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flightgear/src/AIModel/AIShip.cxx

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// FGAIShip - FGAIBase-derived class creates an AI ship
//
// Written by David Culp, started October 2003.
// - 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.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/math/point3d.hxx>
#include <math.h>
#include "AIShip.hxx"
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.
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FGAIShip::FGAIShip(FGAIManager* mgr) {
manager = mgr;
_type_str = "ship";
_otype = otShip;
}
FGAIShip::~FGAIShip() {
}
bool FGAIShip::init() {
hdg_lock = false;
rudder = 0.0;
no_roll = false;
rudder_constant = 0.5;
roll_constant = 0.001;
speed_constant = 0.05;
hdg_constant = 0.01;
return FGAIBase::init();
}
void FGAIShip::bind() {
FGAIBase::bind();
props->tie("surface-positions/rudder-pos-deg",
SGRawValuePointer<float>(&rudder));
props->tie("controls/heading-lock",
SGRawValuePointer<bool>(&hdg_lock));
props->tie("controls/tgt-speed-kts",
SGRawValuePointer<double>(&tgt_speed));
props->tie("controls/tgt-heading-degs",
SGRawValuePointer<double>(&tgt_heading));
props->tie("controls/constants/rudder",
SGRawValuePointer<double>(&rudder_constant));
props->tie("controls/constants/roll",
SGRawValuePointer<double>(&roll_constant));
props->tie("controls/constants/rudder",
SGRawValuePointer<double>(&rudder_constant));
props->tie("controls/constants/speed",
SGRawValuePointer<double>(&speed_constant));
props->setStringValue("name", name.c_str());
}
void FGAIShip::unbind() {
FGAIBase::unbind();
props->untie("surface-positions/rudder-pos-deg");
props->untie("controls/heading-lock");
props->untie("controls/tgt-speed-kts");
props->untie("controls/tgt-heading-degs");
props->untie("controls/constants/roll");
props->untie("controls/constants/rudder");
props->untie("controls/constants/speed");
}
void FGAIShip::update(double dt) {
FGAIBase::update(dt);
Run(dt);
Transform();
}
void FGAIShip::Run(double dt) {
if (fp) ProcessFlightPlan(dt);
double sp_turn_radius_ft;
double rd_turn_radius_ft;
double speed_north_deg_sec;
double speed_east_deg_sec;
double dist_covered_ft;
double alpha;
double rudder_limit;
double raw_roll;
// adjust speed
double speed_diff = tgt_speed - speed;
if (fabs(speed_diff) > 0.1) {
if (speed_diff > 0.0) speed += speed_constant * dt;
if (speed_diff < 0.0) speed -= speed_constant * dt;
}
// convert speed to degrees per second
speed_north_deg_sec = cos( hdg / SGD_RADIANS_TO_DEGREES )
* speed * 1.686 / ft_per_deg_lat;
speed_east_deg_sec = sin( hdg / SGD_RADIANS_TO_DEGREES )
* speed * 1.686 / ft_per_deg_lon;
// set new position
pos.setlat( pos.lat() + speed_north_deg_sec * dt);
pos.setlon( pos.lon() + speed_east_deg_sec * dt);
// adjust heading based on current rudder angle
2005-08-18 09:17:39 +00:00
if (rudder <= -0.25 || rudder >= 0.25) {
/* turn_radius_ft = 0.088362 * speed * speed
/ tan( fabs(rudder) / SG_RADIANS_TO_DEGREES );
turn_circum_ft = SGD_2PI * turn_radius_ft;
dist_covered_ft = speed * 1.686 * dt;
alpha = dist_covered_ft / turn_circum_ft * 360.0;*/
if (turn_radius_ft <= 0) turn_radius_ft = 0; // don't allow nonsense values
if (rudder > 45) rudder = 45;
if (rudder < -45) rudder = -45;
// adjust turn radius for speed. The equation is very approximate.
sp_turn_radius_ft = 10 * pow ((speed - 15),2) + turn_radius_ft;
// cout << " speed turn radius " << sp_turn_radius_ft ;
// adjust turn radius for rudder angle. The equation is even more approximate.
float a = 19;
float b = -0.2485;
float c = 0.543;
rd_turn_radius_ft = (a * exp(b * fabs(rudder)) + c) * sp_turn_radius_ft;
// cout <<" rudder turn radius " << rd_turn_radius_ft << endl;
// calculate the angle, alpha, subtended by the arc traversed in time dt
alpha = ((speed * 1.686 * dt)/rd_turn_radius_ft) * SG_RADIANS_TO_DEGREES;
// make sure that alpha is applied in the right direction
hdg += alpha * sign( rudder );
if ( hdg > 360.0 ) hdg -= 360.0;
if ( hdg < 0.0) hdg += 360.0;
//adjust roll for rudder angle and speed. Another bit of voodoo
raw_roll = -0.0166667 * speed * rudder;
}
else
{
// rudder angle is 0
raw_roll = 0;
// cout << " roll "<< roll << endl;
}
//low pass filter
roll = (raw_roll * roll_constant) + (roll * (1 - roll_constant));
/*cout << " rudder: " << rudder << " raw roll: "<< raw_roll<<" roll: " << roll ;
cout << " hdg: " << hdg << endl ;*/
// adjust target rudder angle if heading lock engaged
if (hdg_lock) {
double rudder_sense = 0.0;
double diff = fabs(hdg - tgt_heading);
if (diff > 180) diff = fabs(diff - 360);
double sum = hdg + diff;
if (sum > 360.0) sum -= 360.0;
if (fabs(sum - tgt_heading) < 1.0) {
rudder_sense = 1.0;
} else {
rudder_sense = -1.0;
}
if (diff < 15){
tgt_rudder = diff * rudder_sense;
}
else
{
tgt_rudder = 45 * rudder_sense;
}
}
// adjust rudder angle
double rudder_diff = tgt_rudder - rudder;
// set the rudder limit by speed
if (speed <= 40 ){
rudder_limit = (-0.825 * speed) + 35;
}else{
rudder_limit = 2;
}
if (fabs(rudder_diff) > 0.1) {
if (rudder_diff > 0.0){
rudder += rudder_constant * dt;
if (rudder > rudder_limit) rudder = rudder_limit;// apply the rudder limit
} else if (rudder_diff < 0.0){
rudder -= rudder_constant * dt;
if (rudder < -rudder_limit) rudder = -rudder_limit;
}
}
}//end function
void FGAIShip::AccelTo(double speed) {
tgt_speed = speed;
}
void FGAIShip::PitchTo(double angle) {
tgt_pitch = angle;
}
void FGAIShip::RollTo(double angle) {
tgt_roll = angle;
}
void FGAIShip::YawTo(double angle) {
}
void FGAIShip::ClimbTo(double altitude) {
}
void FGAIShip::TurnTo(double heading) {
tgt_heading = heading;
hdg_lock = true;
}
double FGAIShip::sign(double x) {
if ( x < 0.0 ) { return -1.0; }
else { return 1.0; }
}
void FGAIShip::setFlightPlan(FGAIFlightPlan* f) {
fp = f;
}
void FGAIShip::setName(const string& n) {
name = n;
}
void FGAIShip::ProcessFlightPlan(double dt) {
// not implemented yet
}
void FGAIShip::setRudder(float r) {
rudder = r;
}
void FGAIShip::setRoll(double rl) {
roll = rl;
}