// FGAIBallistic.hxx - AIBase derived class creates an AI ballistic object // // Written by David Culp, started November 2003. // - davidculp2@comcast.net // // With major additions by Vivian Meazza, Feb 2008 // // 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. #ifndef _FG_AIBALLISTIC_HXX #define _FG_AIBALLISTIC_HXX #include #include #include #include #include "AIManager.hxx" #include "AIBase.hxx" using std::vector; using std::list; class FGAIBallistic : public FGAIBase { public: FGAIBallistic(object_type ot = otBallistic); ~FGAIBallistic(); void readFromScenario(SGPropertyNode* scFileNode); virtual osg::Node* load3DModel(const string &path, SGPropertyNode *prop_root); bool init(bool search_in_AI_path=false); virtual void bind(); virtual void unbind(); void update(double dt); FGAIBallistic *ballistic; void Run(double dt); void setAzimuth( double az ); void setElevation( double el ); void setRoll( double rl ); void setStabilisation( bool val ); void setDragArea( double a ); void setLife( double seconds ); void setBuoyancy( double fpss ); void setWind_from_east( double fps ); void setWind_from_north( double fps ); void setWind( bool val ); void setCd( double c ); void setMass( double m ); void setWeight( double w ); void setNoRoll( bool nr ); void setRandom( bool r ); void setName(const string&); void setCollision(bool c); void setImpact(bool i); void setImpactReportNode(const string&); void setContentsNode(const string&); void setFuseRange(double f); void setSMPath(const string&); void setSubID(int i); void setSubmodel(const string&); void setExternalForce( bool f ); void setForcePath(const string&); void setForceStabilisation( bool val ); void setGroundOffset(double g); void setLoadOffset(double l); void setSlaved(bool s); void setSlavedLoad(bool s); void setHitchPos(); void setPch (double e, double dt, double c); void setHdg (double az, double dt, double c); void setBnk(double r, double dt, double c); void setHt(double h, double dt, double c); void setHitchVelocity(double dt); void setFormate(bool f); double _getTime() const; double getRelBrgHitchToUser() const; double getElevHitchToUser() const; double getLoadOffset() const; double getContents(); SGVec3d getCartHitchPos() const; bool getHtAGL(); bool getSlaved() const; bool getSlavedLoad() const; 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; SGPropertyNode_ptr _force_elevation_node; SGGeod hitchpos; double _height; double _ht_agl_ft; // height above ground level double _azimuth; // degrees true double _elevation; // degrees double _rotation; // degrees bool _formate_to_ac; void setTgtXOffset(double x); void setTgtYOffset(double y); void setTgtZOffset(double z); void setTgtOffsets(double dt, double c); double getTgtXOffset() const; double getTgtYOffset() const; double getTgtZOffset() const; double _tgt_x_offset; double _tgt_y_offset; double _tgt_z_offset; double _elapsed_time; private: virtual void reinit() { init(); } bool _aero_stabilised; // if true, object will align with trajectory double _drag_area; // equivalent drag area in ft2 double _life_timer; // seconds double _gravity; // fps^2 double _buoyancy; // fps^2 double _wind_from_east; // fps double _wind_from_north; // fps bool _wind; // if true, local wind will be applied to object double _Cd; // drag coefficient double _mass; // slugs bool _random; // modifier for Cd 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 _elevation_m; // ground elevation in meters bool _force_stabilised;// if true, object will align to external force bool _slave_to_ac; // if true, object will be slaved to the parent ac pos and orientation bool _slave_load_to_ac;// if true, object will be slaved to the parent ac pos double _contents_lb; // contents of the object double _weight_lb; // weight of the object (no contents if appropriate) (lbs) 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 bool _external_force; // if true then apply external force SGPropertyNode_ptr _impact_report_node; // report node for impact and collision SGPropertyNode_ptr _contents_node; // report node for impact and collision double _fuse_range; double _distance; double _dt_count; double _next_run; string _name; string _path; string _submodel; string _force_path; const SGMaterial* _material; void handle_collision(); void handle_impact(); void report_impact(double elevation, const FGAIBase *target = 0); void slaveToAC(double dt); void setContents(double c); void formateToAC(double dt); SGVec3d getCartUserPos() const; double getDistanceLoadToHitch() const; double getElevLoadToHitch() const; double getBearingLoadToHitch() const; double getRecip(double az); double getMass() const; double hs; double _ground_offset; double _load_offset; double _force; double _old_height; SGVec3d _oldcarthitchPos; SGGeod oldhitchpos; }; #endif // _FG_AIBALLISTIC_HXX