// FGAIBallistic - FGAIBase-derived class creates a ballistic object // // Written by David Culp, started November 2003. // - davidculp2@comcast.net // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. #ifdef HAVE_CONFIG_H # include #endif #include #include #include "AIBallistic.hxx" FGAIBallistic::FGAIBallistic(FGAIManager* mgr) { manager = mgr; _type_str = "ballistic"; _otype = otBallistic; drag_area = 0.007; life_timer = 0.0; gravity = 32; // buoyancy = 64; no_roll = false; } FGAIBallistic::~FGAIBallistic() { } bool FGAIBallistic::init() { FGAIBase::init(); hdg = azimuth; pitch = elevation; roll = rotation; Transform(); return true; } void FGAIBallistic::bind() { // FGAIBase::bind(); props->tie("sim/time/elapsed-sec", SGRawValueMethods(*this, &FGAIBallistic::_getTime)); } void FGAIBallistic::unbind() { // FGAIBase::unbind(); props->untie("sim/time/elapsed-sec"); } void FGAIBallistic::update(double dt) { FGAIBase::update(dt); Run(dt); Transform(); } void FGAIBallistic::setAzimuth(double az) { hdg = azimuth = az; } void FGAIBallistic::setElevation(double el) { pitch = elevation = el; } void FGAIBallistic::setRoll(double rl) { rotation = rl; } void FGAIBallistic::setStabilisation(bool val) { aero_stabilised = val; } void FGAIBallistic::setDragArea(double a) { drag_area = a; } void FGAIBallistic::setLife(double seconds) { life = seconds; } void FGAIBallistic::setBuoyancy(double fpss) { buoyancy = fpss; } void FGAIBallistic::setWind_from_east(double fps) { wind_from_east = fps; } void FGAIBallistic::setWind_from_north(double fps) { wind_from_north = fps; } void FGAIBallistic::setWind(bool val) { wind = val; } void FGAIBallistic::setCd(double c) { Cd = c; } void FGAIBallistic::setMass(double m) { mass = m; } void FGAIBallistic::Run(double dt) { 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 // 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; } else { Cdm = 0.2965 * pow ( Mach, -1.1506 ) + Cd; } // cout << " Mach , " << Mach << " , Cdm , " << Cdm << 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 if ( speed < 0.0 ) speed = 0.0; // calculate vertical and horizontal speed components vs = sin( pitch * SG_DEGREES_TO_RADIANS ) * speed; hs = cos( pitch * SG_DEGREES_TO_RADIANS ) * speed; // 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.setlat( pos.lat() + (speed_north_deg_sec - wind_speed_from_north_deg_sec) * dt ); pos.setlon( pos.lon() + (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 += vs * dt; pos.setelev(altitude * SG_FEET_TO_METER); // recalculate pitch (velocity vector) if aerostabilized // cout << "aero_stabilised " << aero_stabilised << endl ; if (aero_stabilised) pitch = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES; // recalculate total speed speed = sqrt( vs * vs + hs * hs); // set destruction flag if altitude less than sea level -1000 if (altitude < -1000.0) setDie(true); } // end Run double FGAIBallistic::_getTime() const { // cout << "life timer 2" << life_timer << endl; return life_timer; } // end AIBallistic