Rename the getBumpHeight function to getGroundDisplacement
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4 changed files with 8 additions and 6 deletions
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@ -1408,10 +1408,10 @@ FGJSBsim::get_agl_ft(double t, const FGColumnVector3& loc, double alt_off,
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if (updateGroundReactions(material)) {
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setPosition(pt);
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setHeading(Propagate->GetEuler(FGJSBBase::ePsi));
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GroundReactions->SetBumpHeight(getBumpHeight());
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GroundReactions->SetRollingFFactor(getRolingFrictionFactor());
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GroundReactions->SetStaticFFactor(getStaticFrictionFactor());
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GroundReactions->SetMaximumForce(getPressure()*0.00014503773800721815);
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GroundReactions->SetBumpiness(getBumpiness());
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GroundReactions->SetSolid(getSolid());
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GroundReactions->SetPosition(pt);
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material_valid = true;
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@ -1425,7 +1425,8 @@ FGJSBsim::get_agl_ft(double t, const FGColumnVector3& loc, double alt_off,
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#else
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terrain->setBoolValue("valid", false);
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#endif
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return dot(hlToEc.rotate(SGVec3d(0, 0, 1)), SGVec3d(contact) - SGVec3d(pt));
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return dot(hlToEc.rotate(SGVec3d(0, 0, 1)), SGVec3d(contact) - SGVec3d(pt)) +
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getGroundDisplacement();
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}
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inline static double sqr(double x)
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@ -774,7 +774,9 @@ public:
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}
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inline float getPressure() { return _groundReactions.getPressure(); }
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inline float getBumpiness() { return _groundReactions.getBumpiness(); }
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inline float getBumpHeight() { return _groundReactions.getBumpHeight();}
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inline float getGroundDisplacement() {
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return _groundReactions.getGroundDisplacement();
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}
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inline float getStaticFrictionFactor() {
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return _groundReactions.getStaticFrictionFactor();
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}
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@ -91,7 +91,7 @@ GroundReactions::setPosition(const double pt[3])
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}
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float
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GroundReactions::getBumpHeight()
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GroundReactions::getGroundDisplacement()
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{
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static const float maxGroundBumpAmplitude = 0.4;
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@ -29,8 +29,7 @@ public:
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inline void setHeading(float h) { heading = h; };
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// then get the bum height at that position
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float getBumpHeight();
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float getGroundDisplacement();
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inline float getPressure() { return pressure; }
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inline float getBumpiness() { return bumpiness; }
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