VR-Forces 4.1.1 Class Documentation
List of all members | Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes
DtBallisticGun Class Reference

DtBallisticGun provides a simple model of a ballistic gun. More...

Inheritance diagram for DtBallisticGun:
Inheritance graph
[legend]

Public Member Functions

 DtBallisticGun (const DtString &name, DtVrfObject *owner, DtSimManager *simManager, DtComponentDescriptor *desc=0, DtReaderWriterRegistry *parentRegistry=0)
 (const DtString&,DtVrfObject*,DtSimManager*,
virtual ~DtBallisticGun ()
 destructor
virtual bool init ()
 Overridden to cache a pointer to the entity's radio in this class.
virtual void initPendingDetonations ()
 Called in the first tick.
virtual DtString type () const
 Returns a string identifies the class type of component.
virtual void preFirstTickInit ()
 Calls initPendingDetonations.
virtual void tick ()
 Fire and detonate.
virtual bool checkHitProbability (const DtEntityType &type, DtReal range)
 Returns true if we hit the target, false otherwise.
virtual double hitProbabilityModifier (const DtEntityType &type, DtReal range)
 Override this function to dynamically change the probability of a hit based on factors such as current speed, weather conditions, etc.
virtual DtFireInteraction * createFireInteraction ()
 Allocates a DtFireInteraction and then uses the munition information specified on the munition and fuze ports, as well as the current target reported by the entity, to fill in the necessary fields.
virtual DtDetonationInteractioncreateDetonationInteraction (DtTime &detTime, bool assureMiss=false)
 Allocates a DtDetonationInteraction.
virtual void scheduleDetonation (DtDetonationInteraction *detInter, DtTime detTime)
 Schedules the sending of the DtDetonationInteraction passed as the first argument at a point in the future specified by the second argument, using the DtScheduler facility (which is accessed through the DtSimManager).
virtual DtString probabilityString () const
virtual DtVector calculateMuzzlePosition () const
 Finds the correct muzzle placement for the gun.
virtual DtDetonationInteractioncreateDetonationInteraction (const DtDetonationDescriptor &desc, DtTime &detTime)
 Creates a new DtDetonationInteraction, given a DtDetonationDescriptor.
virtual DtDetonationDescriptorcreateDetonationDescriptor (DtDetonationInteraction *detInter, DtTime simTime)
 Creates and fills out a new DtDetonationDescriptor, given a DtDetonationInteraction and a time (simulation time to fire, in seconds).
- Public Member Functions inherited from DtActuatorComponent
virtual ~DtActuatorComponent ()
 destructor
virtual DtSimBaseRadioradio ()
virtual bool tickWhileDestroyed () const
 By default, all actuators tick when the entity is destroyed.
- Public Member Functions inherited from DtSimComponent
 DtSimComponent (const DtString &name, DtVrfObject *owner, DtSimManager *simManager, DtComponentDescriptor *desc=0, DtReaderWriterRegistry *parentRegistry=0)
virtual ~DtSimComponent ()
 destructor
void setParentSystem (DtComponentSystem *system)
 Sets the parent system of this component.
virtual bool postAddComponentsInit ()
 Called after all components have been created, initialized and added to the component manager.
virtual void postTick ()
 This function is called immediately after tick() is called.
virtual void timedTick ()
 This version of tick checks to see if the time to tick has arrived.
virtual void setMinTickPeriod (double minTickPeriod)
 specifies a minimum tick period (which can also be thought of as
virtual double minTickPeriod () const
 access the minimum tick period
virtual void setMinTickPeriodVariance (double minTickPeriodVariance)
 set the variance in the minimum tick time
virtual double minTickPeriodVariance () const
 access the variance in the minimum tick period
virtual void setNextTickTime (double nextTickTime)
 The next tick time is normally calculated internally.
virtual double nextTickTime () const
 access the next tick time
