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flightgear/src/AIModel/AIBallistic.hxx
mfranz b727604591 drop /ai/models/ballistic[]/impact/signal node, and allow instead to define
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.
2007-05-15 19:45:41 +00:00

103 lines
3.3 KiB
C++

// 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