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ballisticGun.h
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1 /*******************************************************************************
2 ** Copyright (c) 2012 MAK Technologies, Inc.
3 ** All rights reserved.
4 *******************************************************************************/
5 
8 
10 #pragma once
11 
16 #include "vrfcore/timer.h"
17 #include "vrfutil/simMunition.h"
18 
21 class DtVrfBalGunPSR;
23 class DtIntegerInputPort;
25 class DtBooleanInputPort;
26 class DtAnalogInputPort;
27 class DtInputPortGroup;
28 
29 #define DEBUG_MUZZLE_POSITION 0
30 
44 {
45 
46 public:
47 
50  DtBallisticGun(const DtString& name,
51  DtLocalObject* owner,
52  DtSimulationServices* simManager,
53  DtComponentDescriptor* desc = 0,
54  DtReaderWriterRegistry* parentRegistry = 0);
55 
56 
58  virtual ~DtBallisticGun();
59 
60  virtual bool init();
61 
68  virtual void initPendingDetonations();
69 
72  virtual const char* type() const;
73 
75  virtual void preFirstTickInit();
76 
81  virtual void tick();
82 
89  virtual void fire(int roundsToFire, bool computePHit);
90 
102  virtual bool checkHitProbability(const DtEntityType& type, DtReal
103  range, int burstSize = 1);
104 
107  virtual double hitProbabilityModifier(const DtEntityType& type,
108  DtReal range, int burstSize = 1);
109 
113  virtual double targetMotionHitModifier(const DtEntityType& type, DtReal
114  range);
115 
118  virtual double selfMotionHitModifier(const DtEntityType& type, DtReal
119  range);
120 
123  virtual double skillLevelModifier(const double range);
124 
128  virtual double lifeformPostureModifier();
129 
133  virtual double burstSizeModifier(int burstSize);
134 
142  virtual makVrfEvents::DtFireEvent * createFireInteraction(const int rounds);
143 
164  virtual makVrfEvents::DtDetonationEvent * createDetonationInteraction(
165  int burstSize,
166  DtTime& detTime, bool& isHit,
167  bool assureMiss = false);
168 
177  virtual void getMissLocation(DtVector gunPosition,
178  const DtSimObject *intendedTarget, double muzzleSpeed,
179  DtVector& missLocation, DtVector& velocityVector,
180  DtDetonationResult& detonationResult,
181  DtSimObjectReference* target);
182 
197  virtual void scheduleDetonation(makVrfEvents::DtDetonationEvent * detInter,
198  DtTime detTime);
199 
200  virtual DtString probabilityString() const;
201 
203  virtual DtVector calculateMuzzlePosition() const;
204 
205  virtual DtVector calculateGunOffset() const;
206 
212  virtual makVrfEvents::DtDetonationEvent * createDetonationInteraction(
213  const DtDetonationDescriptor& desc, DtTime& detTime);
214 
217  virtual DtDetonationDescriptor* createDetonationDescriptor(
218  makVrfEvents::DtDetonationEvent* detInter, DtTime simTime);
219 
222  virtual double maxGunRange() const;
223 
224 #if DEBUG_MUZZLE_POSITION
225  virtual bool taskVisualizationsActive() const { return true; };
226 #endif
227 
228 public:
229 
237  static void detonationCallback(DtTimer * timer);
238 
243  static void setTracerUseCallback(DtSimMessage * msg, void *component);
244  virtual void processSetTracerUse(DtSimMessage* msg);
246 
247  static DtReaderWriter* getMuzzlePositionAttribute(void *ctrlr);
248  virtual DtReaderWriter* getMuzzlePositionAttribute();
249 
253  static DtSimComponent * creator(const DtString& name,
254  DtLocalObject* owner,
255  DtSimulationServices* simManager,
256  DtComponentDescriptor* desc = 0,
257  DtReaderWriterRegistry* parentRegistry = 0);
258 
259 protected:
260 
262  virtual bool createPortGroups();
263 
265  virtual bool createPorts();
266 
272  virtual bool createPSR();
273 
278  virtual void processSimObjectAdded(DtSimObjectReference vrfObject);
279 
281  virtual void addRangeItems();
282 
286  virtual bool aimGun();
287 
293  virtual DtEntityType munitionType(DtSimMunition& munitionEntry);
294 
295 #if DEBUG_MUZZLE_POSITION
296  virtual void updateTaskVisualizations();
297 #endif
298 
299 protected:
300 
302  DtBallisticGun();
303 
305  DtBallisticGun(const DtBallisticGun & orig);
306 
308  const DtBallisticGun & operator=(const DtBallisticGun & orig);
309 
310 protected:
312 
317 
320 
325 
326  DtList myTimerList;
327  DtArtPartType myGunArtPart;
329 
333 
336 
340 
348 
358 
365 
375 
381 
383 
384  boost::signals2::scoped_connection mySimObjectAddedConnection;
385 
389 };
390 
#define DT_DLL_vrfmodel
This file is used to determine how to build.
