Longjap
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Hey Hlynkacg,
thanks for your tut! I'm currently at part 6, and I have made a satellite while following your instructions. I have some problem making a scale animation work.
It's basically the same as your example except it uses one mesh, but still via a mesh handle. Now I know this animation works from my spacecraft4 version but somehow it doesn't do what I expect. There are no problems compiling it and the debug works fine.
Can you see where I take the wrong turn?
thanks for your tut! I'm currently at part 6, and I have made a satellite while following your instructions. I have some problem making a scale animation work.
It's basically the same as your example except it uses one mesh, but still via a mesh handle. Now I know this animation works from my spacecraft4 version but somehow it doesn't do what I expect. There are no problems compiling it and the debug works fine.
Code:
Cubesat6U_NEA::Cubesat6U_NEA (OBJHANDLE hVessel, int flightmodel)
: VESSEL3 (hVessel, flightmodel)
{ // Load Exterior meshes
mh_cubesat = oapiLoadMeshGlobal("SLS_2016/Cubesat6U_NEA");
// Solar Sail animation
static UINT SailGrp = 48; // participating groups
static MGROUP_SCALE mgt_Sail ( mesh_Full, &SailGrp, 1, _V(0.0,0.0,0.0), _V(180.0,1.0,180.0));
anim_Sail = CreateAnimation(0);
AddAnimationComponent ( anim_Sail, 0.0f, 1.0f, &mgt_Sail);
}
Cubesat6U_NEA::~Cubesat6U_NEA ()
{
}
Code:
void Cubesat6U_NEA::clbkPostStep (double simt, double simdt, double mjd)
// Solar Sail control logic
{
if (sail_proc < 0) // If process value is less than 0...
{
SailStatus = CLOSED; // ...set status to "CLOSED"
sail_proc = 0; // and process value to 0
}
else if (sail_proc > 1) // If process value is greater than 1...
{
SailStatus = OPEN; // ...set status to "OPEN"
sail_proc = 1; // and process value to 1
}
if (SailStatus > CLOSED)
{
double delta = simdt / 10;
if (SailStatus == OPENING) // if Status equals "OPENING"...
{
sail_proc += delta; // ...add delta to process value
}
if (SailStatus == CLOSING) // if Status equals "CLOSING"...
{
sail_proc -= delta; // ...subtract it.
}
SetAnimation( anim_Sail, sail_proc); // Apply process value to animation.
}
// Debuggery
sprintf(oapiDebugString(), "Sail Status %0.0f, sail_proc %0.3f", (float)SailStatus, sail_proc);
}
Code:
int Cubesat6U_NEA::clbkConsumeBufferedKey (DWORD key, bool down, char *kstate)
{ // Open sail when [shift + 1] is pressed.
if (key == OAPI_KEY_1 && down && KEYMOD_SHIFT(kstate) && !KEYMOD_CONTROL (kstate) && !KEYMOD_ALT(kstate)) // [1] is down, with [shift], no [ctrl], no [alt]
{
if (SailStatus == CLOSED) SailStatus = OPENING; // If the sail is closed, open it
else SailStatus = CLOSING; // If not, close it
return 1;
}
return 0; // if no keys are pressed the function returns '0' and nothing happens
}
Code:
// ==============================================================
// ORBITER MODULE: ShuttlePB
// Part of the ORBITER SDK
// Copyright (C) 2002-2004 Martin Schweiger
// All rights reserved
//
// ShuttlePB.cpp
// Control module for ShuttlePB vessel class
//
// Notes:
// This is an example for a "minimal" vessel implementation which
// only overloads the clbkSetClassCaps method to define vessel
// capabilities and otherwise uses the default VESSEL class
// behaviour.