virtual double calculateNextTickTime () const
 The next tick time is equal to mySimManager->exerciseClock()-> approximateElapsedRealTime() + myMinTickPeriod + a random # between -myMinTickPeriodVariance/2.
virtual double calculateFirstTickTime () const
 Returns the first time value that the component should tick at.
virtual void setEntity (DtVrfObject *entity)
 The entity's state repository is the place that actuator components make updates and other components look to see our current state.
virtual DtSimComponentnextComponent ()
 List management functions.
virtual DtSimComponentprevComponent ()
virtual void setListItem (DtListItem *item)
 Used by DtComponentList.
virtual DtListItem * listItem ()
virtual void putData (FILE *fp, int indentLevel=0)
 putData writes our type, which is provided by the virtual type accessor of the deriving class.
virtual DtlObjPtr getData (DtlObjPtr args, const DtFilename &searchPath, const DtVariableBindingsList &variableBindings)
 getData is just used to get us past the type in the data stream, since it's not actual stored.
virtual void addInputPort (DtInputPort *port)
 Adds this input port to the components input port list so that other components can look it up and attach to it.
virtual void removeInputPort (DtInputPort *port)
virtual DtInputPortlookupInputPort (const DtString &portName)
 Returns a pointer to the input port registered on this component with the specified name.
virtual DtList inputPortList () const
 Returns the list of DtInputPorts registered on this component.
virtual void addOutputPort (DtOutputPort *port)
 Adds this output port to the components output port list so that other components can look it up and attach to it.
virtual void removeOutputPort (DtOutputPort *port)
virtual DtOutputPortlookupOutputPort (const DtString &portName)
 Returns a pointer to the output port registered on this component with the specified name.
virtual DtList outputPortList () const
 Returns the list of DtOutputPorts registered on this component.
virtual void addInputPortGroup (DtInputPortGroup *group)
 Adds this input port to the components input port list so that other components can look it up and attach to it.
virtual void removeInputPortGroup (DtInputPortGroup *group)
virtual DtInputPortGrouplookupInputPortGroup (const DtString &groupName)
 Returns a pointer the input port group registered on this component with the specified name.
virtual DtList inputPortGroupList () const
 Returns the list of DtInputPortGroups registered on this component.
virtual void addOutputPortGroup (DtOutputPortGroup *group)
 Adds this output port group to the components output port group list so that other components can look it up and attach to it.
virtual void removeOutputPortGroup (DtOutputPortGroup *group)
virtual DtOutputPortGrouplookupOutputPortGroup (const DtString &groupName)
 Returns a pointer the output port group registered on this component with the specified name.
virtual DtList outputPortGroupList () const
 Returns the list of DtOutputPortGroups registered on this component.
virtual int priority () const
 Return the current connection priority for this component.
virtual void setPriority (int priority)
 Sets a new connection priority for this component, and changes all current outgoing connections from this component to the new value.
double dT () const
 This is the delta-t for this component, which may or may not be the same as the exerciseClock dT.
virtual void setDT (double deltaT)
 Note that while dT is calculated internally, this makes it possible to 'lie' to the component about dT if necessary.
virtual void setComponentDescriptor (DtComponentDescriptor *componentDescriptor)
 The component descriptor specified in the order of battle file or parameter file that was used to create this component.
virtual const
DtComponentDescriptor
componentDescriptor () const
DtVrfProcessStateRepositoryManagerpsrManager ()
virtual DtString componentFullName () const
virtual void enable ()
