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flightgear/src/AIModel/AIAircraft.hxx

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// FGAIAircraft - AIBase derived class creates an AI aircraft
//
// Written by David Culp, started October 2003.
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#ifndef _FG_AIAircraft_HXX
#define _FG_AIAircraft_HXX
#include "AIManager.hxx"
#include "AIBase.hxx"
#include <Traffic/SchedFlight.hxx>
#include <Traffic/Schedule.hxx>
#include <string>
SG_USING_STD(string);
class FGAIAircraft : public FGAIBase {
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private:
typedef struct {
double accel;
double decel;
double climb_rate;
double descent_rate;
double takeoff_speed;
double climb_speed;
double cruise_speed;
double descent_speed;
double land_speed;
} PERF_STRUCT;
public:
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David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
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enum aircraft_e {LIGHT=0, WW2_FIGHTER, JET_TRANSPORT, JET_FIGHTER, TANKER};
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static const PERF_STRUCT settings[];
FGAIAircraft(FGAIManager* mgr, FGAISchedule *ref=0);
~FGAIAircraft();
bool init();
virtual void bind();
virtual void unbind();
void update(double dt);
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void SetPerformance(const PERF_STRUCT *ps);
void SetFlightPlan(FGAIFlightPlan *f);
void AccelTo(double speed);
void PitchTo(double angle);
void RollTo(double angle);
void YawTo(double angle);
void ClimbTo(double altitude);
void TurnTo(double heading);
void ProcessFlightPlan( double dt );
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
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inline void SetTanker(bool setting) { isTanker = setting; };
private:
FGAISchedule *trafficRef;
bool hdg_lock;
bool alt_lock;
double dt_count;
double dt;
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const PERF_STRUCT *performance;
bool use_perf_vs;
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
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SGPropertyNode* refuel_node;
bool isTanker;
void Run(double dt);
double sign(double x);
bool _getGearDown() const;
};
#endif // _FG_AIAircraft_HXX