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

View file

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