// FGAIBallistic - FGAIBase-derived class creates a ballistic object // // Written by David Culp, started November 2003. // - davidculp2@comcast.net // // With major additions by Mathias Froehlich & Vivian Meazza 2004-2007 // // 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. #ifdef HAVE_CONFIG_H # include #endif #include #include #include #include #include #include "AIBallistic.hxx" const double FGAIBallistic::slugs_to_kgs = 14.5939029372; FGAIBallistic::FGAIBallistic() : FGAIBase(otBallistic), _aero_stabilised(false), _drag_area(0.007), _life_timer(0.0), _gravity(32), _buoyancy(0), _random(false), _ht_agl_ft(0), _load_resistance(0), _solid(false), _report_collision(false), _report_impact(false), _impact_report_node(fgGetNode("/ai/models/model-impact", true)), _mat_name("") { no_roll = false; } FGAIBallistic::~FGAIBallistic() { } void FGAIBallistic::readFromScenario(SGPropertyNode* scFileNode) { if (!scFileNode) return; FGAIBase::readFromScenario(scFileNode); setAzimuth(scFileNode->getDoubleValue("azimuth", 0.0)); setElevation(scFileNode->getDoubleValue("elevation", 0.0)); setDragArea(scFileNode->getDoubleValue("eda", 0.007)); setLife(scFileNode->getDoubleValue("life", 900.0)); setBuoyancy(scFileNode->getDoubleValue("buoyancy", 0)); setWind_from_east(scFileNode->getDoubleValue("wind_from_east", 0)); setWind_from_north(scFileNode->getDoubleValue("wind_from_north", 0)); setWind(scFileNode->getBoolValue("wind", false)); setRoll(scFileNode->getDoubleValue("roll", 0.0)); setCd(scFileNode->getDoubleValue("cd", 0.029)); setMass(scFileNode->getDoubleValue("mass", 0.007)); setStabilisation(scFileNode->getBoolValue("aero_stabilized", false)); setNoRoll(scFileNode->getBoolValue("no-roll", false)); setRandom(scFileNode->getBoolValue("random", false)); setImpact(scFileNode->getBoolValue("impact", false)); setImpactReportNode(scFileNode->getStringValue("impact-reports")); setName(scFileNode->getStringValue("name", "Bomb")); setFuseRange(scFileNode->getDoubleValue("fuse-range", 0.0)); setSMPath(scFileNode->getStringValue("submodel-path", "")); setSubID(scFileNode->getIntValue("SubID", 0)); } bool FGAIBallistic::init(bool search_in_AI_path) { FGAIBase::init(search_in_AI_path); props->setStringValue("material/name", _mat_name.c_str()); props->setStringValue("name", _name.c_str()); props->setStringValue("submodels/path", _submodel.c_str()); // start with high value so that animations don't trigger yet _ht_agl_ft = 10000000; hdg = _azimuth; pitch = _elevation; roll = _rotation; Transform(); return true; } void FGAIBallistic::bind() { // FGAIBase::bind(); props->tie("sim/time/elapsed-sec", SGRawValueMethods(*this, &FGAIBallistic::_getTime)); props->tie("material/load-resistance", SGRawValuePointer(&_load_resistance)); props->tie("material/solid", SGRawValuePointer(&_solid)); props->tie("altitude-agl-ft", SGRawValuePointer(&_ht_agl_ft)); props->tie("sub-id", SGRawValuePointer(&_subID)); } void FGAIBallistic::unbind() { // FGAIBase::unbind(); props->untie("sim/time/elapsed-sec"); props->untie("material/load-resistance"); props->untie("material/solid"); props->untie("altitude-agl-ft"); props->untie("sub-id"); } 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::setNoRoll(bool nr) { no_roll = nr; } 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::setRandom(bool r) { _random = r; } void FGAIBallistic::setImpact(bool i) { _report_impact = i; } void FGAIBallistic::setCollision(bool c) { _report_collision = c; } void FGAIBallistic::setImpactReportNode(const