2003-11-28 15:48:05 +00:00
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// AIManager.cxx Based on David Luff's AIMgr:
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2004-09-07 09:53:23 +00:00
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// - a global management type for AI objects
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2003-11-28 15:48:05 +00:00
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//
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// Written by David Culp, started October 2003.
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// - davidculp2@comcast.net
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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#include <simgear/misc/sg_path.hxx>
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#include <Main/fg_props.hxx>
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#include <Main/globals.hxx>
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2004-11-29 09:41:43 +00:00
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#include <Airports/simple.hxx>
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#include <Traffic/SchedFlight.hxx>
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#include <Traffic/Schedule.hxx>
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#include <Traffic/TrafficMgr.hxx>
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2003-11-28 15:48:05 +00:00
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#include <list>
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#include "AIManager.hxx"
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#include "AIAircraft.hxx"
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#include "AIShip.hxx"
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#include "AIBallistic.hxx"
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2004-03-03 20:33:08 +00:00
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#include "AIStorm.hxx"
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#include "AIThermal.hxx"
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2004-10-28 08:33:55 +00:00
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#include "AICarrier.hxx"
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2003-11-28 15:48:05 +00:00
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SG_USING_STD(list);
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FGAIManager::FGAIManager() {
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initDone = false;
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2004-09-07 19:56:22 +00:00
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for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
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numObjects[i] = 0;
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David Culp:
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one. Now, only the data from the nearest thermal is kept. This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect. This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.
I moved the enumerated object_type to the base class. When an AI object is
created it now sets the _otype variable in the base class. This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer. I also added a function isa() to the base class, so the manager can
process objects differently based on their type.
The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept. After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
2004-03-07 12:08:46 +00:00
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_dt = 0.0;
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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dt_count = 9;
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David Culp:
First, preferences.xml will define the scenario filename.
For now, the other way of defining ai objects still works, so the sailboat
stays in preferences.xml. Later, I'll move the sailboat into the demo
scenario. If no scenario filename is given, then no scenario will be
processed.
I changed the demo scenario to create two 737's, one takes off on runway 01L,
and the other takes off on runway 01R. This will make a good demo for the ai
system. One problem, if you takeoff on 28L/R right away, you might run into
the taking-off 737's, or be scared.
2004-05-17 08:45:33 +00:00
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scenario_filename = "";
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2004-09-07 09:53:23 +00:00
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ai_list.clear();
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2003-11-28 15:48:05 +00:00
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}
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FGAIManager::~FGAIManager() {
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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ai_list_itr = ai_list.begin();
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while(ai_list_itr != ai_list.end()) {
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2004-09-23 08:57:46 +00:00
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(*ai_list_itr)->unbind();
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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delete (*ai_list_itr);
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++ai_list_itr;
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}
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2003-11-28 20:05:32 +00:00
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ai_list.clear();
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2004-11-29 09:41:43 +00:00
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ModelVecIterator i = loadedModels.begin();
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while (i != loadedModels.end())
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{
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i->getModelId()->deRef();
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}
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2003-11-28 15:48:05 +00:00
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}
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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2003-11-28 15:48:05 +00:00
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void FGAIManager::init() {
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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root = fgGetNode("sim/ai", true);
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2004-05-19 13:55:49 +00:00
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2004-05-19 14:10:31 +00:00
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enabled = root->getNode("enabled", true)->getBoolValue();
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2004-05-19 13:55:49 +00:00
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if (!enabled)
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return;
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2004-09-07 09:53:23 +00:00
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wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
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2004-05-29 11:39:10 +00:00
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scenario_filename = root->getNode("scenario", true)->getStringValue();
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David Culp:
First, preferences.xml will define the scenario filename.
For now, the other way of defining ai objects still works, so the sailboat
stays in preferences.xml. Later, I'll move the sailboat into the demo
scenario. If no scenario filename is given, then no scenario will be
processed.
I changed the demo scenario to create two 737's, one takes off on runway 01L,
and the other takes off on runway 01R. This will make a good demo for the ai
system. One problem, if you takeoff on 28L/R right away, you might run into
the taking-off 737's, or be scared.
