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flightgear/src/AIModel/AIMultiplayer.cxx

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// FGAIMultiplayer - FGAIBase-derived class creates an AI multiplayer aircraft
//
// Based on FGAIAircraft
// Written by David Culp, started October 2003.
// Also by Gregor Richards, started December 2005.
// With additions by Vivian Meazza, January 2006
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
// Copyright (C) 2005 Gregor Richards
//
// 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.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/math/point3d.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <simgear/route/waypoint.hxx>
#include <string>
#include <math.h>
#include <time.h>
#ifdef _MSC_VER
# include <float.h>
# define finite _finite
#elif defined(__sun) || defined(sgi)
# include <ieeefp.h>
#endif
SG_USING_STD(string);
#include "AIMultiplayer.hxx"
static string tempReg;
FGAIMultiplayer::FGAIMultiplayer(FGAIManager* mgr) {
manager = mgr;
_type_str = "multiplayer";
_otype = otMultiplayer;
_time_node = fgGetNode("/sim/time/elapsed-sec", true);
//initialise values
speedN = speedE = rateH = rateR = rateP = 0.0;
raw_hdg = hdg;
raw_roll = roll;
raw_pitch = pitch;
raw_speed_east_deg_sec = speedE / ft_per_deg_lon;
raw_speed_north_deg_sec = speedN / ft_per_deg_lat;
raw_lon = damp_lon = pos.lon();
raw_lat = damp_lat = pos.lat();
raw_alt = damp_alt = pos.elev() / SG_FEET_TO_METER;
//Exponentially weighted moving average time constants
speed_north_deg_sec_constant = speed_east_deg_sec_constant = 0.1;
alt_constant = 0.1;
lat_constant = 0.05;
lon_constant = 0.05;
hdg_constant = 0.1;
roll_constant = 0.1;
pitch_constant = 0.1;
}
FGAIMultiplayer::~FGAIMultiplayer() {
}
bool FGAIMultiplayer::init() {
return FGAIBase::init();
}
void FGAIMultiplayer::bind() {
FGAIBase::bind();
props->setStringValue("callsign", company.c_str());
props->tie("controls/constants/roll",
SGRawValuePointer<double>(&roll_constant));
props->tie("controls/constants/pitch",
SGRawValuePointer<double>(&pitch_constant));
props->tie("controls/constants/hdg",
SGRawValuePointer<double>(&hdg_constant));
props->tie("controls/constants/altitude",
SGRawValuePointer<double>(&alt_constant));
/*props->tie("controls/constants/speedE",
SGRawValuePointer<double>(&speed_east_deg_sec_constant));
props->tie("controls/constants/speedN",
SGRawValuePointer<double>(&speed_north_deg_sec_constant));*/
props->tie("controls/constants/lat",
SGRawValuePointer<double>(&lat_constant));
props->tie("controls/constants/lon",
SGRawValuePointer<double>(&lon_constant));
props->tie("surface-positions/rudder-pos-norm",
SGRawValuePointer<double>(&rudder));
props->tie("surface-positions/elevator-pos-norm",
SGRawValuePointer<double>(&elevator));
props->tie("velocities/speedE-fps",
SGRawValuePointer<double>(&speedE));
props->setDoubleValue("sim/current-view/view-number", 1);
}
void FGAIMultiplayer::setCompany(string comp) {
company = comp;
if (props)
props->setStringValue("callsign", company.c_str());
}
void FGAIMultiplayer::unbind() {
FGAIBase::unbind();
props->untie("controls/constants/roll");
props->untie("controls/constants/pitch");
props->untie("controls/constants/hdg");
props->untie("controls/constants/altitude");
/*props->untie("controls/constants/speedE");
props->untie("controls/constants/speedN");*/
props->untie("controls/constants/lat");
props->untie("controls/constants/lon");
props->untie("surface-positions/rudder-pos-norm");
props->untie("surface-positions/elevator-pos-norm");
props->untie("velocities/speedE-fps");
}
void FGAIMultiplayer::update(double dt) {
FGAIBase::update(dt);
Run(dt);
Transform();
}
void FGAIMultiplayer::Run(double dt) {
