fd492a297a
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
212 lines
6.6 KiB
C++
212 lines
6.6 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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// With major additions by Vivian Meazza, Feb 2008
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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 <math.h>
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#include <vector>
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#include <simgear/structure/SGSharedPtr.hxx>
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#include <simgear/scene/material/mat.hxx>
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#include "AIManager.hxx"
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#include "AIBase.hxx"
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SG_USING_STD(vector);
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SG_USING_STD(list);
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class FGAIBallistic : public FGAIBase {
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public:
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FGAIBallistic(object_type ot = otBallistic);
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~FGAIBallistic();
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void readFromScenario(SGPropertyNode* scFileNode);
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virtual osg::Node* load3DModel(const string &path,
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SGPropertyNode *prop_root);
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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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FGAIBallistic *ballistic;
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void Run(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 setWeight( double w );
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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 setCollision(bool c);
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void setImpact(bool i);
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void setImpactReportNode(const string&);
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void setContentsNode(const string&);
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void setFuseRange(double f);
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void setSMPath(const string&);
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void setSubID(int i);
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void setSubmodel(const string&);
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void setExternalForce( bool f );
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void setForcePath(const string&);
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void setForceStabilisation( bool val );
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void setGroundOffset(double g);
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void setLoadOffset(double l);
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void setSlaved(bool s);
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void setSlavedLoad(bool s);
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void setHitchPos();
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void setPch (double e, double dt, double c);
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void setHdg (double az, double dt, double c);
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void setBnk(double r, double dt, double c);
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void setHt(double h, double dt, double c);
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void setHitchVelocity(double dt);
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void setFormate(bool f);
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double _getTime() const;
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double getRelBrgHitchToUser() const;
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double getElevHitchToUser() const;
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double getLoadOffset() const;
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double getContents();
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SGVec3d getCartHitchPos() const;
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bool getHtAGL();
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bool getSlaved() const;
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bool getSlavedLoad() 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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static const double slugs_to_lbs; //conversion factor
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SGPropertyNode_ptr _force_node;
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SGPropertyNode_ptr _force_azimuth_node;
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SGPropertyNode_ptr _force_elevation_node;
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SGGeod hitchpos;
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double _height;
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double _ht_agl_ft; // height above ground level
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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 _formate_to_ac;
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void setTgtXOffset(double x);
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void setTgtYOffset(double y);
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void setTgtZOffset(double z);
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void setTgtOffsets(double dt, double c);
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double getTgtXOffset() const;
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double getTgtYOffset() const;
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double getTgtZOffset() const;
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double _tgt_x_offset;
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double _tgt_y_offset;
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double _tgt_z_offset;
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double _elapsed_time;
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private:
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virtual void reinit() { init(); }
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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; // fps^2
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double _buoyancy; // fps^2
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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 _load_resistance; // ground load resistanc N/m^2
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double _frictionFactor; // dimensionless modifier for Coefficient of Friction
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bool _solid; // if true ground is solid for FDMs
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double _elevation_m; // ground elevation in meters
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bool _force_stabilised;// if true, object will align to external force
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bool _slave_to_ac; // if true, object will be slaved to the parent ac pos and orientation
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bool _slave_load_to_ac;// if true, object will be slaved to the parent ac pos
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double _contents_lb; // contents of the object
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double _weight_lb; // weight of the object (no contents if appropriate) (lbs)
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bool _report_collision; // if true a collision point with AI Objects is calculated
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bool _report_impact; // if true an impact point on the terrain is calculated
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bool _external_force; // if true then apply external force
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SGPropertyNode_ptr _impact_report_node; // report node for impact and collision
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SGPropertyNode_ptr _contents_node; // report node for impact and collision
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double _fuse_range;
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double _distance;
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double _dt_count;
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double _next_run;
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string _name;
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string _path;
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string _submodel;
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string _force_path;
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const SGMaterial* _material;
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void handle_collision();
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void handle_impact();
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void report_impact(double elevation, const FGAIBase *target = 0);
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void slaveToAC(double dt);
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void setContents(double c);
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void formateToAC(double dt);
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SGVec3d getCartUserPos() const;
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double getDistanceLoadToHitch() const;
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double getElevLoadToHitch() const;
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double getBearingLoadToHitch() const;
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double getRecip(double az);
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double getMass() const;
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double hs;
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double _ground_offset;
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double _load_offset;
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double _force;
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double _old_height;
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SGVec3d _oldcarthitchPos;
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SGGeod oldhitchpos;
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};
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#endif // _FG_AIBALLISTIC_HXX
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