2004-05-17 08:45:33 +00:00
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if (scenario_filename != "") processScenario( scenario_filename );
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2004-09-22 11:24:45 +00:00
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2003-11-28 15:48:05 +00:00
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initDone = true;
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}
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void FGAIManager::bind() {
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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root = globals->get_props()->getNode("ai/models", true);
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2004-09-07 19:56:22 +00:00
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root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
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2003-11-28 15:48:05 +00:00
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}
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void FGAIManager::unbind() {
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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root->untie("count");
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2003-11-28 15:48:05 +00:00
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}
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void FGAIManager::update(double dt) {
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David Culp:
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one. Now, only the data from the nearest thermal is kept. This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect. This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.
I moved the enumerated object_type to the base class. When an AI object is
created it now sets the _otype variable in the base class. This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer. I also added a function isa() to the base class, so the manager can
process objects differently based on their type.
The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept. After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
2004-03-07 12:08:46 +00:00
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// initialize these for finding nearest thermals
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range_nearest = 10000.0;
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strength = 0.0;
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2004-11-29 09:41:43 +00:00
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FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager");
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David Culp:
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one. Now, only the data from the nearest thermal is kept. This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect. This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.
I moved the enumerated object_type to the base class. When an AI object is
created it now sets the _otype variable in the base class. This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer. I also added a function isa() to the base class, so the manager can
process objects differently based on their type.
The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept. After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
2004-03-07 12:08:46 +00:00
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2004-05-19 13:55:49 +00:00
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if (!enabled)
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return;
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2004-09-22 19:11:36 +00:00
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_dt = dt;
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David Culp:
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one. Now, only the data from the nearest thermal is kept. This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect. This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.
I moved the enumerated object_type to the base class. When an AI object is
created it now sets the _otype variable in the base class. This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer. I also added a function isa() to the base class, so the manager can
process objects differently based on their type.
The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept. After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
2004-03-07 12:08:46 +00:00
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2003-11-28 20:05:32 +00:00
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ai_list_itr = ai_list.begin();
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while(ai_list_itr != ai_list.end()) {
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David Culp:
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one. Now, only the data from the nearest thermal is kept. This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect. This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.
I moved the enumerated object_type to the base class. When an AI object is
created it now sets the _otype variable in the base class. This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer. I also added a function isa() to the base class, so the manager can
process objects differently based on their type.
The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept. After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
2004-03-07 12:08:46 +00:00
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if ((*ai_list_itr)->getDie()) {
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2004-11-29 09:41:43 +00:00
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tmgr->release((*ai_list_itr)->getID());
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2004-09-07 19:56:22 +00:00
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--numObjects[(*ai_list_itr)->getType()];
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--numObjects[0];
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2004-09-23 08:57:46 +00:00
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(*ai_list_itr)->unbind();
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2004-09-08 14:02:25 +00:00
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delete (*ai_list_itr);
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2004-05-19 08:01:02 +00:00
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if ( ai_list_itr == ai_list.begin() ) {
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ai_list.erase(ai_list_itr);
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ai_list_itr = ai_list.begin();
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continue;
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} else {
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ai_list.erase(ai_list_itr--);
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}
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2003-11-28 15:48:05 +00:00
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} else {
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
fetchUserState();
|
David Culp:
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one. Now, only the data from the nearest thermal is kept. This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect. This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.
I moved the enumerated object_type to the base class. When an AI object is
created it now sets the _otype variable in the base class. This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer. I also added a function isa() to the base class, so the manager can
process objects differently based on their type.
