// 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; } FGAIBallistic::~FGAIBallistic() { } bool FGAIBallistic::init() { FGAIBase::init(); aero_stabilized = true; hdg = azimuth; pitch = elevation; return true; } void FGAIBallistic::bind() { // FGAIBase::bind(); props->tie("sim/time/elapsed-sec", SGRawValuePointer(&(this->life_timer))); } 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::setStabilization(bool val) { aero_stabilized = 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::Run(double dt) { life_timer += dt; 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; // the two drag calculations below assume sea-level density, // mass of 0.03 slugs, drag coeff of 0.295 // adjust speed due to drag speed -= 0.0116918 * drag_area * speed * speed * dt; if ( speed < 0.0 ) speed = 0.0; 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; // convert wind speed (fps) to degrees per second if (!wind){ wind_from_north = 0; wind_from_east = 0; } 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 * dt) ); // pos.setlon( pos.lon() + (speed_east_deg_sec * dt) ); // 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 vs -= (gravity - buoyancy) * dt; // adjust altitude (feet) altitude += vs * dt; pos.setelev(altitude * SG_FEET_TO_METER); // recalculate pitch (velocity vector) if aerostabilized if (aero_stabilized) 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); }