 Is this component enabled or not.
virtual void disable ()
 Is this component enabled or not.
virtual bool isEnabled ()
 Is this component enabled or not.
virtual void setIsEnabled (bool yesNo)
 Is this component enabled or not.
virtual DtOutputStream & objectConsoleDebug () const
virtual DtOutputStream & objectConsoleVerbose () const
virtual DtOutputStream & objectConsoleInfo () const
virtual DtOutputStream & objectConsoleWarn () const
virtual DtOutputStream & objectConsoleError () const
virtual DtSimResourceManagerresourceManager ()
virtual const
DtSimResourceManager
resourceManager () const
- Public Member Functions inherited from DtReaderWriter
 DtReaderWriter ()
 default constructor
 DtReaderWriter (const DtString &name, DtReaderWriterRegistry *parentRegistry=NULL, bool readonly=false)
 real constructor Setting the readonly flag prevents object from writing itself to the stream.
 DtReaderWriter (const DtSymbolString &name, DtReaderWriterRegistry *parentRegistry=NULL, bool readonly=false)
 DtReaderWriter (const DtString &name, const DtReaderWriter &orig, DtReaderWriterRegistry *parentRegistry=NULL)
 copy constructor
 DtReaderWriter (const DtSymbolString &name, const DtReaderWriter &orig, DtReaderWriterRegistry *parentRegistry=NULL)
const DtReaderWriteroperator= (const DtReaderWriter &orig)
 assignment operator
virtual ~DtReaderWriter ()
 destructor
virtual void putSelf (FILE *fp, int indentLevel=0, bool writeUnspecified=false, const DtFilename &path=DtFilename::nullFilename())
 Top level call to write itself to file.
virtual void getSelf (DtlObjPtr args, const DtFilename &searchPath=DtFilename::nullFilename(), const DtVariableBindingsList &variableBindings=nullVariableReference())
 Top level to read itself from an input stream.
virtual void writeSelf (FILE *fp, int indentLevel=0, bool writeUnspecified=false, const DtFilename &path=DtFilename::nullFilename())
 Called from putSelf, calls myRegistry.putSelf which in turn calls putSelf on each reader/writer in the registry.
virtual DtSymbolString name () const
 Accessor for name of this readable/writable object.
virtual void addAlias (const DtSymbolString &alias)
 Add an alias as an alternative name for this object.
virtual bool hasAlias (const DtSymbolString &alias)
virtual const aliasContaineraliases () const
virtual void setReadonly (bool flag)
 Set read-only flag.
virtual bool isReadonly () const
virtual bool variableIsBound () const
virtual void unbindVariable ()
 Sets the myVariableIsBound flag to false.
virtual void setName (const DtString &)
 Set the name of the object.
virtual const char * readerWriterType () const
 Used to supply a string type that this reader writer type is.
virtual DtString prettyPrint () const
 Routine to return a human readable form of the reader/writer variable.
virtual void bindVariables (DtVariableBindingsList variableBindings)
 Runs a variable binding pass on this reader writer and any of its children.
virtual std::list
< DtVariableNameType
unboundVariables () const
bool invalid () const
virtual bool hasChild (const DtReaderWriter *p) const
 Returns true if this variable has a child p in it's chain.
virtual void setValueSpecified (bool specified, bool recurse=false)
 The specified flags are used for optional values.
virtual bool valueSpecified () const
 The specified flags are used for optional values.
virtual bool isVariableReference () const
 Specifies whether or not this reader writer is really a variable that is specified elsewhere.
virtual void setIsVariableReference (bool value)
virtual DtSymbolString variableName () const
 The variable name, if this object is a variable reference.
virtual void setVariableName (const DtSymbolString variableName)
 The variable name, if this object is a variable reference.
const DtReaderWriterRegistryregistry () const
 Collection of child DtReaderWriter nodes owned by this object.
DtReaderWriterRegistryregistry ()
 Collection of child DtReaderWriter nodes owned by this object.