The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept. After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
2004-03-07 12:08:46 +00:00
|
|
|
if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
|
|
|
|
processThermal((FGAIThermal*)*ai_list_itr);
|
|
|
|
} else {
|
|
|
|
(*ai_list_itr)->update(_dt);
|
|
|
|
}
|
2003-11-28 20:05:32 +00:00
|
|
|
}
|
2003-11-28 15:48:05 +00:00
|
|
|
++ai_list_itr;
|
2003-11-28 20:05:32 +00:00
|
|
|
}
|
2004-09-07 09:53:23 +00:00
|
|
|
wind_from_down_node->setDoubleValue( strength );
|
2004-06-06 08:50:17 +00:00
|
|
|
|
2003-11-28 15:48:05 +00:00
|
|
|
}
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
|
|
|
|
|
2004-09-08 13:21:40 +00:00
|
|
|
void*
|
2004-11-29 09:41:43 +00:00
|
|
|
FGAIManager::createAircraft( FGAIModelEntity *entity, FGAISchedule *ref) {
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
|
2004-11-29 09:41:43 +00:00
|
|
|
FGAIAircraft* ai_plane = new FGAIAircraft(this, ref);
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
ai_list.push_back(ai_plane);
|
2004-09-07 19:56:22 +00:00
|
|
|
++numObjects[0];
|
|
|
|
++numObjects[FGAIBase::otAircraft];
|
2004-09-07 09:53:23 +00:00
|
|
|
if (entity->m_class == "light") {
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
|
2004-09-07 09:53:23 +00:00
|
|
|
} else if (entity->m_class == "ww2_fighter") {
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
|
2004-09-07 09:53:23 +00:00
|
|
|
} else if (entity->m_class == "jet_transport") {
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
|
2004-09-07 09:53:23 +00:00
|
|
|
} else if (entity->m_class == "jet_fighter") {
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
|
2004-09-07 09:53:23 +00:00
|
|
|
} else if (entity->m_class == "tanker") {
|
2004-06-06 08:50:17 +00:00
|
|
|
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
|
|
|
|
ai_plane->SetTanker(true);
|
2004-05-15 09:07:55 +00:00
|
|
|
} else {
|
|
|
|
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
}
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_plane->setHeading(entity->heading);
|
|
|
|
ai_plane->setSpeed(entity->speed);
|
2004-10-14 09:49:46 +00:00
|
|
|
ai_plane->setPath(entity->path.c_str());
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_plane->setAltitude(entity->altitude);
|
|
|
|
ai_plane->setLongitude(entity->longitude);
|
|
|
|
ai_plane->setLatitude(entity->latitude);
|
|
|
|
ai_plane->setBank(entity->roll);
|
|
|
|
|
|
|
|
if ( entity->fp ) {
|
|
|
|
ai_plane->SetFlightPlan(entity->fp);
|
2004-05-15 09:07:55 +00:00
|
|
|
}
|
2004-09-07 09:53:23 +00:00
|
|
|
|
2004-05-15 09:07:55 +00:00
|
|
|
ai_plane->init();
|
|
|
|
ai_plane->bind();
|
2004-09-08 13:21:40 +00:00
|
|
|
return ai_plane;
|
2004-05-15 09:07:55 +00:00
|
|
|
}
|
|
|
|
|
2004-09-08 13:21:40 +00:00
|
|
|
void*
|
|
|
|
FGAIManager::createShip( FGAIModelEntity *entity ) {
|
2004-11-16 09:33:21 +00:00
|
|
|
|
2004-11-30 12:34:11 +00:00
|
|
|
// cout << "creating ship" << endl;
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
|
|
|
|
FGAIShip* ai_ship = new FGAIShip(this);
|
|
|
|
ai_list.push_back(ai_ship);
|
2004-09-07 19:56:22 +00:00
|
|
|
++numObjects[0];
|
|
|
|
++numObjects[FGAIBase::otShip];
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_ship->setHeading(entity->heading);
|
|
|
|
ai_ship->setSpeed(entity->speed);
|
2004-10-14 09:49:46 +00:00
|
|
|
ai_ship->setPath(entity->path.c_str());
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_ship->setAltitude(entity->altitude);
|
|
|
|
ai_ship->setLongitude(entity->longitude);
|
|
|
|
ai_ship->setLatitude(entity->latitude);
|
|
|
|
ai_ship->setBank(entity->rudder);
|
|
|
|
|
|
|
|
if ( entity->fp ) {
|
|
|
|
ai_ship->setFlightPlan(entity->fp);
|
|
|
|
}
|
2004-05-29 11:39:10 +00:00
|
|
|
|
|
|
|
ai_ship->init();
|
|
|
|
ai_ship->bind();
|
2004-09-08 13:21:40 +00:00
