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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 
104  virtual bool checkHitProbability(const DtEntityType& type, DtReal
105  range, bool& probabilityEntryFound, int burstSize = 1);
106 
109  virtual double hitProbabilityModifier(const DtEntityType& type,
110  DtReal range, int burstSize = 1);
111 
115  virtual double targetMotionHitModifier(const DtEntityType& type, DtReal
116  range);
117 
120  virtual double selfMotionHitModifier(const DtEntityType& type, DtReal
121  range);
122 
125  virtual double skillLevelModifier(const double range);
126 
130  virtual double lifeformPostureModifier();
131 
135  virtual double burstSizeModifier(int burstSize);
136 
144  virtual makVrfEvents::DtFireEvent * createFireInteraction(const int rounds);
145 
166  virtual makVrfEvents::DtDetonationEvent * createDetonationInteraction(
167  int burstSize,
168  DtTime& detTime, bool& isHit,
169  bool assureMiss = false);
170 
181  virtual void getMissLocation(DtVector gunPosition,
182  const DtSimObject *intendedTarget, double muzzleSpeed,
183  DtVector& missLocation, DtVector& velocityVector,
184  DtDetonationResult& detonationResult,
185  DtSimObjectReference* target, bool allowHitIntendedTarget);
186 
201  virtual void scheduleDetonation(makVrfEvents::DtDetonationEvent * detInter,
202  DtTime detTime);
203 
204  virtual DtString probabilityString() const;
205 
207  virtual DtVector calculateMuzzlePosition() const;
208 
209  virtual DtVector calculateGunOffset() const;
210 
216  virtual makVrfEvents::DtDetonationEvent * createDetonationInteraction(
217  const DtDetonationDescriptor& desc, DtTime& detTime);
218 
221  virtual DtDetonationDescriptor* createDetonationDescriptor(
222  makVrfEvents::DtDetonationEvent* detInter, DtTime simTime);
223 
226  virtual double maxGunRange() const;
227 
228 #if DEBUG_MUZZLE_POSITION
229  virtual bool taskVisualizationsActive() const { return true; };
230 #endif
231 
232 public:
233 
241  static void detonationCallback(DtTimer * timer);
242 
247  static void setTracerUseCallback(DtSimMessage * msg, void *component);
248  virtual void processSetTracerUse(DtSimMessage* msg);
250 
251  static DtReaderWriter* getMuzzlePositionAttribute(void *ctrlr);
252  virtual DtReaderWriter* getMuzzlePositionAttribute();
253 
257  static DtSimComponent * creator(const DtString& name,
258  DtLocalObject* owner,
259  DtSimulationServices* simManager,
260  DtComponentDescriptor* desc = 0,
261  DtReaderWriterRegistry* parentRegistry = 0);
262 
263 protected:
264 
266  virtual bool createPortGroups();
267 
269  virtual bool createPorts();
270 
276  virtual bool createPSR();
277 
282  virtual void processSimObjectAdded(DtSimObjectReference vrfObject);
283 
285  virtual void addRangeItems();
286 
290  virtual bool aimGun();
291 
297  virtual DtEntityType munitionType(DtSimMunition& munitionEntry);
298 
299 #if DEBUG_MUZZLE_POSITION
300  virtual void updateTaskVisualizations();
301 #endif
302 
303 protected:
304 
306  DtBallisticGun();
307 
309  DtBallisticGun(const DtBallisticGun & orig);
310 
312  const DtBallisticGun & operator=(const DtBallisticGun & orig);
313 
314 protected:
316 
321 
324 
329 
330  DtList myTimerList;
331  DtArtPartType myGunArtPart;
333 
337 
340 
344 
352 
362 
369 
379 
385 
387 
388  boost::signals2::scoped_connection mySimObjectAddedConnection;
389 
393 };
394 
#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:384
boost::signals2::scoped_connection mySimObjectAddedConnection
Definition: ballisticGun.h:388
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:322
DtVector myMuzzleOffset
Definition: ballisticGun.h:323
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:336
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:320
DtString myCurrentEventId
Definition: ballisticGun.h:332
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:368
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:391
DtBallisticGunDescriptor; a descriptor for the DtBallisticGun component.
Definition: ballisticGunDescriptor.h:36
DtArtPartType myGunArtPart
Definition: ballisticGun.h:331
DtMovementSimObjectFacade myCurrentTargetSimObjectFacade
Definition: ballisticGun.h:392
DtIntegerInputPort * myQuantityInputPort
Input Port Name: quantity Input Port Description: Indicates the number of rounds to be fired with a s...
Definition: ballisticGun.h:361
virtual void updateTaskVisualizations()
Called to update task visualizations after every tick. Implemented by subclasses. ...
Definition: simComponent.h:437
class DtDetonationDescriptor:
Definition: detonationDescriptor.h:33
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:330
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:95
The DtSimComponent class is the base class for the entire simulation model component hierarchy...
Definition: simComponent.h:91
DtInputPortGroup * myBalGunControlPortGroup
Input Port Group Name: gun-control Input Port Group Description:
Definition: ballisticGun.h:343
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:88
DtReal myCurrentRange
Definition: ballisticGun.h:328
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:315
DtSimObjectReference myCurrentTarget
These are set by createFireInteraction and used by createDetonationInteraction.
Definition: ballisticGun.h:327
DtBooleanInputPort * myTriggerPort
Input Port Name: trigger Input Port Description: Edge-triggered input which fires a round whenever a ...
Definition: ballisticGun.h:351
DtSimMunition class.
Definition: simMunition.h:31
Class DtVrfBalGunPSR: Used to hold checkpointable state for the processes associated with ballistic g...
Definition: vrfBalGunPSR.h:36
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:378

Document ID: Generated on Tue Sep 24 19:28:17 EDT 2024 from SVN revision 269799
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