Static Public Member Functions

static void detonationCallback (DtTimer *timer)
 Casts the user data portion of the DtTimer passed to it to a DtDetonationTimerData object.
static DtSimComponentcreator (const DtString &name, DtVrfObject *owner, DtSimManager *simManager, DtComponentDescriptor *desc=0, DtReaderWriterRegistry *parentRegistry=0)
 (const DtString&,DtVrfObject*,DtSimManager*,
static void objectAddedCb (DtVrfObject *vrfObject, void *usr)
 Calls processObjectAdded().

Protected Member Functions

virtual bool createPortGroups ()
 Overridden to create local port groups.
virtual bool createPorts ()
 Overridden to create local ports.
virtual bool createPSR ()
 Creates myProcessState data member, and adds it to our process state repository manager.
virtual void processObjectAdded (DtVrfObject *vrfObject)
 Checks pending detonation list (in the process state repository) for target with same name as new object.
virtual void addRangeItems ()
 Adds all items that have a range to the object state repository.
 DtBallisticGun ()
 default constructor; not implemented
 DtBallisticGun (const DtBallisticGun &orig)
 copy constructor; not implemented
const DtBallisticGunoperator= (const DtBallisticGun &orig)
 assignment operator; not implemented
- Protected Member Functions inherited from DtActuatorComponent
 DtActuatorComponent (const DtString &name, DtVrfObject *owner, DtSimManager *simManager, DtComponentDescriptor *desc=0, DtReaderWriterRegistry *parentRegistry=0)
 (const DtString& name,
 DtActuatorComponent (const DtActuatorComponent &orig)
 copy constructor
const DtActuatorComponentoperator= (const DtActuatorComponent &orig)
 assignment operator
virtual void setRadio (DtSimBaseRadio *radio)
 DtActuatorComponent ()
 Default constructor; should not be called.
- Protected Member Functions inherited from DtSimComponent
bool testInvariant () const
virtual DtPhysicalWorldphysicalWorld ()
 Gets the physical world that this component's entity exists in.
virtual const DtPhysicalWorldphysicalWorld () const
virtual DtAttachedTerrainterrainAttachedTo ()
 Gets the terrain that this component's entity is attached to, if any.
virtual const DtAttachedTerrainterrainAttachedTo () const
virtual DtVrfObjectentity ()
 Gets the entity.
virtual const DtVrfObjectentity () const
virtual DtSimManagersimManager ()
 Gets the sim manager.
virtual const DtSimManagersimManager () const
virtual const Coordinate_SystemcoordinateSystem () const
 Gets the coordinate system, as it should always exist if the physical world is in a valid state!
virtual Coordinate_SystemcoordinateSystem ()
virtual
DtVrfObjectStateRepository
localStateRepository ()
 Gets the local state repository.
virtual const
DtVrfObjectStateRepository
localStateRepository () const
- Protected Member Functions inherited from DtReaderWriter
virtual void bindToRwAsVariable (const DtReaderWriter *rw)
 Copies values from the specified DtReaderWriter.
virtual void bindLocalVariables (const DtVariableBindingsList &variableBindings)
 Checks to see if this RW object is a variable reference that can be bound using the provided bindings.

Protected Attributes

DtBallisticGunDescriptormyBalGunDescriptor
DtEntityIdentifier myObjectId
DtReal myMuzzleSpeed
DtVector myMuzzleOffset
DtVrfObjectmyCurrentTarget
 These are set by createFireInteraction and used by createDetonationInteraction.
DtEventId myCurrentEventId
DtReal myCurrentRange
DtList myTimerList
DtArtPartType myGunArtPart
DtVrfBalGunPSRmyProcessState
 Container for state data associated with this component.
Ports and Port Groups
DtInputPortGroupmyBalGunControlPortGroup
 Input Port Group Name: gun-control
Input Port Group Description:
DtBooleanInputPortmyTriggerPort
 Input Port Name: trigger
Input Port Description: Edge-triggered input which fires a round whenever a new True arrives on the port.
DtIntegerInputPortmyQuantityInputPort
 Input Port Name: quantity
Input Port Description: Indicates the number of rounds to be fired with a single trigger pull.
DtBooleanInputPortmyLoadedPort
 Input Port Name: loaded
Input Port Description: Must be True for gun to fire.
DtIntegerInputPortmyLosPort
 Input Port Name: line-of-sight
Input Port Description: Indicates the result of a line of sight calculation to the current target.
- Protected Attributes inherited from DtActuatorComponent
DtSimBaseRadiomyRadio
 Actuators can send messages.
- Protected Attributes inherited from DtSimComponent
DtVrfObjectmyEntity
DtVrfObjectStateRepositorymyLocalStateRepository
DtSimManagermySimManager
DtComponentSystemmySystem
 Pointer to the DtComponentSystem that this component belongs.
DtListItem * myListItem
DtInputPortMap myInputPortList
DtOutputPortMap myOutputPortList
DtInputPortGroupMap myInputPortGroupList
DtOutputPortGroupMap myOutputPortGroupList
int myPriority
double myMinTickPeriod
double myMinTickPeriodVariance
double myNextTickTime
double myLastTickSimTime
double myDT
bool myIsEnabled
 Indicates whether this component should be enabled for ticking or not.
bool myFirstTick
 Initialized to true in the constructor, set to false by the first call to postTick.
const DtComponentDescriptormyComponentDescriptor
- Protected Attributes inherited from DtReaderWriter
const DtSymbolString myName
DtReaderWriterRegistry myRegistry
bool myValueSpecified
bool myReadOnlyFlag
bool myIsVariableReference
DtSymbolString myVariableName
bool myVariableIsBound
aliasContainer myAliases
 Container for the aliases which represent alternative names for the object.
bool myInvalid
 Set to true if there is a problem reading this item.