|
|
|
return ai_ship;
|
2004-05-29 11:39:10 +00:00
|
|
|
}
|
|
|
|
|
2004-10-28 08:33:55 +00:00
|
|
|
void*
|
|
|
|
FGAIManager::createCarrier( FGAIModelEntity *entity ) {
|
2004-11-16 09:33:21 +00:00
|
|
|
|
2004-11-30 12:34:11 +00:00
|
|
|
// cout << "creating carrier" << endl;
|
2004-10-28 08:33:55 +00:00
|
|
|
|
2004-11-26 10:24:48 +00:00
|
|
|
FGAICarrier* ai_carrier = new FGAICarrier(this);
|
2004-10-28 08:33:55 +00:00
|
|
|
ai_list.push_back(ai_carrier);
|
|
|
|
++numObjects[0];
|
|
|
|
++numObjects[FGAIBase::otShip];
|
|
|
|
ai_carrier->setHeading(entity->heading);
|
|
|
|
ai_carrier->setSpeed(entity->speed);
|
|
|
|
ai_carrier->setPath(entity->path.c_str());
|
|
|
|
ai_carrier->setAltitude(entity->altitude);
|
|
|
|
ai_carrier->setLongitude(entity->longitude);
|
|
|
|
ai_carrier->setLatitude(entity->latitude);
|
|
|
|
ai_carrier->setBank(entity->rudder);
|
2004-11-26 10:24:48 +00:00
|
|
|
ai_carrier->setSolidObjects(entity->solid_objects);
|
|
|
|
ai_carrier->setWireObjects(entity->wire_objects);
|
|
|
|
ai_carrier->setCatapultObjects(entity->catapult_objects);
|
2004-11-16 09:33:21 +00:00
|
|
|
ai_carrier->setRadius(entity->radius);
|
2004-11-30 12:34:11 +00:00
|
|
|
ai_carrier->setXoffset(entity->x_offset);
|
|
|
|
ai_carrier->setYoffset(entity->y_offset);
|
|
|
|
ai_carrier->setZoffset(entity->z_offset);
|
2004-10-28 08:33:55 +00:00
|
|
|
|
|
|
|
if ( entity->fp ) {
|
|
|
|
ai_carrier->setFlightPlan(entity->fp);
|
|
|
|
}
|
|
|
|
|
|
|
|
ai_carrier->init();
|
|
|
|
ai_carrier->bind();
|
|
|
|
return ai_carrier;
|
|
|
|
}
|
|
|
|
|
2004-09-08 13:21:40 +00:00
|
|
|
void*
|
|
|
|
FGAIManager::createBallistic( FGAIModelEntity *entity ) {
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
|
|
|
|
FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
|
|
|
|
ai_list.push_back(ai_ballistic);
|
2004-09-07 19:56:22 +00:00
|
|
|
++numObjects[0];
|
|
|
|
++numObjects[FGAIBase::otBallistic];
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_ballistic->setAzimuth(entity->azimuth);
|
|
|
|
ai_ballistic->setElevation(entity->elevation);
|
|
|
|
ai_ballistic->setSpeed(entity->speed);
|
2004-10-14 09:49:46 +00:00
|
|
|
ai_ballistic->setPath(entity->path.c_str());
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_ballistic->setAltitude(entity->altitude);
|
|
|
|
ai_ballistic->setLongitude(entity->longitude);
|
|
|
|
ai_ballistic->setLatitude(entity->latitude);
|
|
|
|
ai_ballistic->setDragArea(entity->eda);
|
|
|
|
ai_ballistic->setLife(entity->life);
|
|
|
|
ai_ballistic->setBuoyancy(entity->buoyancy);
|
2004-09-20 19:29:16 +00:00
|
|
|
ai_ballistic->setWind_from_east(entity->wind_from_east);
|
|
|
|
ai_ballistic->setWind_from_north(entity->wind_from_north);
|
|
|
|
ai_ballistic->setWind(entity->wind);
|
|
|
|
ai_ballistic->setRoll(entity->roll);
|
2004-09-22 19:11:36 +00:00
|
|
|
ai_ballistic->setCd(entity->cd);
|
2004-09-27 14:24:20 +00:00
|
|
|
ai_ballistic->setMass(entity->mass);
|
2004-10-28 08:29:15 +00:00
|
|
|
ai_ballistic->setStabilisation(entity->aero_stabilised);
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
ai_ballistic->init();
|
|
|
|
ai_ballistic->bind();
|
2004-09-08 13:21:40 +00:00
|
|
|
return ai_ballistic;
|
2004-03-03 20:33:08 +00:00
|
|
|
}
|
|
|
|
|
2004-09-08 13:21:40 +00:00
|
|
|
void*
|
|
|
|
FGAIManager::createStorm( FGAIModelEntity *entity ) {
|
2004-03-03 20:33:08 +00:00
|
|
|
|
|
|
|
FGAIStorm* ai_storm = new FGAIStorm(this);
|
2004-09-07 19:56:22 +00:00
|
|
|
++numObjects[0];
|
|
|
|
++numObjects[FGAIBase::otStorm];
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_storm->setHeading(entity->heading);
|
|
|
|
ai_storm->setSpeed(entity->speed);
|
2004-10-14 09:49:46 +00:00
|
|
|
ai_storm->setPath(entity->path.c_str());
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_storm->setAltitude(entity->altitude);
|
|