// strangely, this is called with a dt of 0 quite often
SG_LOG( SG_GENERAL, SG_DEBUG, "AIMultiplayer::main loop dt " << dt ) ;
//if (dt == 0) return;
//FGAIMultiplayer::dt = dt;
//double rhr, rha; // "real" heading radius/angle
// get the current sim elapsed time
double time =_time_node->getDoubleValue(); //secs
dt = 0;
//calulate the time difference, dt. Then use this value to extrapolate position and orientation
dt = time - time_stamp;
SG_LOG(SG_GENERAL, SG_DEBUG, "time: "
<< time << " timestamp: " << time_stamp << " dt: " << dt << " freq Hz: " << 1/dt);
// change heading/roll/pitch
raw_hdg = hdg + rateH * dt;
raw_roll = roll + rateR * dt;
raw_pitch = pitch + rateP * dt;
//apply lowpass filters
hdg = (raw_hdg * hdg_constant) + (hdg * (1 - hdg_constant));
roll = (raw_roll * roll_constant) + (roll * (1 - roll_constant));
pitch = (raw_pitch * pitch_constant) + (pitch * (1 - pitch_constant));
/*cout << "raw roll " << raw_roll <<" damp hdg " << roll << endl;
cout << "raw hdg" << raw_hdg <<" damp hdg " << hdg << endl;
cout << "raw pitch " << raw_pitch <<" damp pitch " << pitch << endl;*/
// sanitize HRP
while (hdg < 0) hdg += 360;
while (hdg >= 360) hdg -= 360;
while (roll <= -180) roll += 360;
while (roll > 180) roll -= 360;
while (pitch <= -180) pitch += 360;
while (pitch > 180) pitch -= 360;
// calculate the new accelerations by change in the rate of heading
/*rhr = sqrt(pow(accN,2) + pow(accE,2));
rha = atan2(accN, accE);
rha += rateH * dt;
accN = sin(rha);
accE = cos(rha);*/
// calculate new speed by acceleration
speedN += accN * dt;
speedE += accE * dt;
speedD += accD * dt;
// convert speed to degrees per second
// 1.686
speed_north_deg_sec = speedN / ft_per_deg_lat;
speed_east_deg_sec = speedE / ft_per_deg_lon;
// calculate new position by speed
raw_lat = pos.lat() + speed_north_deg_sec * dt;
raw_lon = pos.lon() + speed_east_deg_sec * dt ;
raw_alt = (pos.elev() / SG_FEET_TO_METER) + (speedD * dt);
//apply lowpass filters if the difference is small
if ( fabs ( pos.lat() - raw_lat) < 0.001 ) {
SG_LOG(SG_GENERAL, SG_DEBUG,"lat lowpass filter");
damp_lat = (raw_lat * lat_constant) + (damp_lat * (1 - lat_constant));
}else {
// skip the filter
SG_LOG(SG_GENERAL, SG_DEBUG,"lat high pass filter");
damp_lat = raw_lat;
}
if ( fabs ( pos.lon() - raw_lon) < 0.001 ) {
SG_LOG(SG_GENERAL, SG_DEBUG,"lon lowpass filter");
damp_lon = (raw_lon * lon_constant) + (damp_lon * (1 - lon_constant));
}else {
// skip the filter
SG_LOG(SG_GENERAL, SG_DEBUG,"lon high pass filter");
damp_lon = raw_lon;
}
if ( fabs ( (pos.elev()/SG_FEET_TO_METER) - raw_alt) < 10 ) {
SG_LOG(SG_GENERAL, SG_DEBUG,"alt lowpass filter");
damp_alt = (raw_alt * alt_constant) + (damp_alt * (1 - alt_constant));
}else {
// skip the filter
SG_LOG(SG_GENERAL, SG_DEBUG,"alt high pass filter");
damp_alt = raw_alt;
}
// cout << "raw lat" << raw_lat <<" damp lat " << damp_lat << endl;
//cout << "raw lon" << raw_lon <<" damp lon " << damp_lon << endl;
//cout << "raw alt" << raw_alt <<" damp alt " << damp_alt << endl;
// set new position
pos.setlat( damp_lat );
pos.setlon( damp_lon );
pos.setelev( damp_alt * SG_FEET_TO_METER );
//save the values
time_stamp = time;
//###########################//
// do calculations for radar //
//###########################//
//double range_ft2 = UpdateRadar(manager);
}
void FGAIMultiplayer::setTimeStamp()
{
// this function sets the timestamp as the sim elapsed time
time_stamp = _time_node->getDoubleValue(); //secs
//calculate the elapsed time since the latst update for display purposes only
double elapsed_time = time_stamp - last_time_stamp;
SG_LOG( SG_GENERAL, SG_DEBUG, " net input time s" << time_stamp << " freq Hz: " << 1/elapsed_time ) ;
//save the values
last_time_stamp = time_stamp;
}