// FGAIBallistic.hxx - AIBase derived class creates an AI 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., 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" SG_USING_STD(vector); SG_USING_STD(list); class FGAIBallistic : public FGAIBase { public: FGAIBallistic(); ~FGAIBallistic(); void readFromScenario(SGPropertyNode* scFileNode); bool init(bool search_in_AI_path=false); virtual void bind(); virtual void unbind(); void update(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 setNoRoll( bool nr ); void setRandom( bool r ); void setName(const string&); void setCollision(bool c); void setImpact(bool i); void setImpactReportNode(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&); double _getTime() const; bool getHtAGL(); void setForceStabilisation( bool val ); void setXOffset(double x); void setYOffset(double y); void setZOffset(double z); 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; private: double _azimuth; // degrees true double _elevation; // degrees double _rotation; // degrees bool _aero_stabilised; // if true, object will align with trajectory double _drag_area; // equivalent drag area in ft2 double _life_timer; // seconds double _gravity; // fps2 double _buoyancy; // fps2 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 _ht_agl_ft; // height above ground level 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 double _x_offset; double _y_offset; double _z_offset; 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 double _fuse_range; double _dt_count; double _next_run; string _name; string _path; string _submodel; string _force_path; const SGMaterial* _material; void Run(double dt); void handle_collision(); void handle_impact(); void setPitch (double e, double dt, double c); void setHdg (double dt, double c); void report_impact(double elevation, const FGAIBase *target = 0); double getRecip(double az); }; #endif // _FG_AIBALLISTIC_HXX