Additional Inherited Members

- Public Types inherited from DtReaderWriter
typedef std::vector
< DtSymbolString
aliasContainer
typedef std::vector
< DtSymbolString >::iterator 
aliasIter
typedef std::vector
< DtSymbolString >
::const_iterator 
aliasConstIter
typedef std::pair
< DtSymbolString, DtString
DtVariableNameType
- Protected Types inherited from DtSimComponent
typedef std::map< DtString,
DtInputPort * > 
DtInputPortMap
typedef std::map< DtString,
DtOutputPort * > 
DtOutputPortMap
typedef std::map< DtString,
DtInputPortGroup * > 
DtInputPortGroupMap
typedef std::map< DtString,
DtOutputPortGroup * > 
DtOutputPortGroupMap
- Static Protected Attributes inherited from DtSimComponent
static DtSimComponentFactorymyFactory

Detailed Description

DtBallisticGun provides a simple model of a ballistic gun.

End User Description: The ballistic gun actuator uses the ammunition data and trigger values it receives. When the trigger port has the value of true, it creates a fire interaction using the ammunition indicated and the current state of the entity at the entity’s current target. It also checks the hit probability table to decide if this should be a hit. It creates the proper detonation interaction for the determined result and schedules the interaction to be sent at the appropriate time.

Uses Descriptor Type: DtBallisticGunDescriptor

Constructor & Destructor Documentation

DtBallisticGun::DtBallisticGun ( const DtString name,
DtVrfObject owner,
DtSimManager simManager,
DtComponentDescriptor desc = 0,
DtReaderWriterRegistry parentRegistry = 0 
)

(const DtString&,DtVrfObject*,DtSimManager*,

Parameters
nameReader writer name of this component.
ownerThe DtVrfObject that owns this component
simManagerThe simulation manager (provides access to terrain, message interface, simulation clock).
descThe component descriptor used to initialize this component.
parentRegistryPointer to the parent reader writer registry (the containing object that reads/writes this object).
(const DtString&,DtVrfObject*,DtSimManager*, DtComponentDescriptor*,DtReaderWriterRegistry* parentRegistry)

virtual DtBallisticGun::~DtBallisticGun ( )
virtual

destructor

DtBallisticGun::DtBallisticGun ( )
protected

default constructor; not implemented

DtBallisticGun::DtBallisticGun ( const DtBallisticGun orig)
protected

copy constructor; not implemented

Member Function Documentation

virtual bool DtBallisticGun::init ( )
virtual

Overridden to cache a pointer to the entity's radio in this class.

Reimplemented from DtActuatorComponent.

virtual void DtBallisticGun::initPendingDetonations ( )
virtual

Called in the first tick.

Creates and schedules any pending detonations from detonation descriptor data in the process state repository. For those detonations whose target does not exist yet (e.g. target may be remote and not discovered yet), registers the objectAddedCb to provide an opportunity to create and schedule those pending detonations at a later time.

virtual DtString DtBallisticGun::type ( ) const
virtual

Returns a string identifies the class type of component.

Type values are defined in compTypes.h. DtSimComponent creation functions are registered with the DtSimComponentFactory using the type values as the key.

Returns
DtBallisticGunActuatorType

Reimplemented from DtSimComponent.

Reimplemented in DtBallisticGunJoy.

virtual void DtBallisticGun::preFirstTickInit ( )
virtual

Calls initPendingDetonations.

Reimplemented from DtSimComponent.

virtual void DtBallisticGun::tick ( )
virtual

Fire and detonate.

Reimplemented from DtSimComponent.

Reimplemented in DtBallisticGunJoy.

virtual bool DtBallisticGun::checkHitProbability ( const DtEntityType &  type,
DtReal  range 
)
virtual

Returns true if we hit the target, false otherwise.

Looks up a DtPrbRangeTableEntry based on entity type and range passed as arguments in the Hit Probability Table specified by the component descriptor describing this component. It uses the probability in the DtPrbRangeTableEntry indexed by the string returned by the probabilityString() function. This probability is then multiplied by the value from hitProbabilityModifier(). It then generates a random number between 0.0 and 1.0 using DtFRand(). If the value generated is less than or equal to the hit probability, true is returned. If the value generated is greater than the hit probability, false is returned.

virtual double DtBallisticGun::hitProbabilityModifier ( const DtEntityType &  type,
DtReal  range 
)
virtual

Override this function to dynamically change the probability of a hit based on factors such as current speed, weather conditions, etc.

