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Ballistics underslung load changes from Vivian Meazza

This commit is contained in:
timoore 2008-01-04 22:31:18 +00:00
parent a1f268f2df
commit b2b35568d7
2 changed files with 213 additions and 95 deletions

View file

@ -3,7 +3,7 @@
// Written by David Culp, started November 2003.
// - davidculp2@comcast.net
//
// With major additions by Mathias Froehlich & Vivian Meazza 2004-2007
// With major additions by Mathias Froehlich & Vivian Meazza 2004-2008
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
@ -25,7 +25,6 @@
#include <simgear/math/point3d.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/scene/material/mat.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <Scenery/scenery.hxx>
@ -33,6 +32,7 @@
#include "AIBallistic.hxx"
const double FGAIBallistic::slugs_to_kgs = 14.5939029372;
const double FGAIBallistic::slugs_to_lbs = 32.1740485564;
FGAIBallistic::FGAIBallistic() :
FGAIBase(otBallistic),
@ -40,7 +40,7 @@ FGAIBallistic::FGAIBallistic() :
_aero_stabilised(false),
_drag_area(0.007),
_life_timer(0.0),
_gravity(32),
_gravity(32.1740485564),
_buoyancy(0),
_random(false),
_ht_agl_ft(0),
@ -48,6 +48,7 @@ FGAIBallistic::FGAIBallistic() :
_solid(false),
_report_collision(false),
_report_impact(false),
_wind(true),
_impact_report_node(fgGetNode("/ai/models/model-impact", true)),
_external_force(false)
@ -59,13 +60,15 @@ FGAIBallistic::~FGAIBallistic() {
}
void FGAIBallistic::readFromScenario(SGPropertyNode* scFileNode) {
if (!scFileNode)
if (!scFileNode){
return;
}
FGAIBase::readFromScenario(scFileNode);
//setPath(scFileNode->getStringValue("model", "Models/Geometry/rocket.ac"));
setAzimuth(scFileNode->getDoubleValue("azimuth", 0.0));
setElevation(scFileNode->getDoubleValue("elevation", 0.0));
setElevation(scFileNode->getDoubleValue("elevation", 0));
setDragArea(scFileNode->getDoubleValue("eda", 0.007));
setLife(scFileNode->getDoubleValue("life", 900.0));
setBuoyancy(scFileNode->getDoubleValue("buoyancy", 0));
@ -80,10 +83,16 @@ void FGAIBallistic::readFromScenario(SGPropertyNode* scFileNode) {
setRandom(scFileNode->getBoolValue("random", false));
setImpact(scFileNode->getBoolValue("impact", false));
setImpactReportNode(scFileNode->getStringValue("impact-reports"));
setName(scFileNode->getStringValue("name", "Bomb"));
setName(scFileNode->getStringValue("name", "Rocket"));
setFuseRange(scFileNode->getDoubleValue("fuse-range", 0.0));
setSMPath(scFileNode->getStringValue("submodel-path", ""));
setSubID(scFileNode->getIntValue("SubID", 0));
setExternalForce(scFileNode->getBoolValue("external-force", false));
setForcePath(scFileNode->getStringValue("force-path", ""));
setForceStabilisation(scFileNode->getBoolValue("force_stabilized", false));
setXOffset(scFileNode->getDoubleValue("x-offset", 0.0));
setYOffset(scFileNode->getDoubleValue("y-offset", 0.0));
setZOffset(scFileNode->getDoubleValue("z-offset", 0.0));
}
bool FGAIBallistic::init(bool search_in_AI_path) {
@ -98,6 +107,7 @@ bool FGAIBallistic::init(bool search_in_AI_path) {
hdg = _azimuth;
pitch = _elevation;
roll = _rotation;
Transform();
return true;
@ -146,6 +156,10 @@ void FGAIBallistic::setStabilisation(bool val) {
_aero_stabilised = val;
}
void FGAIBallistic::setForceStabilisation(bool val) {
_force_stabilised = val;
}
void FGAIBallistic::setNoRoll(bool nr) {
no_roll = nr;
}
@ -216,6 +230,18 @@ void FGAIBallistic::setFuseRange(double f) {
_fuse_range = f;
}
void FGAIBallistic::setXOffset(double x) {
_x_offset = x;
}
void FGAIBallistic::setYOffset(double y) {
_y_offset = y;
}
void FGAIBallistic::setZOffset(double z) {
_z_offset = z;
}
void FGAIBallistic::setSubID(int i) {
_subID = i;
//cout << "sub id " << _subID << " name " << _name << endl;
@ -235,10 +261,65 @@ void FGAIBallistic::setForcePath(const string& p) {
}
}
bool FGAIBallistic::getHtAGL(){
if (globals->get_scenery()->get_elevation_m(pos.getLatitudeDeg(), pos.getLongitudeDeg(),
10000.0, _elevation_m, &_material)){