string& path) { if (!path.empty()) _impact_report_node = fgGetNode(path.c_str(), true); } void FGAIBallistic::setName(const string& n) { _name = n; } void FGAIBallistic::setSMPath(const string& s) { _submodel = s; } void FGAIBallistic::setFuseRange(double f) { _fuse_range = f; } void FGAIBallistic::setSubID(int i) { _subID = i; //cout << "sub id " << _subID << " name " << _name << endl; } void FGAIBallistic::setSubmodel(const string& s) { _submodel = s; } void FGAIBallistic::Run(double dt) { _life_timer += dt; //cout << "life timer" <<_name <<" " << _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 double hs; //randomise Cd by +- 5% if (_random) _Cd = _Cd * 0.95 + (0.05 * sg_random()); // 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 (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 << " ballistic speed kts //"<< speed << 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; double speed_fps = speed * SG_KT_TO_FPS; // calculate vertical and horizontal speed components if (speed == 0.0) { hs = vs = 0.0; } else { vs = sin( pitch * SG_DEGREES_TO_RADIANS ) * speed_fps; hs = cos( pitch * SG_DEGREES_TO_RADIANS ) * speed_fps; } // 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.setLatitudeDeg( pos.getLatitudeDeg() + (speed_north_deg_sec - wind_speed_from_north_deg_sec) * dt ); pos.setLongitudeDeg( pos.getLongitudeDeg() + (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_ft += vs * dt; pos.setElevationFt(altitude_ft); // recalculate pitch (velocity vector) if aerostabilized /*cout << _name << ": " << "aero_stabilised " << _aero_stabilised << " pitch " << pitch <<" vs " << vs <get_scenery()->get_elevation_m(pos.getLatitudeDeg(), pos.getLongitudeDeg(), 10000.0, elevation_m, &material)) return; if (material) { const vector names = material->get_names(); if (!names.empty()) _mat_name = names[0].c_str(); _solid = material->get_solid(); _load_resistance = material->get_load_resistance(); props->setStringValue("material/name", _mat_name.c_str()); //cout << "material " << _mat_name << " solid " << _solid << " load " << _load_resistance << endl; } _ht_agl_ft = pos.getElevationFt() - elevation_m * SG_METER_TO_FEET; // report impact by setting properties if (_ht_agl_ft <= 0) { SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: terrain impact"); report_impact(elevation_m); _impact_reported = true; } } void FGAIBallistic::handle_collision() { const FGAIBase *collision = manager->calcCollision(pos.getElevationFt(), pos.getLatitudeDeg(),pos.getLongitudeDeg(), _fuse_range); if (collision) { SG_LOG(SG_GENERAL, SG_DEBUG, "AIBallistic: HIT!"); report_impact(pos.getElevationM(), collision); _collision_reported = true; } } void FGAIBallistic::report_impact(double elevation, const FGAIBase *object) { _impact_lat = pos.getLatitudeDeg(); _impact_lon = pos.getLongitudeDeg(); _impact_elev = elevation; _impact_speed = speed * SG_KT_TO_MPS; _impact_hdg = hdg; _impact_pitch = pitch; _impact_roll = roll; SGPropertyNode *n = props->getNode("impact", true); if (object) n->setStringValue("type", object->getTypeString()); else n->setStringValue("type", "terrain"); n->setDoubleValue("longitude-deg", _impact_lon); n->setDoubleValue("latitude-deg", _impact_lat); n->setDoubleValue("elevation-m", _impact_elev); n->setDoubleValue("heading-deg", _impact_hdg); n->setDoubleValue("pitch-deg", _impact_pitch); n->setDoubleValue("roll-deg", _impact_roll); n->setDoubleValue("speed-mps", _impact_speed); _impact_report_node->setStringValue(props->getPath()); } // end AIBallistic