|
|
ai_storm->setLongitude(entity->longitude);
|
|
|
|
ai_storm->setLatitude(entity->latitude);
|
2004-03-03 20:33:08 +00:00
|
|
|
ai_storm->init();
|
|
|
|
ai_storm->bind();
|
2004-09-22 19:11:36 +00:00
|
|
|
ai_list.push_back(ai_storm);
|
2004-09-08 13:21:40 +00:00
|
|
|
return ai_storm;
|
2004-03-03 20:33:08 +00:00
|
|
|
}
|
|
|
|
|
2004-09-08 13:21:40 +00:00
|
|
|
void*
|
|
|
|
FGAIManager::createThermal( FGAIModelEntity *entity ) {
|
2004-03-03 20:33:08 +00:00
|
|
|
|
|
|
|
FGAIThermal* ai_thermal = new FGAIThermal(this);
|
2004-09-07 19:56:22 +00:00
|
|
|
++numObjects[0];
|
|
|
|
++numObjects[FGAIBase::otThermal];
|
2004-09-07 09:53:23 +00:00
|
|
|
ai_thermal->setLongitude(entity->longitude);
|
|
|
|
ai_thermal->setLatitude(entity->latitude);
|
|
|
|
ai_thermal->setMaxStrength(entity->strength);
|
|
|
|
ai_thermal->setDiameter(entity->diameter / 6076.11549);
|
2004-03-03 20:33:08 +00:00
|
|
|
ai_thermal->init();
|
|
|
|
ai_thermal->bind();
|
2004-09-22 19:11:36 +00:00
|
|
|
ai_list.push_back(ai_thermal);
|
2004-09-08 13:21:40 +00:00
|
|
|
return ai_thermal;
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
}
|
|
|
|
|
2004-09-08 13:21:40 +00:00
|
|
|
void FGAIManager::destroyObject( void* ID ) {
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
ai_list_itr = ai_list.begin();
|
|
|
|
while(ai_list_itr != ai_list.end()) {
|
|
|
|
if ((*ai_list_itr)->getID() == ID) {
|
2004-09-07 19:56:22 +00:00
|
|
|
--numObjects[0];
|
|
|
|
--numObjects[(*ai_list_itr)->getType()];
|
2004-09-23 08:57:46 +00:00
|
|
|
(*ai_list_itr)->unbind();
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
delete (*ai_list_itr);
|
|
|
|
ai_list.erase(ai_list_itr);
|
2004-09-08 13:21:40 +00:00
|
|
|
|
|
|
|
break;
|
David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
|
|
|
}
|
|
|
|
++ai_list_itr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// fetch the user's state every 10 sim cycles
|
|
|
|
void FGAIManager::fetchUserState( void ) {
|
|
|
|
++dt_count;
|
|
|
|
if (dt_count == 10) {
|
|
|
|
user_latitude = fgGetDouble("/position/latitude-deg");
|
|
|
|
user_longitude = fgGetDouble("/position/longitude-deg");
|
|
|
|
user_altitude = fgGetDouble("/position/altitude-ft");
|
|
|
|
user_heading = fgGetDouble("/orientation/heading-deg");
|
|
|
|
user_pitch = fgGetDouble("/orientation/pitch-deg");
|
|
|
|
user_yaw = fgGetDouble("/orientation/side-slip-deg");
|
|
|
|
user_speed = fgGetDouble("/velocities/uBody-fps") * 0.592484;
|
|
|
|
dt_count = 0;
|
|
|
|
}
|
|
|
|
}
|
David Culp:
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one. Now, only the data from the nearest thermal is kept. This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect. This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.
I moved the enumerated object_type to the base class. When an AI object is
created it now sets the _otype variable in the base class. This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer. I also added a function isa() to the base class, so the manager can
process objects differently based on their type.
The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept. After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
2004-03-07 12:08:46 +00:00
|
|
|
|
|
|
|
|
|
|
|
// only keep the results from the nearest thermal
|
|
|
|
void FGAIManager::processThermal( FGAIThermal* thermal ) {
|
|
|
|
thermal->update(_dt);
|
|
|
|
if ( thermal->_getRange() < range_nearest ) {
|
|
|
|
range_nearest = thermal->_getRange();
|
|
|
|
strength = thermal->getStrength();
|
|
|
|
}
|
|
|
|
}
|
2004-05-15 09:07:55 +00:00
|
|
|
|
|
|
|
|
2004-09-23 09:39:55 +00:00
|
|
|
void FGAIManager::processScenario( string &filename ) {
|
2004-05-15 09:07:55 +00:00
|
|
|
FGAIScenario* s = new FGAIScenario( filename );
|
David Culp:
First, preferences.xml will define the scenario filename.