_ht_agl_ft = pos.getElevationFt() - _elevation_m * SG_METER_TO_FEET;
if (_material) {
const vector<string>& names = _material->get_names();
_solid = _material->get_solid();
_load_resistance = _material->get_load_resistance();
_frictionFactor =_material->get_friction_factor();
if (!names.empty())
props->setStringValue("material/name", names[0].c_str());
else
props->setStringValue("material/name", "");
/*cout << "material " << mat_name
<< " solid " << _solid
<< " load " << _load_resistance
<< " frictionFactor " << frictionFactor
<< endl;*/
}
return true;
} else {
return false;
}
}
double FGAIBallistic::getRecip(double az){
// calculate the reciprocal of the input azimuth
if(az - 180 < 0){
return az + 180;
} else {
return az - 180;
}
}
void FGAIBallistic::setPitch(double e, double dt, double coeff){
double c = dt / (coeff + dt);
pitch = (e * c) + (pitch * (1 - c));
}
void FGAIBallistic::setHdg(double dt, double coeff){
double recip = getRecip(hdg);
double c = dt / (coeff + dt);
//we need to ensure that we turn the short way to the new hdg
if (_azimuth < recip && _azimuth < hdg && hdg > 180) {
hdg = ((_azimuth + 360) * c) + (hdg * (1 - c));
} else if (_azimuth > recip && _azimuth > hdg && hdg <= 180){
hdg = ((_azimuth - 360) * c) + (hdg * (1 - c));
} else {
hdg = (_azimuth * c) + (hdg * (1 - c));
}
}
void FGAIBallistic::Run(double dt) {
_life_timer += dt;
//cout << "life timer" <<_name <<" " << _life_timer << dt << endl;
if (_life_timer > life)
if (_life_timer > life && life != -1)
setDie(true);
//randomise Cd by +- 5%
@ -292,12 +373,11 @@ void FGAIBallistic::Run(double dt) {
if (!_wind) {
_wind_from_north = 0;
_wind_from_east = 0;
} else {
_wind_from_north = manager->get_wind_from_north();
_wind_from_east = manager->get_wind_from_east();
}
// convert wind speed (fps) to degrees lat/lon per second
double wind_speed_from_north_deg_sec = _wind_from_north / ft_per_deg_lat;
double wind_speed_from_east_deg_sec = _wind_from_east / ft_per_deg_lon;
//calculate velocity due to external force
double force_speed_north_deg_sec = 0;
double force_speed_east_deg_sec = 0;
@ -306,112 +386,151 @@ void FGAIBallistic::Run(double dt) {
double v_force_acc_fpss = 0;
double force_speed_north_fps = 0;
double force_speed_east_fps = 0;
double h_force_lbs = 0;
double normal_force_lbs = 0;
double normal_force_fpss = 0;
double static_friction_force_lbs = 0;
double dynamic_friction_force_lbs = 0;
double friction_force_speed_north_fps = 0;
double friction_force_speed_east_fps = 0;
double friction_force_speed_north_deg_sec = 0;
double friction_force_speed_east_deg_sec = 0;
double force_elevation_deg = 0;
if (_external_force) {
SGPropertyNode *n = fgGetNode(_force_path.c_str(), true);
double force_lbs = n->getChild("force-lb", 0, true)->getDoubleValue();
double force_elevation_deg = n->getChild("force-elevation-deg", 0, true)->getDoubleValue();
force_elevation_deg = n->getChild("force-elevation-deg", 0, true)->getDoubleValue();
double force_azimuth_deg = n->getChild("force-azimuth-deg", 0, true)->getDoubleValue();
//resolve force into vertical and horizontal components:
double v_force_lbs = force_lbs * sin( force_elevation_deg * SG_DEGREES_TO_RADIANS );
double h_force_lbs = force_lbs * cos( force_elevation_deg * SG_DEGREES_TO_RADIANS );
h_force_lbs = force_lbs * cos( force_elevation_deg * SG_DEGREES_TO_RADIANS );
//ground interaction
if (getHtAGL()){
double deadzone = 0.1;
if ( _ht_agl_ft <= (0 + _z_offset + deadzone) && _solid){
normal_force_lbs = (_mass * slugs_to_lbs) - v_force_lbs;
pos.setElevationFt((_elevation_m * SG_METER_TO_FEET) + _z_offset);
vs = 0;
// calculate friction
// we assume a static Coefficient of Friction (mu) of 0.62 (wood on concrete)
double mu = 0.62;
static_friction_force_lbs = mu * normal_force_lbs * _frictionFactor;
//adjust horizontal force
if (h_force_lbs <= static_friction_force_lbs && hs <= 0.1)
h_force_lbs = hs = 0;
else
dynamic_friction_force_lbs = (static_friction_force_lbs * 0.75);
//ignore wind when on the ground for now
//TODO fix this
