// 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 "AIManager.hxx" #include "AIBase.hxx" 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 setImpact(bool i); void setImpactReportNode(const string&); double _getTime() const; virtual const char* getTypeString(void) const { return "ballistic"; } static const double slugs_to_kgs; //conversion factor 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 bool _solid; // if true ground is solid for FDMs bool _impact; // if true an impact point on the terrain is calculated bool _impact_data; // if true impact data have been set SGPropertyNode_ptr _impact_report_node; double _impact_energy; double _impact_speed; double _impact_lat; double _impact_lon; double _impact_elev; string _mat_name; string _name; void Run(double dt); void handle_impact(); // FGAIBase* _ai; }; #endif // _FG_AIBALLISTIC_HXX