg_sec = _wind_from_east / ft_per_deg_lon;
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// set new position
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pos.setLatitudeDeg( pos.getLatitudeDeg()
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@ -266,23 +271,23 @@ void FGAIBallistic::Run(double dt) {
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+ (speed_east_deg_sec - wind_speed_from_east_deg_sec) * dt );
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// adjust vertical speed for acceleration of gravity and buoyancy
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vs -= (gravity - buoyancy) * dt;
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vs -= (_gravity - _buoyancy) * dt;
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// adjust altitude (feet)
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altitude_ft += vs * dt;
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pos.setElevationFt(altitude_ft);
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// recalculate pitch (velocity vector) if aerostabilized
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/*cout << name << ": " << "aero_stabilised " << aero_stabilised
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/*cout << _name << ": " << "aero_stabilised " << _aero_stabilised
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<< " pitch " << pitch <<" vs " << vs <<endl ;*/
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if (aero_stabilised)
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if (_aero_stabilised)
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pitch = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
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// recalculate total speed
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speed = sqrt( vs * vs + hs * hs) / SG_KT_TO_FPS;
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if (impact && !impact_data && vs < 0)
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if (_impact && !_impact_data && vs < 0)
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handle_impact();
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// set destruction flag if altitude less than sea level -1000
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@ -292,8 +297,8 @@ void FGAIBallistic::Run(double dt) {
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} // end Run
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double FGAIBallistic::_getTime() const {
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// cout << "life timer 2" << life_timer << endl;
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return life_timer;
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// cout << "life timer 2" << _life_timer << endl;
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return _life_timer;
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}
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void FGAIBallistic::handle_impact() {
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@ -309,27 +314,27 @@ void FGAIBallistic::handle_impact() {
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const vector<string> names = material->get_names();
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if (!names.empty())
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mat_name = names[0].c_str();
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_mat_name = names[0].c_str();
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solid = material->get_solid();
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load_resistance = material->get_load_resistance();
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props->setStringValue("material/name", mat_name.c_str());
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//cout << "material " << mat_name << " solid " << solid << " load " << load_resistance << endl;
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_solid = material->get_solid();
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_load_resistance = material->get_load_resistance();
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props->setStringValue("material/name", _mat_name.c_str());
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//cout << "material " << _mat_name << " solid " << _solid << " load " << _load_resistance << endl;
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}
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ht_agl_ft = pos.getElevationFt() - elevation_m * SG_METER_TO_FEET;
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_ht_agl_ft = pos.getElevationFt() - elevation_m * SG_METER_TO_FEET;
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// report impact by setting tied variables
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if (ht_agl_ft <= 0) {
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impact_lat = pos.getLatitudeDeg();
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impact_lon = pos.getLongitudeDeg();
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impact_elev = elevation_m;
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impact_speed = speed * SG_KT_TO_MPS;
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impact_energy = (mass * slugs_to_kgs) * impact_speed
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* impact_speed / (2 * 1000);
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if (_ht_agl_ft <= 0) {
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_impact_lat = pos.getLatitudeDeg();
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_impact_lon = pos.getLongitudeDeg();
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_impact_elev = elevation_m;
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_impact_speed = speed * SG_KT_TO_MPS;
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_impact_energy = (_mass * slugs_to_kgs) * _impact_speed
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* _impact_speed / (2 * 1000);
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props->setBoolValue("impact/signal", true); // for listeners
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impact_data = true;
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_impact_data = true;
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}
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}
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@ -63,39 +63,39 @@ public:
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private:
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double azimuth; // degrees true
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double elevation; // degrees
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double rotation; // degrees
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bool aero_stabilised; // if true, object will align with trajectory
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double drag_area; // equivalent drag area in ft2
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double life_timer; // seconds
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double gravity; // fps2
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double buoyancy; // fps2
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double wind_from_east; // fps
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double wind_from_north; // fps
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bool wind; // if true, local wind will be applied to object
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double Cd; // drag coefficient
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double mass; // slugs
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bool random; // modifier for Cd
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double ht_agl_ft; // height above ground level
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double load_resistance; // ground load resistanc N/m^2
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bool solid; // if true ground is solid for FDMs
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bool impact; // if true an impact point on the terrain is calculated
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bool impact_data; // if true impact data have been set
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double _azimuth; // degrees true
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double _elevation; // degrees
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double _rotation; // degrees
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bool _aero_stabilised; // if true, object will align with trajectory
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double _drag_area; // equivalent drag area in ft2
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double _life_timer; // seconds
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double _gravity; // fps2
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double _buoyancy; // fps2
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double _wind_from_east; // fps
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double _wind_from_north; // fps
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bool _wind; // if true, local wind will be applied to object
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double _Cd; // drag coefficient
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double _mass; // slugs
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bool _random; // modifier for Cd
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double _ht_agl_ft; // height above ground level
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double _load_resistance; // ground load resistanc N/m^2
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bool _solid; // if true ground is solid for FDMs
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bool _impact; // if true an impact point on the terrain is calculated
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bool _impact_data; // if true impact data have been set
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double impact_energy;
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double impact_speed;
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double impact_lat;
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double impact_lon;
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double impact_elev;
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double _impact_energy;
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double _impact_speed;
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double _impact_lat;
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double _impact_lon;
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double _impact_elev;
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string mat_name;
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string name;
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string _mat_name;
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string _name;
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void Run(double dt);
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void handle_impact();
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FGAIBase* ai;
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// FGAIBase* _ai;
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};
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#endif // _FG_AIBALLISTIC_HXX
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