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Vivian MEAZZA: add terrain collision for submodels on request

(set <impact>1</impact> in the submodel config)

mf: minor modifications & cleanup; more to come
This commit is contained in:
mfranz 2007-05-15 16:19:11 +00:00
parent 1bdea279cd
commit 7d5952b185
4 changed files with 210 additions and 95 deletions

View file

@ -25,86 +25,133 @@
#include <simgear/math/point3d.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/scene/material/mat.hxx>
#include <math.h>
#include <vector>
#include <Scenery/scenery.hxx>
#include "AIBallistic.hxx"
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;
// buoyancy = 64;
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() {
}
void FGAIBallistic::readFromScenario(SGPropertyNode* scFileNode) {
if (!scFileNode)
return;
if (!scFileNode)
return;
FGAIBase::readFromScenario(scFileNode);
FGAIBase::readFromScenario(scFileNode);
setAzimuth(scFileNode->getDoubleValue("azimuth", 0.0));
setElevation(scFileNode->getDoubleValue("elevation", 0.0));
setDragArea(scFileNode->getDoubleValue("eda", 0.007));
setLife(scFileNode->getDoubleValue("life", 900.0));
setBuoyancy(scFileNode->getDoubleValue("buoyancy", 0));
setWind_from_east(scFileNode->getDoubleValue("wind_from_east", 0));
setWind_from_north(scFileNode->getDoubleValue("wind_from_north", 0));
setWind(scFileNode->getBoolValue("wind", false));
setRoll(scFileNode->getDoubleValue("roll", 0.0));
setCd(scFileNode->getDoubleValue("cd", 0.029));
setMass(scFileNode->getDoubleValue("mass", 0.007));
setStabilisation(scFileNode->getBoolValue("aero_stabilized", false));
setNoRoll(scFileNode->getBoolValue("no-roll", false));
setRandom(scFileNode->getBoolValue("random", false));
setAzimuth(scFileNode->getDoubleValue("azimuth", 0.0));
setElevation(scFileNode->getDoubleValue("elevation", 0.0));
setDragArea(scFileNode->getDoubleValue("eda", 0.007));
setLife(scFileNode->getDoubleValue("life", 900.0));
setBuoyancy(scFileNode->getDoubleValue("buoyancy", 0));
setWind_from_east(scFileNode->getDoubleValue("wind_from_east", 0));
setWind_from_north(scFileNode->getDoubleValue("wind_from_north", 0));
setWind(scFileNode->getBoolValue("wind", false));
setRoll(scFileNode->getDoubleValue("roll", 0.0));
setCd(scFileNode->getDoubleValue("cd", 0.029));
setMass(scFileNode->getDoubleValue("mass", 0.007));
setStabilisation(scFileNode->getBoolValue("aero_stabilized", false));
setNoRoll(scFileNode->getBoolValue("no-roll", false));
setRandom(scFileNode->getBoolValue("random", false));
setImpact(scFileNode->getBoolValue("impact", false));
setName(scFileNode->getStringValue("name", "Bomb"));
}
bool FGAIBallistic::init(bool search_in_AI_path) {
FGAIBase::init(search_in_AI_path);
hdg = azimuth;
pitch = elevation;
roll = rotation;
Transform();
return true;
FGAIBase::init(search_in_AI_path);
props->setStringValue("material/name", mat_name.c_str());
props->setStringValue("name", name.c_str());
hdg = azimuth;
pitch = elevation;
roll = rotation;
Transform();
return true;
}
void FGAIBallistic::bind() {
// FGAIBase::bind();
props->tie("sim/time/elapsed-sec",
SGRawValueMethods<FGAIBallistic,double>(*this,
&FGAIBallistic::_getTime));
// FGAIBase::bind();
props->tie("sim/time/elapsed-sec",
SGRawValueMethods<FGAIBallistic,double>(*this,
&FGAIBallistic::_getTime));
props->tie("material/load-resistance",
SGRawValuePointer<double>(&load_resistance));
props->tie("material/solid",
SGRawValuePointer<bool>(&solid));
props->tie("altitude-agl-ft",
SGRawValuePointer<double>(&ht_agl_ft));
props->tie("impact/latitude-deg",
SGRawValuePointer<double>(&impact_lat));
props->tie("impact/longitude-deg",
SGRawValuePointer<double>(&impact_lon));
props->tie("impact/elevation-m",
SGRawValuePointer<double>(&impact_elev));
props->tie("impact/speed-mps",
SGRawValuePointer<double>(&impact_speed));
props->tie("impact/energy-kJ",
SGRawValuePointer<double>(&impact_energy));
}
void FGAIBallistic::unbind() {
// FGAIBase::unbind();
props->untie("sim/time/elapsed-sec");
// FGAIBase::unbind();
props->untie("sim/time/elapsed-sec");
props->untie("material/load-resistance");
props->untie("material/solid");
props->untie("altitude-agl-ft");
props->untie("impact/latitude-deg");
props->untie("impact/longitude-deg");
props->untie("impact/elevation-m");
props->untie("impact/speed-mps");
props->untie("impact/energy-kJ");
}
void FGAIBallistic::update(double dt) {
FGAIBase::update(dt);
Run(dt);
Transform();
FGAIBase::update(dt);
Run(dt);
Transform();
}
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) {
@ -112,62 +159,66 @@ void FGAIBallistic::setNoRoll(bool nr) {
}
void FGAIBallistic::setDragArea(double a) {
drag_area = a;
drag_area = a;
}
void FGAIBallistic::setLife(double seconds) {
life = seconds;
life = 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;
}
void FGAIBallistic::setImpact(bool i) {
impact = i;
}
void FGAIBallistic::setName(const string& 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;
double wind_speed_from_north_deg_sec;
double wind_speed_from_east_deg_sec;
double Cdm; // Cd adjusted by Mach Number
double speed_north_deg_sec;
double speed_east_deg_sec;
double wind_speed_from_north_deg_sec;
double wind_speed_from_east_deg_sec;
double Cdm; // Cd adjusted by Mach Number
//randomise Cd by +- 5%
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).
// 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 )
@ -176,69 +227,111 @@ void FGAIBallistic::Run(double dt) {
Cdm = 0.2965 * pow ( Mach, -1.1506 ) + Cd;
//cout << " Mach , " << Mach << " , Cdm , " << Cdm << " ballistic speed kts //"<< speed << endl;
// drag = Cd * 0.5 * rho * speed * speed * drag_area;
// rho is adjusted for altitude in void FGAIBase::update,
// using Standard Atmosphere (sealevel temperature 15C)
// acceleration = drag/mass;
// adjust speed by drag
speed -= (Cdm * 0.5 * rho * speed * speed * drag_area/mass) * dt;
// don't let speed become negative
// drag = Cd * 0.5 * rho * speed * speed * drag_area;
// rho is adjusted for altitude in void FGAIBase::update,
// using Standard Atmosphere (sealevel temperature 15C)
// acceleration = drag/mass;
// adjust speed by drag
speed -= (Cdm * 0.5 * rho * speed * speed * drag_area/mass) * dt;
// don't let speed become negative
if ( speed < 0.0 )
speed = 0.0;
double speed_fps = speed * SG_KT_TO_FPS;
// calculate vertical and horizontal speed components
// calculate vertical and horizontal speed components
vs = sin( pitch * SG_DEGREES_TO_RADIANS ) * speed_fps;
double hs = cos( pitch * SG_DEGREES_TO_RADIANS ) * speed_fps;
// convert horizontal speed (fps) to degrees per second
speed_north_deg_sec = cos(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lat;
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;
}
// 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;
// set new position
// convert horizontal speed (fps) to degrees per second
speed_north_deg_sec = cos(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lat;
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;
}
// 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;
// set new position
pos.setLatitudeDeg( pos.getLatitudeDeg()
+ (speed_north_deg_sec - wind_speed_from_north_deg_sec) * dt );
pos.setLongitudeDeg( pos.getLongitudeDeg()
+ (speed_east_deg_sec - wind_speed_from_east_deg_sec) * dt );
// adjust vertical speed for acceleration of gravity and buoyancy
vs -= (gravity - buoyancy) * dt;
// adjust altitude (feet)
altitude_ft += vs * dt;
pos.setElevationFt(altitude_ft);
// adjust vertical speed for acceleration of gravity and buoyancy
vs -= (gravity - buoyancy) * dt;
// recalculate pitch (velocity vector) if aerostabilized
// adjust altitude (feet)
altitude_ft += vs * dt;
pos.setElevationFt(altitude_ft);
// recalculate pitch (velocity vector) if aerostabilized
/*cout << name << ": " << "aero_stabilised " << aero_stabilised
<< " pitch " << pitch <<" vs " << vs <<endl ;*/
if (aero_stabilised)
pitch = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
// recalculate total speed
// recalculate total speed
speed = sqrt( vs * vs + hs * hs) / SG_KT_TO_FPS;
// set destruction flag if altitude less than sea level -1000
if (altitude_ft < -1000.0) setDie(true);
if (impact && !impact_data && vs < 0)
handle_impact();
// set destruction flag if altitude less than sea level -1000
if (altitude_ft < -1000.0)
setDie(true);
} // 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() {
double elevation_m;
const SGMaterial* material;
// try terrain intersection
if (!globals->get_scenery()->get_elevation_m(pos.getLatitudeDeg(), pos.getLongitudeDeg(),
10000.0, elevation_m, &material))
return;
if (material) {
const vector<string> names = material->get_names();
if (!names.empty())
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;
}
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);
props->setBoolValue("impact/signal", true); // for listeners
impact_data = true;
}
}
// end AIBallistic