By default, 1.0 is returned. Values less than one make a hit less likely, and values greater than one make a hit more likely.

virtual DtFireInteraction* DtBallisticGun::createFireInteraction ( )
virtual

Allocates a DtFireInteraction and then uses the munition information specified on the munition and fuze ports, as well as the current target reported by the entity, to fill in the necessary fields.

It also calculates a muzzle velocity vector to store in the interaction, using myMuzzleSpeed and a unit vector pointing from the firing entity to the target. The range to the target, needed for the interaction is approximated using DtFastDist() and stored in the member variable myCurrentRange for use by createDetonationInteraction().

virtual DtDetonationInteraction* DtBallisticGun::createDetonationInteraction ( DtTime &  detTime,
bool  assureMiss = false 
)
virtual

Allocates a DtDetonationInteraction.

It calls checkHitProbability() to determine if the detonation will be a hit or a miss. If it is a hit, the interaction’s result field is set to DtDetResEntityImpact. An (approximate) impact point on the target entity is determined by shooting a ray from the center of the shooting entity to the center of the target entity. The point of intersection between this ray and the target entity’s bounding volume is then determined, and this is used as the detonation location. A round velocity vector is also calculated by using myMuzzleSpeed and a normalized version of the shooting vector. If the detonation is determined to be a miss, DtDetResGroundImpact is used for the detonation result, and a ground location is randomly selected from within a 2 ½ meter ring outside the radius of the target’s bounding volume as the detonation point. The round velocity vector is calculated by finding the unit vector from the center of the shooting entity to the impact point and scaling by myMuzzleSpeed. An approximate time to detonation is determined using the approximate distance to the target, stored by createFireInteraction() in myCurrentRange, divided by myMuzzleSpeed. This speed and the DtDetonationInteraction created are returned. If assureMiss is True, the hitProbability is skipped, and a miss is garunteed.

virtual void DtBallisticGun::scheduleDetonation ( DtDetonationInteraction detInter,
DtTime  detTime 
)
virtual

Schedules the sending of the DtDetonationInteraction passed as the first argument at a point in the future specified by the second argument, using the DtScheduler facility (which is accessed through the DtSimManager).

A DtDetonationTimerData object is allocated, which holds a pointer to the DtDetonationInteraction and a pointer to the DtSimManager. A DtTimer is then created that is set for the desired time and that is given the DtBallisticGun::detonationCallback() as the callback function for when the timer fires, and DtDetonationTimerData object as the user data that will be accessible to the callback. The timer is placed on the scheduler with a call to DtScheduler::addTimer(), which will assume responsibility for firing the DtTimer at the specified time. The DtTimer is also placed on a local timer list myTimerList, so that it can be deleted at a later time.

virtual DtString DtBallisticGun::probabilityString ( ) const
virtual
virtual DtVector DtBallisticGun::calculateMuzzlePosition ( ) const
virtual

Finds the correct muzzle placement for the gun.

virtual DtDetonationInteraction* DtBallisticGun::createDetonationInteraction ( const DtDetonationDescriptor desc,
DtTime &  detTime 
)
virtual

Creates a new DtDetonationInteraction, given a DtDetonationDescriptor.

Fills out new new interaction with data from the descriptor and returns the detonation time (time in seconds relative to current sim time). The resulting DtDetonationInteraction and DtTime can be directly passed into scheduleDetonation.

virtual DtDetonationDescriptor* DtBallisticGun::createDetonationDescriptor ( DtDetonationInteraction detInter,
DtTime  simTime 
)
virtual

Creates and fills out a new DtDetonationDescriptor, given a DtDetonationInteraction and a time (simulation time to fire, in seconds).

static void DtBallisticGun::detonationCallback ( DtTimer timer)
static

Casts the user data portion of the DtTimer passed to it to a DtDetonationTimerData object.

It then uses the pointer to the Simulation Manager provided in the DtDetonationTimerData to get a pointer to the DtExerciseConn, and sends the DtDetonationInteraction which is also in the DtDetonationTimerData object via the exercise connection. The timer is removed from the scheduler, and the DtDetonationTimerData and DtDetonationInteraction objects are deleted.

