2003-11-28 15:48:05 +00:00
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// FGAIBallistic - FGAIBase-derived class creates a ballistic object
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//
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// Written by David Culp, started November 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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/math/point3d.hxx>
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#include <math.h>
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#include "AIBallistic.hxx"
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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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FGAIBallistic::FGAIBallistic(FGAIManager* mgr) {
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manager = mgr;
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2003-12-22 12:30:35 +00:00
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_type_str = "ballistic";
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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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_otype = otBallistic;
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2003-11-28 15:48:05 +00:00
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}
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FGAIBallistic::~FGAIBallistic() {
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}
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bool FGAIBallistic::init() {
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FGAIBase::init();
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aero_stabilized = true;
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hdg = azimuth;
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pitch = elevation;
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return true;
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}
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2003-12-21 20:12:55 +00:00
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void FGAIBallistic::bind() {
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2004-08-21 12:24:54 +00:00
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// FGAIBase::bind();
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2003-12-21 20:12:55 +00:00
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}
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void FGAIBallistic::unbind() {
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2004-08-21 12:24:54 +00:00
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// FGAIBase::unbind();
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2003-12-21 20:12:55 +00:00
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}
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2003-11-28 15:48:05 +00:00
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void FGAIBallistic::update(double dt) {
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2004-06-11 13:49:07 +00:00
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FGAIBase::update(dt);
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2003-11-28 15:48:05 +00:00
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Run(dt);
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Transform();
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}
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void FGAIBallistic::setAzimuth(double az) {
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2004-08-21 12:24:54 +00:00
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hdg = azimuth = az;
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2003-11-28 15:48:05 +00:00
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}
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void FGAIBallistic::setElevation(double el) {
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2004-08-21 12:24:54 +00:00
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pitch = elevation = el;
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2003-11-28 15:48:05 +00:00
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}
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void FGAIBallistic::setStabilization(bool val) {
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aero_stabilized = val;
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}
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void FGAIBallistic::Run(double dt) {
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double speed_north_deg_sec;
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double speed_east_deg_sec;
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// the two drag calculations below assume sea-level density,
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// mass of 0.03 slugs, drag coeff of 0.295, frontal area of 0.007 ft2
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2004-08-21 12:24:54 +00:00
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// adjust speed due to drag
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speed -= 0.000082 * speed * speed * dt;
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if ( speed < 0.0 ) speed = 0.0;
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vs = sin( pitch * SG_DEGREES_TO_RADIANS ) * speed;
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hs = cos( pitch * SG_DEGREES_TO_RADIANS ) * speed;
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2003-11-28 15:48:05 +00:00
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// convert horizontal speed (fps) to degrees per second
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2003-12-22 10:24:15 +00:00
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speed_north_deg_sec = cos(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lat;
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speed_east_deg_sec = sin(hdg / SG_RADIANS_TO_DEGREES) * hs / ft_per_deg_lon;
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2003-11-28 15:48:05 +00:00
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// set new position
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pos.setlat( pos.lat() + speed_north_deg_sec * dt);
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pos.setlon( pos.lon() + speed_east_deg_sec * dt);
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2004-08-21 12:24:54 +00:00
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// adjust altitude (feet)
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altitude += vs * dt;
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pos.setelev(altitude * SG_FEET_TO_METER);
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2003-11-28 15:48:05 +00:00
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// adjust vertical speed for acceleration of gravity
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vs -= 32.17 * dt;
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2004-08-21 12:24:54 +00:00
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// recalculate pitch (velocity vector) if aerostabilized
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2003-12-22 10:24:15 +00:00
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if (aero_stabilized) pitch = atan2( vs, hs ) * SG_RADIANS_TO_DEGREES;
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2003-11-28 15:48:05 +00:00
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2004-08-21 12:24:54 +00:00
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// recalculate total speed
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speed = sqrt( vs * vs + hs * hs);
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2003-11-28 15:48:05 +00:00
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// set destruction flag if altitude less than sea level -1000
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if (altitude < -1000.0) setDie(true);
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}
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