View file

@ -54,10 +54,12 @@ public:
void setNoRoll( bool nr );
void setRandom( bool r );
void setName(const string&);
void setImpact(bool i);
double _getTime() const;
virtual const char* getTypeString(void) const { return "ballistic"; }
static const double slugs_to_kgs; //conversion factor
private:
@ -71,13 +73,29 @@ private:
double buoyancy; // fps2
double wind_from_east; // 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 mass; // slugs
bool random; // modifier for Cd
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;
string mat_name;
string name;
void Run(double dt);
void handle_impact();
FGAIBase* ai;
};
#endif // _FG_AIBALLISTIC_HXX

View file

@ -210,6 +210,7 @@ bool FGSubmodelMgr::release(submodel* sm, double dt)
ballist->setStabilisation(sm->aero_stabilised);
ballist->setNoRoll(sm->no_roll);
ballist->setName(sm->name);
ballist->setImpact(sm->impact);
ai->attach(ballist);
if (sm->count > 0)
@ -487,6 +488,7 @@ void FGSubmodelMgr::setData(int id, string& path, bool serviceable)
sm->weight = entry_node->getDoubleValue("weight", 0.25);
sm->aero_stabilised = entry_node->getBoolValue("aero-stabilised", true);
sm->no_roll = entry_node->getBoolValue("no-roll", false);
sm->impact = entry_node->getBoolValue("impact", false);
sm->contents_node = fgGetNode(entry_node->getStringValue("contents", "none"), false);
sm->speed_node = fgGetNode(entry_node->getStringValue("speed-node", "none"), false);

View file

@ -59,6 +59,7 @@ public:
int id;
bool no_roll;
bool serviceable;
bool impact;
}
submodel;
@ -82,6 +83,7 @@ public:
double mass;
int id;
bool no_roll;
bool impact;
}
IC_struct;