29 #define DEBUG_MUZZLE_POSITION 0
60 virtual bool init()
override;
68 virtual void initPendingDetonations();
72 virtual const char*
type()
const override;
81 virtual void tick()
override;
89 virtual void fire(
int roundsToFire,
bool computePHit);
104 virtual bool checkHitProbability(
const DtEntityType& type, DtReal
105 range,
bool& probabilityEntryFound,
int burstSize = 1);
109 virtual double hitProbabilityModifier(
const DtEntityType& type,
110 DtReal range,
int burstSize = 1);
115 virtual double targetMotionHitModifier(
const DtEntityType& type, DtReal
120 virtual double selfMotionHitModifier(
const DtEntityType& type, DtReal
125 virtual double skillLevelModifier(
const double range);
130 virtual double lifeformPostureModifier();
135 virtual double burstSizeModifier(
int burstSize);
168 DtTime& detTime,
bool& isHit,
169 bool assureMiss =
false);
181 virtual void getMissLocation(DtVector gunPosition,
182 const DtSimObject *intendedTarget,
double muzzleSpeed,
183 DtVector& missLocation, DtVector& velocityVector,
184 DtDetonationResult& detonationResult,
204 virtual DtString probabilityString()
const;
207 virtual DtVector calculateMuzzlePosition()
const;
209 virtual DtVector calculateGunOffset()
const;
226 virtual double maxGunRange()
const;
228 #if DEBUG_MUZZLE_POSITION
241 static void detonationCallback(
DtTimer * timer);
247 static void setTracerUseCallback(
DtSimMessage * msg,
void *component);
276 virtual bool createPSR();
285 virtual void addRangeItems();
290 virtual bool aimGun();
297 virtual DtEntityType munitionType(
DtSimMunition& munitionEntry);
299 #if DEBUG_MUZZLE_POSITION
#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
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
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
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
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 DtEntityType 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:443
class DtDetonationDescriptor:
Definition: detonationDescriptor.h:33
File: simMsg.h.
Definition: simMessage.h:35
virtual bool init() override
Overridden to cache a pointer to the entity's radio in this class.
virtual void tick()
This gives the thread of control to the component. The component is ticked once each simulation from ...
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:96
The DtSimComponent class is the base class for the entire simulation model component hierarchy...
Definition: simComponent.h:89
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:80
DtReal myCurrentRange
Definition: ballisticGun.h:328
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.
Definition: localObject.h:98
DtIntegerInputPort * myLosPort
Input Port Name: line-of-sight Input Port Description: Indicates the result of a line of sight calcul...
Definition: ballisticGun.h:378