Пример #1
0
//------------------------------------------------------------------------------
// burstFrame() -- generate a small burst of bullets (usually every 1/10 seconds)
//------------------------------------------------------------------------------
void Gun::burstFrame()
{
   // Compute the number of rounds this burst
   int ibullets = static_cast<int>(rcount + 0.5f);

   // Do we have any bullets to fire ...
   if (ibullets > 0){

      // Decrease the number of rounds remaining
      if ( !isUnlimited() ) {
         if (ibullets > rounds) {
            ibullets = rounds;
            rcount = LCreal(ibullets);
         }
         rounds -= ibullets;
      }


      // Update the rounds fired count
      rcount -= ibullets;

      // Log this event
      Player* ownship = static_cast<Player*>( findContainerByType(typeid(Player)) );

      if (ownship != 0) {
         BEGIN_RECORD_DATA_SAMPLE( getSimulation()->getDataRecorder(), REID_GUN_FIRED )
            SAMPLE_1_OBJECT( ownship )
            SAMPLE_1_VALUE( rcount )
         END_RECORD_DATA_SAMPLE()
      }

      // TabLogger is deprecated
      if (ownship != nullptr && getAnyEventLogger() != nullptr) {
         TabLogger::TabLogEvent* evt = new TabLogger::LogGunActivity(1, ownship, ibullets); // type 1 == gun fired
         getAnyEventLogger()->log(evt);
         evt->unref();
      }

      // When we have a bullet model ... we're going to create a bullet (weapon)
      // player to flyout the rounds.
      Bullet* wpn = getBulletType();
      Simulation* sim = static_cast<Simulation*>( findContainerByType(typeid(Simulation)) );
      if (wpn != nullptr && ownship != nullptr && sim != nullptr) {

         // Compute the bullet burst's initial position and velocity
         osg::Vec3 ipos = computeInitBulletPosition();
         osg::Vec3 ivel = computeInitBulletVelocity();

         // Get the bullet player being used to fly-out the bullets
         Bullet* flyout = static_cast<Bullet*>( wpn->getFlyoutWeapon() );
         if (flyout == nullptr) {
            // If we don't have the flyout bullet (i.e., weapon and player) ... create it
            wpn->setLaunchVehicle(ownship);
            flyout = static_cast<Bullet*>( wpn->release() );
         }

            // The flyout bullet (player) will handle this burst of bullets.
         if (flyout != nullptr) {
            flyout->burstOfBullets(&ipos, &ivel, ibullets, getRoundsPerMinute(), sim->getNewWeaponEventID() );
         }

         // Cleanup
         if (flyout != nullptr) { flyout->unref(); flyout = nullptr; }

      }
   }
   else rcount = 0;
Пример #2
0
//------------------------------------------------------------------------------
// weaponGuidance() -- default guidance; using Robot Aircraft (RAC) guidance
//------------------------------------------------------------------------------
void Missile::weaponGuidance(const LCreal dt)
{

   // ---
   // Control velocity:  During burn time, accel to max velocity,
   //  after burn time, deaccelerate to min velocity.
   // ---
   if (isEngineBurnEnabled()) cmdVelocity = vpMax;
   else cmdVelocity = vpMin;

   // ---
   // If the target's already dead,
   //    then don't go away mad, just go away.
   // ---
   const Player* tgt = getTargetPlayer();
   const Track* trk = getTargetTrack();
   if (trk != 0) tgt = trk->getTarget();

   if (tgt != 0 && !tgt->isActive()) return;

   osg::Vec3 los; // Target Line of Sight
   osg::Vec3 vel; // Target velocity

   // ---
   // Basic guidance
   // ---
   {
      // ---
      // Get position and velocity vectors from the target/track
      // ---
      osg::Vec3 posx;
      calculateVectors(tgt, trk, &los, &vel, &posx);

      // compute range to target
      LCreal trng0 = trng;
      trng = los.length();

      // compute range rate,
      LCreal trdot0 = trdot;
      if (dt > 0)
         trdot = (trng - trng0)/dt;
      else
         trdot = 0;

      // Target total velocit
      LCreal totalVel = vel.length();

      // compute target velocity parallel to LOS,
      LCreal vtplos = (los * vel/trng);

      // ---
      // guidance - fly to intercept point
      // ---

      // if we have guidance ...
      if ( isGuidanceEnabled() && trng > 0) {

         // get missile velocity (must be faster than target),
         LCreal v = vpMax;
         if (v < totalVel) v = totalVel + 1;