For now, the other way of defining ai objects still works, so the sailboat
stays in preferences.xml. Later, I'll move the sailboat into the demo
scenario. If no scenario filename is given, then no scenario will be
processed.
I changed the demo scenario to create two 737's, one takes off on runway 01L,
and the other takes off on runway 01R. This will make a good demo for the ai
system. One problem, if you takeoff on 28L/R right away, you might run into
the taking-off 737's, or be scared.
2004-05-17 08:45:33 +00:00
|
|
|
for (int i=0;i<s->nEntries();i++) {
|
2004-09-07 09:53:23 +00:00
|
|
|
FGAIModelEntity* en = s->getNextEntry();
|
|
|
|
|
David Culp:
First, preferences.xml will define the scenario filename.
For now, the other way of defining ai objects still works, so the sailboat
stays in preferences.xml. Later, I'll move the sailboat into the demo
scenario. If no scenario filename is given, then no scenario will be
processed.
I changed the demo scenario to create two 737's, one takes off on runway 01L,
and the other takes off on runway 01R. This will make a good demo for the ai
system. One problem, if you takeoff on 28L/R right away, you might run into
the taking-off 737's, or be scared.
2004-05-17 08:45:33 +00:00
|
|
|
if (en) {
|
2004-10-14 09:49:46 +00:00
|
|
|
if ( en->m_type == "aircraft") {
|
|
|
|
createAircraft( en );
|
2004-09-07 09:53:23 +00:00
|
|
|
|
2004-10-14 09:49:46 +00:00
|
|
|
} else if ( en->m_type == "ship") {
|
|
|
|
createShip( en );
|
2004-09-07 09:53:23 +00:00
|
|
|
|
2004-10-28 08:33:55 +00:00
|
|
|
} else if ( en->m_type == "carrier") {
|
|
|
|
createCarrier( en );
|
|
|
|
|
2004-10-14 09:49:46 +00:00
|
|
|
} else if ( en->m_type == "thunderstorm") {
|
2004-09-07 09:53:23 +00:00
|
|
|
createStorm( en );
|
|
|
|
|
2004-10-14 09:49:46 +00:00
|
|
|
} else if ( en->m_type == "thermal") {
|
2004-09-07 09:53:23 +00:00
|
|
|
createThermal( en );
|
|
|
|
|
2004-10-14 09:49:46 +00:00
|
|
|
} else if ( en->m_type == "ballistic") {
|
2004-09-07 09:53:23 +00:00
|
|
|
createBallistic( en );
|
2004-05-29 11:39:10 +00:00
|
|
|
}
|
David Culp:
First, preferences.xml will define the scenario filename.
For now, the other way of defining ai objects still works, so the sailboat
stays in preferences.xml. Later, I'll move the sailboat into the demo
scenario. If no scenario filename is given, then no scenario will be
processed.
I changed the demo scenario to create two 737's, one takes off on runway 01L,
and the other takes off on runway 01R. This will make a good demo for the ai
system. One problem, if you takeoff on 28L/R right away, you might run into
the taking-off 737's, or be scared.
2004-05-17 08:45:33 +00:00
|
|
|
}
|
2004-05-15 09:07:55 +00:00
|
|
|
}
|
2004-05-29 11:39:10 +00:00
|
|
|
|
2004-05-15 09:07:55 +00:00
|
|
|
delete s;
|
|
|
|
}
|
|
|
|
|
2004-11-29 09:41:43 +00:00
|
|
|
// This code keeps track of models that have already been loaded
|
|
|
|
// Eventually we'd prbably need to find a way to keep track of models
|
|
|
|
// that are unloaded again
|
|
|
|
ssgBranch * FGAIManager::getModel(const string& path)
|
|
|
|
{
|
|
|
|
ModelVecIterator i = loadedModels.begin();
|
|
|
|
while (i != loadedModels.end())
|
|
|
|
{
|
|
|
|
if (i->getPath() == path)
|
|
|
|
return i->getModelId();
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void FGAIManager::setModel(const string& path, ssgBranch *model)
|
|
|
|
{
|
|
|
|
loadedModels.push_back(FGModelID(path,model));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2004-09-22 08:47:05 +00:00
|
|
|
//end AIManager.cxx
|