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https://github.com/FlightControl-Master/MOOSE.git
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added functions:
GetReleaseHeading GetReleaseAltitudeASL GetReleaseCoordinate GetReleasePitch GetImpactHeading
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@ -223,7 +223,15 @@ function WEAPON:New(WeaponObject)
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-- Set log ID.
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self.lid=string.format("[%s] %s | ", self.typeName, self.name)
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if self.launcherUnit then
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self.releaseHeading = self.launcherUnit:GetHeading()
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self.releaseAltitudeASL = self.launcherUnit:GetAltitude()
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self.releaseAltitudeAGL = self.launcherUnit:GetAltitude(true)
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self.releaseCoordinate = self.launcherUnit:GetCoordinate()
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self.releasePitch = self.launcherUnit:GetPitch()
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end
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-- Set default parameters
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self:SetTimeStepTrack()
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self:SetDistanceInterceptPoint()
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@ -552,6 +560,52 @@ function WEAPON:GetImpactCoordinate()
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return self.impactCoord
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end
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--- Get the heading on which the weapon was released
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-- @param #WEAPON self
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-- @param #bool AccountForMagneticInclination (Optional) If true will account for the magnetic declination of the current map. Default is true
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-- @return #number Heading
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function WEAPON:GetReleaseHeading(AccountForMagneticInclination)
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AccountForMagneticInclination = AccountForMagneticInclination or true
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if AccountForMagneticInclination then return self.releaseHeading - UTILS.GetMagneticDeclination() else return self.releaseHeading end
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end
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--- Get the altitude above sea level at which the weapon was released
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-- @param #WEAPON self
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-- @return #number Altitude in meters
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function WEAPON:GetReleaseAltitudeASL()
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return self.releaseAltitudeASL
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end
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--- Get the altitude above ground level at which the weapon was released
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-- @param #WEAPON self
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-- @return #number Altitude in meters
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function WEAPON:GetReleaseAltitudeAGL()
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return self.releaseAltitudeAGL
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end
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--- Get the coordinate where the weapon was released
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-- @param #WEAPON self
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-- @return Core.Point#COORDINATE Impact coordinate (if any).
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function WEAPON:GetReleaseCoordinate()
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return self.releaseCoordinate
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end
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--- Get the pitch of the unit when the weapon was released
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-- @param #WEAPON self
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-- @return #number Degrees
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function WEAPON:GetReleasePitch()
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return self.releasePitch
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end
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--- Get the heading of the weapon when it impacted. Note that this might not exist if the weapon has not impacted yet!
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-- @param #WEAPON self
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-- @param #bool AccountForMagneticInclination (Optional) If true will account for the magnetic declination of the current map. Default is true
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-- @return #number Heading
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function WEAPON:GetImpactHeading(AccountForMagneticInclination)
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AccountForMagneticInclination = AccountForMagneticInclination or true
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if AccountForMagneticInclination then return self.impactHeading - UTILS.GetMagneticDeclination() else return self.impactHeading end
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end
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--- Check if weapon is in the air. Obviously not really useful for torpedos. Well, then again, this is DCS...
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-- @param #WEAPON self
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-- @return #boolean If `true`, weapon is in the air and `false` if not. Returns `nil` if weapon object itself is `nil`.
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@ -781,7 +835,10 @@ function WEAPON:_TrackWeapon(time)
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-- Safe impact coordinate.
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self.impactCoord=COORDINATE:NewFromVec3(self.vec3)
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-- Safe impact heading
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self.impactHeading = UTILS.VecHdg(self:GetVelocityVec3())
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-- Mark impact point on F10 map.
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if self.impactMark then
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self.impactCoord:MarkToAll(string.format("Impact point of weapon %s\ntype=%s\nlauncher=%s", self.name, self.typeName, self.launcherName))
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