Пример #1
0
Ghost::Ghost(Position pos) {
	ghost_velocity = GHOST_VELOCITY;

	WorldManager &world_manager = WorldManager::getInstance();

	setPosition(pos);
	setType("Ghost");
	setSolidness(SOFT); //Ghosts can move through anything
	setAltitude(MAX_ALTITUDE);

	//TODO: This takes too long to find, is there a more efficient way?
	/*
	 ObjectList objects = world_manager.getAllObjects();
	 ObjectListIterator iterator = objects.createIterator();

	 bool found = false;
	 while(!iterator.isDone() && !found){
	 if (iterator.currentObject()->getType() == "Hero"){

	 hero_pos = iterator.currentObject()->getPosition();

	 found = true;
	 }
	 }
	 */

//	if (!found){
	Position h_pos(world_manager.getBoundary().getHorizontal() / 2,
			world_manager.getBoundary().getVertical() / 2);
	hero_pos = h_pos;
//	}

	LogManager &lm = LogManager::getInstance();
	ResourceManager &rm = ResourceManager::getInstance();
	Sprite *p_temp_sprite;

	p_temp_sprite = rm.getSprite("ghost");
	if (!p_temp_sprite) {
		lm.writeLog("Ghost::Ghost(): Warning! Sprite '%s' not found", "ghost");
	} else {
		setSprite(p_temp_sprite);
		setSpriteSlowdown(15);
	}

	max_speed_cooldown = MAX_SPEED_COOLDOWN;
	speed_cooldown = max_speed_cooldown;

	registerInterest(HERO_MOVE_EVENT);
	registerInterest(STEP_EVENT);
	registerInterest(COLLISION_EVENT);
	registerInterest(LEVEL_UP_EVENT);
}
Пример #2
0
FGColumnVector3 FGRotor::rotor::body_moments(FGColumnVector3 F_h, double a_ic, double b_ic)
{
  FGColumnVector3 M_s, M_hub, M_h;
  
  FGColumnVector3 h_pos(RelDistance_xhub, 0.0, RelHeight_zhub);

  // vermutlich ein biege moment, bzw.widerstands moment ~ d^3
  double M_w_tilde = 0.0 ;
  double mf = 0.0 ;
 
  M_w_tilde = BladeMassMoment;

  // cyclic flapping relative to shaft axes /SH79/ eqn(43)
  a1s = a_1*cos(beta_orient) + b_1*sin(beta_orient) - b_ic;
  b1s = b_1*cos(beta_orient) - a_1*sin(beta_orient) + a_ic;

  // mind this: no HingeOffset, no additional pitch/roll moments
  mf = 0.5 * (HingeOffset+HingeOffset_hover) * BladeNum * Omega*Omega * M_w_tilde;
  M_s(eL) = mf*b1s;
  M_s(eM) = mf*a1s;
  M_s(eN) = Torque;

  if (flags & eRotCW) {
    M_s(eN) = -M_s(eN);
  }

  if (flags & eCoaxial) {
    M_s(eN) = 0.0;
  }

  M_hub = ShaftToBody * M_s;

  M_h = M_hub + (h_pos * F_h);

  return M_h;
}