_wind_from_north = 0;
_wind_from_east = 0;
}
}
//acceleration = (force(lbsf)/mass(slugs))
v_force_acc_fpss = (v_force_lbs/_mass);
double h_force_acc_fpss = (h_force_lbs/_mass);
v_force_acc_fpss = v_force_lbs/_mass;
normal_force_fpss = normal_force_lbs/_mass;
double h_force_acc_fpss = h_force_lbs/_mass;
double dynamic_friction_acc_fpss = dynamic_friction_force_lbs/_mass;
// velocity = acceleration * dt
hs_force_fps = h_force_acc_fpss * dt;
double friction_force_fps = dynamic_friction_acc_fpss * dt;
//resolve horizontal speed into north and east components:
//resolve horizontal speeds into north and east components:
force_speed_north_fps = cos(force_azimuth_deg * SG_DEGREES_TO_RADIANS) * hs_force_fps;
force_speed_east_fps = sin(force_azimuth_deg * SG_DEGREES_TO_RADIANS) * hs_force_fps;
double friction_force_speed_north_fps = cos(getRecip(hdg) * SG_DEGREES_TO_RADIANS) * friction_force_fps;
double friction_force_speed_east_fps = sin(getRecip(hdg) * SG_DEGREES_TO_RADIANS) * friction_force_fps;
// convert horizontal speed (fps) to degrees per second
double force_speed_north_deg_sec = force_speed_north_fps / ft_per_deg_lat;
double force_speed_east_deg_sec = force_speed_east_fps / ft_per_deg_lon;
force_speed_north_deg_sec = force_speed_north_fps / ft_per_deg_lat;
force_speed_east_deg_sec = force_speed_east_fps / ft_per_deg_lon;
//recombine the horizontal velocity components
hs = sqrt(((speed_north_fps + force_speed_north_fps) * (speed_north_fps + force_speed_north_fps))
+ ((speed_east_fps + force_speed_east_fps) * (speed_east_fps + force_speed_east_fps)));
/*cout << "mass " << _mass
<< " force " << force_lbs
<< " elevation " << force_elevation_deg
<< " azimuth " << force_azimuth_deg
<< endl; */
//cout << " _hs_force_fps " << hs_force_fps
//<< " force_speed_north_fps " << force_speed_north_fps
//<< " force_speed_east_fps " << force_speed_east_fps
//<< " speed_north_fps " << speed_north_fps
//<< " speed_east_fps " << speed_east_fps
//<< endl;
friction_force_speed_north_deg_sec = friction_force_speed_north_fps / ft_per_deg_lat;
friction_force_speed_east_deg_sec = friction_force_speed_east_fps / ft_per_deg_lon;
}
// convert wind speed (fps) to degrees lat/lon per second
double wind_speed_from_north_deg_sec = _wind_from_north / ft_per_deg_lat;
double 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 + force_speed_north_deg_sec) * dt );
+ (speed_north_deg_sec - wind_speed_from_north_deg_sec
+ force_speed_north_deg_sec + friction_force_speed_north_deg_sec) * dt );
pos.setLongitudeDeg( pos.getLongitudeDeg()
+ (speed_east_deg_sec - wind_speed_from_east_deg_sec + force_speed_east_deg_sec) * dt );
+ (speed_east_deg_sec - wind_speed_from_east_deg_sec
+ force_speed_east_deg_sec + friction_force_speed_east_deg_sec) * dt );
//recombine the horizontal velocity components
hs = sqrt(((speed_north_fps + force_speed_north_fps + friction_force_speed_north_fps)
* (speed_north_fps + force_speed_north_fps + friction_force_speed_north_fps))
+ ((speed_east_fps + force_speed_east_fps + friction_force_speed_east_fps)
* (speed_east_fps + force_speed_east_fps + friction_force_speed_east_fps)));
if (hs <= 0.00001)
hs = 0;
// adjust vertical speed for acceleration of gravity, buoyancy, and vertical force
//v_force_acc_fpss = 0;
vs -= (_gravity - _buoyancy - v_force_acc_fpss) * dt;
vs -= (_gravity - _buoyancy - v_force_acc_fpss - normal_force_fpss) * dt;
if (vs <= 0.00001 && vs >= -0.00001)
vs = 0;
// adjust altitude (feet) and set new elevation
altitude_ft = pos.getElevationFt();
altitude_ft += vs * dt;
pos.setElevationFt(altitude_ft);
// recalculate total speed
if ( vs == 0 && hs == 0)
speed = 0;
else
speed = sqrt( vs * vs + hs * hs) / SG_KT_TO_FPS;
// recalculate elevation and azimuth (velocity vectors)
_elevation = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
_azimuth = atan2((speed_east_fps + force_speed_east_fps),
(speed_north_fps + force_speed_north_fps)) * SG_RADIANS_TO_DEGREES;
// rationalise azimuth
if (_azimuth < 0) _azimuth += 360;
if (_azimuth < 0)