// ==============================================================
#define STRICT
#define ORBITER_MODULE
#include "orbitersdk.h"
// ==============================================================
// Some vessel parameters
// ==============================================================
const double PB_SIZE = 3.5; // mean radius [m]
const VECTOR3 PB_CS = {10.5,15.0,5.8}; // x,y,z cross sections [m^2]
const VECTOR3 PB_PMI = {2.28,2.31,0.79};// principal moments of inertia (mass-normalised) [m^2]
const VECTOR3 PB_RD = {0.025,0.025,0.02};//{0.05,0.1,0.05}; // rotation drag coefficients
const double PB_EMPTYMASS = 500.0; // empty vessel mass [kg]
const double PB_FUELMASS = 750.0; // max fuel mass [kg]
const double PB_ISP = 5e4; // fuel-specific impulse [m/s]
const VECTOR3 PB_COP = {0,0,0};//{0,0,-0.1}; // centre of pressure for airfoils [m]
const double PB_VLIFT_C = 2.0; // chord length [m]
const double PB_VLIFT_S = 2.0; // wing area [m^2]
const double PB_VLIFT_A = 2.5; // wing aspect ratio
const double PB_HLIFT_C = 2.0; // chord length [m]
const double PB_HLIFT_S = 1.5; // wing area [m^2]
const double PB_HLIFT_A = 2.0; // wing aspect ratio
const double PB_MAXMAINTH = 3e4;
const double PB_MAXHOVERTH = 1.5e4;
const double PB_MAXRCSTH = 2e2;
const VECTOR3 PB_DOCK_POS = {0,1.3,-1}; // docking port location [m]
const VECTOR3 PB_DOCK_DIR = {0,1,0}; // docking port approach direction
const VECTOR3 PB_DOCK_ROT = {0,0,-1}; // docking port alignment direction
const VECTOR3 LM_ASC_OFFSET = { 0.00, 1.44, 0.00}; // Offset of Ascent stage COG from combined COG
const VECTOR3 LM_DES_OFFSET = { 0.00,-0.80, 0.00}; // Offset of Descent stage COG from combined COG
// Define impact convex hull
static const DWORD ntdvtx = 12;
static TOUCHDOWNVTX tdvtx[ntdvtx] = {
{_V( 0, -1.5, 2 ), 2e4, 1e3, 1.6, 1},
{_V(-1, -1.5,-1.5), 2e4, 1e3, 3.0, 1},
{_V( 1, -1.5,-1.5), 2e4, 1e3, 3.0, 1},
{_V(-0.5,-0.75,3 ), 2e4, 1e3, 3.0},
{_V( 0.5,-0.75,3 ), 2e4, 1e3, 3.0},
{_V(-2.6,-1.1,-1.9), 2e4, 1e3, 3.0},
{_V( 2.6,-1.1,-1.9), 2e4, 1e3, 3.0},
{_V(-1, 1.3, 0 ), 2e4, 1e3, 3.0},
{_V( 1, 1.3, 0 ), 2e4, 1e3, 3.0},
{_V(-1, 1.3,-2 ), 2e4, 1e3, 3.0},
{_V( 1, 1.3,-2 ), 2e4, 1e3, 3.0},
{_V( 0, 0.3,-3.8), 2e4, 1e3, 3.0}
};
// Calculate lift coefficient [Cl] as a function of aoa (angle of attack) over -Pi ... Pi
// Implemented here as a piecewise linear function
double LiftCoeff (double aoa)
{
int i;
const int nlift = 9;
static const double AOA[nlift] = {-180*RAD,-60*RAD,-30*RAD,-1*RAD,15*RAD,20*RAD,25*RAD,60*RAD,180*RAD};
static const double CL[nlift] = { 0, 0, -0.1, 0, 0.2, 0.25, 0.2, 0, 0};
static const double SCL[nlift] = {(CL[1]-CL[0])/(AOA[1]-AOA[0]), (CL[2]-CL[1])/(AOA[2]-AOA[1]),
(CL[3]-CL[2])/(AOA[3]-AOA[2]), (CL[4]-CL[3])/(AOA[4]-AOA[3]),
(CL[5]-CL[4])/(AOA[5]-AOA[4]), (CL[6]-CL[5])/(AOA[6]-AOA[5]),
(CL[7]-CL[6])/(AOA[7]-AOA[6]), (CL[8]-CL[7])/(AOA[8]-AOA[7])};
for (i = 0; i < nlift-1 && AOA[i+1] < aoa; i++);
return CL[i] + (aoa-AOA[i])*SCL[i];
}
// ==============================================================
// Cubesat6U_NEA class interface
// ==============================================================
class Cubesat6U_NEA: public VESSEL3 {
public:
Cubesat6U_NEA (OBJHANDLE hVessel, int flightmodel);
~Cubesat6U_NEA ();
// Orbiter CallBack Functions
void clbkSetClassCaps (FILEHANDLE cfg);
void clbkPostStep(double simt, double simdt, double mjd);
int clbkConsumeBufferedKey (DWORD key, bool down, char *kstate); // Process keyboard inputs
private:
//Vessel state variables
enum sailstate {CLOSED, OPEN, CLOSING, OPENING} SailStatus;
//Animations
UINT anim_Sail, anim_Antenna;
double sail_proc;
MESHHANDLE mh_cubesat; // Mesh handles
UINT mesh_Full; // Cubesat mesh
};
Can you see where I take the wrong turn?