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- add leading underscores to class member variables

- initialize ht_agl_ft with high value to avoid premature impact animation
- cosmetics
This commit is contained in:
mfranz 2007-05-15 17:22:49 +00:00
parent 7d5952b185
commit 4de2c7619a
2 changed files with 111 additions and 106 deletions

View file

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

View file

@ -63,39 +63,39 @@ public:
private:
double azimuth; // degrees true
double elevation; // degrees
double rotation; // degrees
bool aero_stabilised; // if true, object will align with trajectory
double drag_area; // equivalent drag area in ft2
double life_timer; // seconds
double gravity; // fps2
double buoyancy; // fps2
double wind_from_east; // fps
double wind_from_north; // fps
bool wind; // if true, local wind will be applied to object
double Cd; // drag coefficient
double mass; // slugs
bool random; // modifier for Cd
double ht_agl_ft; // height above ground level
double load_resistance; // ground load resistanc N/m^2
bool solid; // if true ground is solid for FDMs
bool impact; // if true an impact point on the terrain is calculated
bool impact_data; // if true impact data have been set
double _azimuth; // degrees true
double _elevation; // degrees
double _rotation; // degrees
bool _aero_stabilised; // if true, object will align with trajectory
double _drag_area; // equivalent drag area in ft2
double _life_timer; // seconds
double _gravity; // fps2
double _buoyancy; // fps2
double _wind_from_east; // fps
double _wind_from_north; // fps
bool _wind; // if true, local wind will be applied to object
double _Cd; // drag coefficient
double _mass; // slugs
bool _random; // modifier for Cd
double _ht_agl_ft; // height above ground level
double _load_resistance; // ground load resistanc N/m^2
bool _solid; // if true ground is solid for FDMs
bool _impact; // if true an impact point on the terrain is calculated
bool _impact_data; // if true impact data have been set
double impact_energy;
double impact_speed;
double impact_lat;
double impact_lon;
double impact_elev;
double _impact_energy;
double _impact_speed;
double _impact_lat;
double _impact_lon;
double _impact_elev;
string mat_name;
string name;
string _mat_name;
string _name;
void Run(double dt);
void handle_impact();
FGAIBase* ai;
// FGAIBase* _ai;
};
#endif // _FG_AIBALLISTIC_HXX