b727604591
a report node in the submodels config: <impact-reports>/sim/model/cow/impact</impact-reports> When an impact happens, then the path of the submodel will be written to this node. An attached listener function can evaluate the impact properties.
103 lines
3.3 KiB
C++
103 lines
3.3 KiB
C++
// FGAIBallistic.hxx - AIBase derived class creates an AI ballistic object
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//
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// Written by David Culp, started November 2003.
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// - davidculp2@comcast.net
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef _FG_AIBALLISTIC_HXX
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#define _FG_AIBALLISTIC_HXX
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#include "AIManager.hxx"
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#include "AIBase.hxx"
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class FGAIBallistic : public FGAIBase {
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public:
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FGAIBallistic();
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~FGAIBallistic();
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void readFromScenario(SGPropertyNode* scFileNode);
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bool init(bool search_in_AI_path=false);
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virtual void bind();
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virtual void unbind();
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void update(double dt);
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void setAzimuth( double az );
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void setElevation( double el );
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void setRoll( double rl );
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void setStabilisation( bool val );
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void setDragArea( double a );
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void setLife( double seconds );
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void setBuoyancy( double fpss );
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void setWind_from_east( double fps );
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void setWind_from_north( double fps );
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void setWind( bool val );
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void setCd( double c );
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void setMass( double m );
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void setNoRoll( bool nr );
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void setRandom( bool r );
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void setName(const string&);
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void setImpact(bool i);
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void setImpactReportNode(const string&);
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double _getTime() const;
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virtual const char* getTypeString(void) const { return "ballistic"; }
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static const double slugs_to_kgs; //conversion factor
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private:
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double _azimuth; // degrees true
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double _elevation; // degrees
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double _rotation; // degrees
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bool _aero_stabilised; // if true, object will align with trajectory
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double _drag_area; // equivalent drag area in ft2
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double _life_timer; // seconds
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double _gravity; // fps2
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double _buoyancy; // fps2
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double _wind_from_east; // fps
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double _wind_from_north; // fps
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bool _wind; // if true, local wind will be applied to object
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double _Cd; // drag coefficient
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double _mass; // slugs
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bool _random; // modifier for Cd
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double _ht_agl_ft; // height above ground level
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double _load_resistance; // ground load resistanc N/m^2
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bool _solid; // if true ground is solid for FDMs
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bool _impact; // if true an impact point on the terrain is calculated
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bool _impact_data; // if true impact data have been set
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SGPropertyNode_ptr _impact_report_node;
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double _impact_energy;
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double _impact_speed;
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double _impact_lat;
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double _impact_lon;
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double _impact_elev;
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string _mat_name;
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string _name;
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void Run(double dt);
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void handle_impact();
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// FGAIBase* _ai;
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};
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#endif // _FG_AIBALLISTIC_HXX
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