_azimuth += 360;
if (_aero_stabilised) { // we simulate rotational moment of inertia by using a filter
const double coeff = 0.9;
double c = dt / (coeff + dt);
double recip;
// calculate the recip
if(hdg - 180 < 0){
recip = hdg + 180;
} else {
recip = hdg - 180;
}
//cout << "recip " << recip << endl;
// we assume a symetrical MI about the pitch and yaw axis
pitch = (_elevation * c) + (pitch * (1 - c));
setPitch(_elevation, dt, coeff);
setHdg(dt, coeff);
//we need to ensure that we turn the short way to the new hdg
if (_azimuth < recip && _azimuth < hdg && hdg > 180) {
//cout << "_azimuth - hdg 1 " << _azimuth << " " << hdg << endl;
hdg = ((_azimuth + 360) * c) + (hdg * (1 - c));
} else if (_azimuth > recip && _azimuth > hdg && hdg <= 180){
//cout << "_azimuth - hdg 2 " << _azimuth <<" " << hdg << endl;
hdg = ((_azimuth - 360) * c) + (hdg * (1 - c));
} else {
//cout << "_azimuth - hdg 3 " << _azimuth <<" " << hdg << endl;
hdg = (_azimuth * c) + (hdg * (1 - c));
}
} else if (_force_stabilised) { // we simulate rotational moment of inertia by using a filter
const double coeff = 0.9;
double ratio = h_force_lbs/(_mass * slugs_to_lbs);
double force_pitch = acos(ratio) * SG_RADIANS_TO_DEGREES;
if (force_pitch <= force_elevation_deg)
force_pitch = force_elevation_deg;
// we assume a symetrical MI about the pitch and yaw axis
setPitch(force_pitch,dt, coeff);
setHdg(dt, coeff);
}
// recalculate total speed
speed = sqrt( vs * vs + hs * hs) / SG_KT_TO_FPS;
/*cout << "_elevation " << _elevation
<< " pitch " << pitch
<<" _yaw " << _yaw
<< " hdg " << hdg
<< " speed " << speed
<< endl;*/
//do impacts and collisions
if (_report_impact && !_impact_reported)
handle_impact();
@ -426,37 +545,18 @@ void FGAIBallistic::Run(double dt) {
} // end Run
double FGAIBallistic::_getTime() const {
// 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))
if(!getHtAGL())
return;
if (material) {
const vector<string> names = material->get_names();
string mat_name;
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;
if (_ht_agl_ft <= 0) {
SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: terrain impact");
report_impact(elevation_m);
report_impact(_elevation_m);
_impact_reported = true;
// kill the AIObject if there is no subsubmodel

View file

@ -23,6 +23,7 @@
#include <math.h>
#include <vector>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/scene/material/mat.hxx>
#include "AIManager.hxx"
@ -71,9 +72,16 @@ public:
void setExternalForce( bool f );
void setForcePath(const string&);
double _getTime() const;
bool getHtAGL();
void setForceStabilisation( bool val );
void setXOffset(double x);
void setYOffset(double y);
void setZOffset(double z);
virtual const char* getTypeString(void) const { return "ballistic"; }
static const double slugs_to_kgs; //conversion factor
static const double slugs_to_lbs; //conversion factor
SGPropertyNode_ptr _force_node;
SGPropertyNode_ptr _force_azimuth_node;
@ -97,8 +105,13 @@ private:
bool _random; // modifier for Cd
double _ht_agl_ft; // height above ground level
double _load_resistance; // ground load resistanc N/m^2
double _frictionFactor; // dimensionless modifier for Coefficient of Friction
bool _solid; // if true ground is solid for FDMs
//double _hs_force_fps; // horizontal speed due to external force
double _elevation_m; // ground elevation in meters
bool _force_stabilised;// if true, object will align to external force
double _x_offset;
double _y_offset;
double _z_offset;
bool _report_collision; // if true a collision point with AI Objects is calculated
bool _report_impact; // if true an impact point on the terrain is calculated
@ -116,12 +129,17 @@ private:
string _submodel;
string _force_path;
const SGMaterial* _material;
void Run(double dt);
void handle_collision();
void handle_impact();
void setPitch (double e, double dt, double c);
void setHdg (double dt, double c);
void report_impact(double elevation, const FGAIBase *target = 0);
double getRecip(double az);
};
#endif // _FG_AIBALLISTIC_HXX