// 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" class FGAIBallistic : public FGAIBase { public: FGAIBallistic(object_type ot = otBallistic); ~FGAIBallistic(); void readFromScenario(SGPropertyNode* scFileNode) override; bool init(ModelSearchOrder searchOrder) override; void bind() override; void reinit() override; void update(double dt) override; const char* getTypeString(void) const override { return "ballistic"; } void Run(double dt); void setAzimuth( double az ); void setElevation( double el ); void setAzimuthRandomError(double error); void setElevationRandomError(double error); 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 cd); void setCdRandomness(double randomness); void setMass( double m ); void setWeight( double w ); void setNoRoll( bool nr ); void setRandom( bool r ); void setLifeRandomness(double randomness); void setCollision(bool c); void setExpiry(bool e); void setImpact(bool i); void setImpactReportNode(const std::string&); void setContentsNode(const SGPropertyNode_ptr); void setFuseRange(double f); void setSMPath(const std::string&); void setSubID(int i); void setSubmodel(const std::string&); void setExternalForce( bool f ); void setForcePath(const std::string&); void setContentsPath(const std::string&); void setForceStabilisation( bool val ); void setGroundOffset(double g); void setLoadOffset(double l); void setSlaved(bool s); void setSlavedLoad(bool s); void setPch (double e, double dt, double c); int setHdg (double az, double dt, double c); void setBnk(double r, double dt, double c); void setHt(double h, double dt, double c); void setSpd(double s, double dt, double c); void setParentNodes(const SGPropertyNode_ptr); void setParentPos(); void setOffsetPos(SGGeod pos, double heading, double pitch, double roll); void setOffsetVelocity(double dt, SGGeod pos); void setTime(double sec); double _getTime()const; double getRelBrgHitchToUser() const; double getElevHitchToUser() const; double getLoadOffset() const; double getContents(); double getDistanceToHitch() const; double getElevToHitch() const; double getBearingToHitch() const; SGVec3d getCartHitchPos() const; bool getHtAGL(double start); bool getSlaved() const; bool getSlavedLoad() const; FGAIBallistic *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; // Node for parent model SGPropertyNode_ptr _pnode; // Nodes for parent parameters SGPropertyNode_ptr _p_pos_node; SGPropertyNode_ptr _p_lat_node; SGPropertyNode_ptr _p_lon_node; SGPropertyNode_ptr _p_alt_node; SGPropertyNode_ptr _p_agl_node; SGPropertyNode_ptr _p_ori_node; SGPropertyNode_ptr _p_pch_node; SGPropertyNode_ptr _p_rll_node; SGPropertyNode_ptr _p_hdg_node; SGPropertyNode_ptr _p_vel_node; SGPropertyNode_ptr _p_spd_node; double _height; double _speed; double _ht_agl_ft; // height above ground level double _azimuth; // degrees true double _elevation; // degrees double _rotation; // degrees double _speed_north_fps; double _speed_east_fps; double _wind_from_east; // fps double _wind_from_north; // fps double hs; 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; SGGeod _parentpos; SGGeod _oldpos; SGGeod _offsetpos; SGGeod _oldoffsetpos; private: double _az_random_error; // maximum azimuth error in degrees double _el_random_error; // maximum elevation error in degrees bool _aero_stabilised; // if true, object will align with trajectory double _drag_area; // equivalent drag area in ft2 double _cd; // current drag coefficient double _init_cd; // initial drag coefficient double _cd_randomness; // randomness of Cd. 1.0 means +- 100%, 0.0 means no randomness double _buoyancy; // fps^2 double _life_timer; // seconds bool _wind; // if true, local wind will be applied to object double _mass; // slugs bool _random; // modifier for Cd, life, az double _life_randomness; // dimension for _random, only applies to life at present 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) std::string _mat_name; 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 bool _report_expiry; SGPropertyNode_ptr _impact_report_node; // report node for impact and collision SGPropertyNode_ptr _contents_node; // node for droptank etc. contents double _fuse_range; std::string _submodel; std::string _force_path; std::string _contents_path; void handleEndOfLife(double); void handle_collision(); void handle_expiry(); void handle_impact(); void report_impact(double elevation, const FGAIBase *target = 0); void slaveToAC(double dt); void setContents(double c); void calcVSHS(); void calcNE(); SGVec3d getCartOffsetPos(SGGeod pos, double heading, double pitch, double roll) const; double getRecip(double az); double getMass() const; double _ground_offset; double _load_offset; SGVec3d _oldcartoffsetPos; SGVec3d _oldcartPos; }; #endif // _FG_AIBALLISTIC_HXX