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flightgear/src/AIModel/AIBallistic.hxx
timoore fd492a297a model paging patch from Till Busch
From Till:
i started the project at the end of february with a simple idea: move all
3d-model loading to the DatabasePager-thread. my first attempts looked
promising, though they were a little too optimistic (or naive?). the patch
has evolved a lot since.

currently it does the following things:
1. revive SGModelLib, move functions for xml-model-loading there

2. replace all calls to sgLoad3dModel with calls to either
SGModelLib::loadModel() or SGModelLib::loadPagedModel()
almost all models will be loaded by the DatabasePager. the few exceptions are:
your own plane, shared models in scenery, random objects, AIBallistic models.

3. simplify mode-loading functions (avoid passing around fg_root)

4. avoid supurious MatrixTransform nodes in loaded models

5. fix some memory leaks
2008-03-22 09:31:06 +00:00

212 lines
6.6 KiB
C++

// FGAIBallistic.hxx - AIBase derived class creates an AI ballistic object
//
// Written by David Culp, started November 2003.
// - davidculp2@comcast.net
//
// With major additions by Vivian Meazza, Feb 2008
//
// 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 <math.h>
#include <vector>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/scene/material/mat.hxx>
#include "AIManager.hxx"
#include "AIBase.hxx"
SG_USING_STD(vector);
SG_USING_STD(list);
class FGAIBallistic : public FGAIBase {
public:
FGAIBallistic(object_type ot = otBallistic);
~FGAIBallistic();
void readFromScenario(SGPropertyNode* scFileNode);
virtual osg::Node* load3DModel(const string &path,
SGPropertyNode *prop_root);
bool init(bool search_in_AI_path=false);
virtual void bind();
virtual void unbind();
void update(double dt);
FGAIBallistic *ballistic;
void Run(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 setWeight( double w );
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 setContentsNode(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&);
void setForceStabilisation( bool val );
void setGroundOffset(double g);
void setLoadOffset(double l);
void setSlaved(bool s);
void setSlavedLoad(bool s);
void setHitchPos();
void setPch (double e, double dt, double c);
void setHdg (double az, double dt, double c);
void setBnk(double r, double dt, double c);
void setHt(double h, double dt, double c);
void setHitchVelocity(double dt);
void setFormate(bool f);
double _getTime() const;
double getRelBrgHitchToUser() const;
double getElevHitchToUser() const;
double getLoadOffset() const;
double getContents();
SGVec3d getCartHitchPos() const;
bool getHtAGL();
bool getSlaved() const;
bool getSlavedLoad() const;
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;
SGGeod hitchpos;
double _height;
double _ht_agl_ft; // height above ground level
double _azimuth; // degrees true
double _elevation; // degrees
double _rotation; // degrees
bool _formate_to_ac;
void setTgtXOffset(double x);
void setTgtYOffset(double y);
void setTgtZOffset(double z);
void setTgtOffsets(double dt, double c);
double getTgtXOffset() const;
double getTgtYOffset() const;
double getTgtZOffset() const;
double _tgt_x_offset;
double _tgt_y_offset;
double _tgt_z_offset;
double _elapsed_time;
private:
virtual void reinit() { init(); }
bool _aero_stabilised; // if true, object will align with trajectory
double _drag_area; // equivalent drag area in ft2
double _life_timer; // seconds
double _gravity; // fps^2
double _buoyancy; // fps^2
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 _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
bool _slave_to_ac; // if true, object will be slaved to the parent ac pos and orientation
bool _slave_load_to_ac;// if true, object will be slaved to the parent ac pos
double _contents_lb; // contents of the object
double _weight_lb; // weight of the object (no contents if appropriate) (lbs)
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
SGPropertyNode_ptr _contents_node; // report node for impact and collision
double _fuse_range;
double _distance;
double _dt_count;
double _next_run;
string _name;
string _path;
string _submodel;
string _force_path;
const SGMaterial* _material;
void handle_collision();
void handle_impact();
void report_impact(double elevation, const FGAIBase *target = 0);
void slaveToAC(double dt);
void setContents(double c);
void formateToAC(double dt);
SGVec3d getCartUserPos() const;
double getDistanceLoadToHitch() const;
double getElevLoadToHitch() const;
double getBearingLoadToHitch() const;
double getRecip(double az);
double getMass() const;
double hs;
double _ground_offset;
double _load_offset;
double _force;
double _old_height;
SGVec3d _oldcarthitchPos;
SGGeod oldhitchpos;
};
#endif // _FG_AIBALLISTIC_HXX