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Def:
Inline Implementation
Default constructors and inline functions only class
All member variables are public accessible.
public:
enum LightBits
{
MasterCaution = 0x1,
// Brow Lights
TF = 0x2,
OBS = 0x4,
ALT = 0x8,
ALT_1 = 0x10,
ENG_FIRE = 0x20,
HYD = 0x80,
OIL = 0x100,
DUAL = 0x200,
CAN = 0x400,
T_L_CFG = 0x800,
// AOA Indexers
AOAAbove = 0x1000,
AOAOn = 0x2000,
AOABelow = 0x4000,
// Refuel/NWS
RefuelRDY = 0x8000,
RefuelAR = 0x10000,
RefuelDSC = 0x20000,
// Caution Lights
FltControlSys = 0x40000,
LEFlaps = 0x80000,
EngineFault = 0x100000,
Overheat = 0x200000,
FuelLow = 0x400000,
Avionics = 0x800000,
RadarAlt = 0x1000000,
IFF = 0x2000000,
ECM = 0x4000000,
Hook = 0x8000000,
NWSFail = 0x10000000,
CabinPress = 0x20000000
};
// These are outputs from the sim
float x;
// Ownship North (Ft)
float y;
// Ownship East (Ft)
float z;
// Ownship Down (Ft)
float xDot;
// Ownship North Rate (ft/sec)
float yDot;
// Ownship East Rate (ft/sec)
float zDot;
// Ownship Down Rate (ft/sec)
float alpha;
// Ownship AOA (Degrees)
float beta;
// Ownship Beta (Degrees)
float gamma;
// Ownship Gamma (Radians)
float pitch;
// Ownship Pitch (Radians)
float roll;
// Ownship Pitch (Radians)
float yaw;
// Ownship Pitch (Radians)
float mach;
// Ownship Mach number
float kias;
// Ownship Indicated Airspeed (Knots)
float vt;
// Ownship True Airspeed (Ft/Sec)
float gs;
// Ownship Normal Gs
float windOffset;
// Wind delta to FPM (Radians)
float nozzlePos;
// Ownship engine nozzle percent open (0-100)
float internalFuel;
// Ownship internal fuel (Lbs)
float externalFuel;
// Ownship external fuel (Lbs)
float fuelFlow;
// Ownship fuel flow (Lbs/Hour)
float rpm;
// Ownship engine rpm (Percent 0-103)
float ftit;
// Ownship Forward Turbine Inlet Temp (Degrees C)
float gearPos;
// Ownship Gear position 0 = up, 1 = down;
float speedBrake;
// Ownship speed brake position 0 = closed, 1 = 60 Degrees open
float epuFuel;
// Ownship EPU fuel (Percent 0-100)
float oilPressure;
// Ownship Oil Pressure (Percent 0-100)
int
lightBits; // Cockpit Indicator Lights, one bit per bulb.
See enum
// These are inputs.
Use them carefully
float headPitch;
// Head pitch offset from design eye (radians)
float headRoll;
// Head roll offset from design eye (radians)
float headYaw;
// Head yaw offset from design eye (radians)
void SetLightBit
(int newBit) {lightBits |= newBit;};
void ClearLightBit
(int newBit) {lightBits &= ~newBit;};
int IsSet
(int newBit) {return ((lightBits & newBit) ? TRUE : FALSE);};