Definition: vrfmodelDefines.h:24
DtAnalogInputPort * myAimElevationInputPort
Input Port Name: aim-elevation Input Port Description: Elevation at which to aim, in radians...
Definition: ballisticGun.h:380
boost::signals2::scoped_connection mySimObjectAddedConnection
Definition: ballisticGun.h:384
Instances of DtTimer are used to maintain the information needed to represent some kind of scheduled ...
Definition: timer.h:38
Contains class declarations for DtAmmunitionInputPort, DtAmmunitionOutputPort, and DtAmmunitionPortDa...
Definition: ammunitionIOPort.h:28
virtual bool taskVisualizationsActive() const
Returns true if task visualizations are currently active for this component. Default behavior is to r...
const DtActuatorComponent & operator=(const DtActuatorComponent &orig)
assignment operator
DtReal myMuzzleSpeed
Definition: ballisticGun.h:318
DtVector myMuzzleOffset
Definition: ballisticGun.h:319
Definition: fireEvent.h:16
virtual void preFirstTickInit()
This function can be overridden to initialize a component before it is ticked for the first time...
DtVrfBalGunPSR * myProcessState
Container for state data associated with this component. This state is saved and restored as part of ...
Definition: ballisticGun.h:332
virtual bool init()
Overridden to cache a pointer to the entity's radio in this class.
DtBallisticGun provides a simple model of a ballistic gun.
Definition: ballisticGun.h:43
DtReal myMaxGunRange
This max gun range is determined by the P(hit) tables. It is computed once at init time and saved for...
Definition: ballisticGun.h:316
DtString myCurrentEventId
Definition: ballisticGun.h:328
The DtSimObjectReference is a shared pointer that can be used amongst many object for access to the u...
Definition: simObjectReference.h:26
Definition: readerWriter.h:85
A readable, writable type whose name is the name of a component and that has a list of component name...
Definition: componentDescriptor.h:49
Definition: readerWriterRegistry.h:39
DtBooleanInputPort * myLoadedPort
Input Port Name: loaded Input Port Description: Must be True for gun to fire. Input Port Range: Inpu...
Definition: ballisticGun.h:364
This file contains the class declaration for the.
Definition: detonationEvent.h:20
Contains class declarations for DtIntegerInputPort, DtIntegerOutputPort, and DtIntegerPortData.
Definition: integerIOPort.h:25
End User Description: DtActuator is the base class for all actuator model components. Developer Description: The DtActuator base class caches a pointer to the entity's radio for convenience. Derived classes may have articulated parts that are configured from the DtActuatorComponentDescriptor's DtSimArtPartDescriptorList. For each articulated part in the list a DtArticulatedPartStateRepository will be created to store the data for the part such as it's location, rotation and so forth. These are created in the entity's DtVrfObjectStateRepository createParts() function. This call creates all the attached parts for all the actuators. These articulated state repositories are managed by the DtAttachmentManager. They are cached by their partType which is the DIS Enumeration describing the part from the disEnums.h file and was specified in the actuator's DtActuatorComponentDescriptor as descriped above. The partType is used as the category of the DtObjectType used to look up articulated parts in the DtAttachementManager. When an actuator needs access to a particular articulated part it looks it up by the part's object type.