Reimplemented in DtBallisticGunJoy.

static DtSimComponent* DtBallisticGun::creator ( const DtString name,
DtVrfObject owner,
DtSimManager simManager,
DtComponentDescriptor desc = 0,
DtReaderWriterRegistry parentRegistry = 0 
)
static

(const DtString&,DtVrfObject*,DtSimManager*,

Parameters
nameReader writer name of this component.
ownerThe DtVrfObject that owns this component
simManagerThe simulation manager (provides access to terrain, message interface, simulation clock).
descThe component descriptor used to initialize this component.
parentRegistryPointer to the parent reader writer registry (the containing object that reads/writes this object).
(const DtString&,DtVrfObject*,DtSimManager*, DtComponentDescriptor*,DtReaderWriterRegistry* parentRegistry)

Returns
New instance of this class.

Reimplemented in DtBallisticGunJoy.

static void DtBallisticGun::objectAddedCb ( DtVrfObject vrfObject,
void *  usr 
)
static
virtual bool DtBallisticGun::createPortGroups ( )
protectedvirtual

Overridden to create local port groups.

Reimplemented from DtSimComponent.

virtual bool DtBallisticGun::createPorts ( )
protectedvirtual

Overridden to create local ports.

Reimplemented from DtSimComponent.

Reimplemented in DtBallisticGunJoy.

virtual bool DtBallisticGun::createPSR ( )
protectedvirtual

Creates myProcessState data member, and adds it to our process state repository manager.

Passes in the name and type specified in the component descriptor (if they exist) to the DtVrfProcessStateRepository::createRepository factory method. If name and/or type is not specified, uses the appropriate default strings defined in procSRTypes.h.

virtual void DtBallisticGun::processObjectAdded ( DtVrfObject vrfObject)
protectedvirtual

Checks pending detonation list (in the process state repository) for target with same name as new object.

If one exists, sets the target global id in the pending object item (a DtDetonationDescriptor), and then schedules the detonation, given the data in the descriptor.

virtual void DtBallisticGun::addRangeItems ( )
protectedvirtual

Adds all items that have a range to the object state repository.

const DtBallisticGun& DtBallisticGun::operator= ( const DtBallisticGun orig)
protected

assignment operator; not implemented

Member Data Documentation

DtBallisticGunDescriptor* DtBallisticGun::myBalGunDescriptor
protected
DtEntityIdentifier DtBallisticGun::myObjectId
protected
DtReal DtBallisticGun::myMuzzleSpeed
protected
DtVector DtBallisticGun::myMuzzleOffset
protected
DtVrfObject* DtBallisticGun::myCurrentTarget
protected

These are set by createFireInteraction and used by createDetonationInteraction.

DtEventId DtBallisticGun::myCurrentEventId
protected
DtReal DtBallisticGun::myCurrentRange
protected
DtList DtBallisticGun::myTimerList
protected
DtArtPartType DtBallisticGun::myGunArtPart
protected
DtVrfBalGunPSR* DtBallisticGun::myProcessState
protected

Container for state data associated with this component.

This state is saved and restored as part of a scenario (or checkpoint).

DtInputPortGroup* DtBallisticGun::myBalGunControlPortGroup
protected

Input Port Group Name: gun-control
Input Port Group Description:

DtBooleanInputPort* DtBallisticGun::myTriggerPort
protected

Input Port Name: trigger
Input Port Description: Edge-triggered input which fires a round whenever a new True arrives on the port.


Input Port Range:
Input Port Default Value:
Input Group Parent: gun-control

DtIntegerInputPort* DtBallisticGun::myQuantityInputPort
protected

Input Port Name: quantity
Input Port Description: Indicates the number of rounds to be fired with a single trigger pull.

Changes the quantity field in the fire/detonate interactions/PDUs generated by this gun. If not connected, a value of 1 is used.
Input Port Range: 1+
Input Port Default Value: 1
Input Group Parent: gun-control

DtBooleanInputPort* DtBallisticGun::myLoadedPort
protected

Input Port Name: loaded
Input Port Description: Must be True for gun to fire.


Input Port Range:
Input Port Default Value:
Input Group Parent: gun-control

DtIntegerInputPort* DtBallisticGun::myLosPort
protected

Input Port Name: line-of-sight
Input Port Description: Indicates the result of a line of sight calculation to the current target.

This gun is only capable of hitting things with a Clear line of sight. If Unknown, the gun will calculate the los. Input Port Range: 0 = Unkown, 1 = Blocked, 2 = Clear
Input Port Default Value:
Input Group Parent: gun-control


The documentation for this class was generated from the following file:

Document ID: Generated on Mon Apr 8 19:24:01 EDT 2013 from SVN revision 125877
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