         // compute target velocity normal to LOS squared,
         LCreal tgtVp = totalVel;
         LCreal vtnlos2 = tgtVp*tgtVp - vtplos*vtplos;

         // and compute missile velocity parallex to LOS.
         LCreal vmplos = lcSqrt( v*v - vtnlos2 );

         // Now, use both velocities parallel to LOS to compute
         //  closure rate.
         LCreal vclos = vmplos - vtplos;

         // Use closure rate and range to compute time to intercept.
         LCreal dt1 = 0;
         if (vclos > 0) dt1 = trng/vclos;

         // Use time to intercept to extrapolate target position.
         osg::Vec3 p1 = (los + (vel * dt1));

         // Compute missile commanded heading and
         cmdHeading = lcAtan2(p1.y(),p1.x());

         // commanded pitch.
         LCreal grng = lcSqrt(p1.x()*p1.x() + p1.y()*p1.y());
         cmdPitch = -lcAtan2(p1.z(),grng);

      }
   }

   // ---
   // fuzing logic  (let's see if we've scored a hit)
   //  (compute range at closest point and compare to max burst radius)
   //  (use target truth data)
   // ---
   {
      // ---
      // Get position and velocity vectors from the target (truth)
      // (or default to the values from above)
      // ---
      if (tgt != 0) {
         calculateVectors(tgt, 0, &los, &vel, 0);
      }

      // compute range to target
      LCreal trng0 = trngT;
      trngT = los.length();

      // compute range rate,
      LCreal trdot0 = trdotT;
      if (dt > 0)
         trdotT = (trngT - trng0)/dt;
      else
         trdotT = 0;

      // when we've just passed the target ...
      if (trdotT > 0 && trdot0 < 0 && !isDummy() && getTOF() > 2.0f) {
         bool missed = true;   // assume the worst

         // compute relative velocity vector.
         osg::Vec3 velRel = (vel - getVelocity());

         // compute missile velocity squared,
         LCreal vm2 = velRel.length2();
         if (vm2 > 0) {

            // relative range (dot) relative velocity
            LCreal rdv = los * velRel;

            // interpolate back to closest point
            LCreal ndt = -rdv/vm2;
            osg::Vec3 p0 = los + (velRel*ndt);

            // range squared at closest point
            LCreal r2 = p0.length2();

            // compare to burst radius squared
            if (r2 <= (getMaxBurstRng()*getMaxBurstRng()) ) {

               // We've detonated
               missed = false;
               setMode(DETONATED);
               setDetonationResults( DETONATE_ENTITY_IMPACT );

               // compute location of the detonation relative to the target
               osg::Vec3 p0n = -p0;
               if (tgt != 0) p0n = tgt->getRotMat() * p0n;
               setDetonationLocation(p0n);

               // Did we hit anyone?
               checkDetonationEffect();

               // Log the event
               LCreal detRange = getDetonationRange();
               if (isMessageEnabled(MSG_INFO)) {
                  std::cout << "DETONATE_ENTITY_IMPACT rng = " << detRange << std::endl;
               }
               if (getAnyEventLogger() != 0) {
                  TabLogger::TabLogEvent* evt = new TabLogger::LogWeaponActivity(2, getLaunchVehicle(), this, getTargetPlayer(), DETONATE_ENTITY_IMPACT, detRange); // type 2 for "detonate"
                  getAnyEventLogger()->log(evt);
                  evt->unref();
               }
            }
         }

         // Did we miss the target?
         if (missed) {
            // We've detonated ...
            setMode(DETONATED);
            setDetonationResults( DETONATE_DETONATION );

            // because we've just missed the target
            setTargetPlayer(0,false);
            setTargetTrack(0,false);

            // Log the event
            LCreal detRange = trngT;
            if (isMessageEnabled(MSG_INFO)) {
               std::cout << "DETONATE_OTHER rng = " << detRange << std::endl;
            }
            if (getAnyEventLogger() != 0) {
               TabLogger::TabLogEvent* evt = new TabLogger::LogWeaponActivity(2, getLaunchVehicle(), this, getTargetPlayer(), DETONATE_DETONATION, getDetonationRange()); // type 2 for "detonate"
               getAnyEventLogger()->log(evt);
               evt->unref();
            }
         }

      }
   }
}