Definition: actuatorComponent.h:47
DtPlatformLocalObjectFacade myPlatformLocalObjectFacade
Member to allow for access to platform specific data.
Definition: ballisticGun.h:387
DtBallisticGunDescriptor; a descriptor for the DtBallisticGun component.
Definition: ballisticGunDescriptor.h:36
DtArtPartType myGunArtPart
Definition: ballisticGun.h:327
DtMovementSimObjectFacade myCurrentTargetSimObjectFacade
Definition: ballisticGun.h:388
DtIntegerInputPort * myQuantityInputPort
Input Port Name: quantity Input Port Description: Indicates the number of rounds to be fired with a s...
Definition: ballisticGun.h:357
virtual void updateTaskVisualizations()
Called to update task visualizations after every tick. Implemented by subclasses. ...
Definition: simComponent.h:436
class DtDetonationDescriptor:
Definition: detonationDescriptor.h:32
File: simMsg.h.
Definition: simMessage.h:35
virtual void tick()
This gives the thread of control to the component. The component is ticked once each simulation from ...
Contains class declarations for DtBooleanInputPort, DtBooleanOutputPort, and DtBooleanPortData.
Definition: boolIOPort.h:25
virtual bool createPorts()
Called by init. Derived classes should override this method to create all their input/output ports an...
DtList myTimerList
Definition: ballisticGun.h:326
virtual bool createPortGroups()
Called by init. Derived classes should override this method to create all their input/output port gro...
Central access point of all non-object-specific the services and managers that are available for use ...
Definition: simulationServices.h:89
The DtSimComponent class is the base class for the entire simulation model component hierarchy...
Definition: simComponent.h:70
DtInputPortGroup * myBalGunControlPortGroup
Input Port Group Name: gun-control Input Port Group Description:
Definition: ballisticGun.h:339
Represents a single simulation object in the exercise. Object may be VRF simulation, or non-VRF simulated, and may be simulated by the local sim engine, or by a remote sim engine. Only public (external) state of the object is available. All data is read-only. All access to data of the object is thread safe within the simulation frame.
Definition: simObject.h:79
DtReal myCurrentRange
Definition: ballisticGun.h:324
DtInputPortGroup is a data port group of a data consumer. It may contain any number of DtInputPorts a...
Definition: inputPortGroup.h:35
Contains class declarations for DtAnalogInputPort, DtAnalogOutputPort, and DtAnalogPortData.
Definition: analogIOPort.h:25
DtBallisticGunDescriptor * myBalGunDescriptor
Definition: ballisticGun.h:311
DtSimObjectReference myCurrentTarget
These are set by createFireInteraction and used by createDetonationInteraction.
Definition: ballisticGun.h:323
DtBooleanInputPort * myTriggerPort
Input Port Name: trigger Input Port Description: Edge-triggered input which fires a round whenever a ...
Definition: ballisticGun.h:347
DtSimMunition class.
Definition: simMunition.h:31
Class DtVrfBalGunPSR: Used to hold checkpointable state for the processes associated with ballistic g...
Definition: vrfBalGunPSR.h:38
virtual const char * type() const =0
Returns a string identifies the class type of component. Type values are defined in compTypes...
A locally simulated VRF object. Holds all internal and external data for the object, and provides access to both the current frame and next frame state data for the object. All current frame data is read-only, and next-frame data can be written to. No thread safety guarantees are made on this object during the simulation frame and it should only be accessed by the thread that is simulating the object.
Definition: localObject.h:86
DtIntegerInputPort * myLosPort
Input Port Name: line-of-sight Input Port Description: Indicates the result of a line of sight calcul...
Definition: ballisticGun.h:374

Document ID: Generated on Mon Jun 20 00:38:30 EDT 2022 from SVN revision 244029
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