1
0
Fork 0
flightgear/src/AIModel/AIBase.hxx

469 lines
13 KiB
C++
Raw Normal View History

// FGAIBase.hxx - abstract base class for AI objects
// Written by David Culp, started Nov 2003, based on
// David Luff's FGAIEntity class.
// - 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
2006-02-21 01:16:04 +00:00
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifndef _FG_AIBASE_HXX
#define _FG_AIBASE_HXX
#include <string>
#include <list>
#include <simgear/constants.h>
#include <simgear/math/SGMath.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/misc/sg_path.hxx>
2006-10-30 16:31:45 +00:00
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/structure/SGReferenced.hxx>
#include <simgear/sg_inlines.h>
#include <simgear/math/sg_geodesy.hxx>
2011-11-25 13:39:10 +01:00
#include <Scripting/NasalSys.hxx>
#include <Main/fg_props.hxx>
using std::string;
using std::list;
class SGMaterial;
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
class FGAIManager;
class FGAIFlightPlan;
class FGFX;
2011-11-27 10:52:28 +01:00
class FGAIModelData; // defined below
2011-11-25 13:39:10 +01:00
class FGAIBase : public SGReferenced {
public:
enum object_type { otNull = 0, otAircraft, otShip, otCarrier, otBallistic,
otRocket, otStorm, otThermal, otStatic, otWingman, otGroundVehicle,
otEscort, otMultiplayer,
MAX_OBJECTS }; // Needs to be last!!!
FGAIBase(object_type ot, bool enableHot);
virtual ~FGAIBase();
virtual void readFromScenario(SGPropertyNode* scFileNode);
virtual bool init(bool search_in_AI_path=false);
virtual void initModel(osg::Node *node);
virtual void update(double dt);
virtual void bind();
virtual void unbind();
virtual void reinit() {}
void updateLOD();
void setManager(FGAIManager* mgr, SGPropertyNode* p);
void setPath( const char* model );
void setSMPath( const string& p );
void setCallSign(const string& );
void setSpeed( double speed_KTAS );
void setAltitude( double altitude_ft );
void setAltitudeAGL( double altitude_agl_ft );
void setHeading( double heading );
void setLatitude( double latitude );
void setLongitude( double longitude );
void setBank( double bank );
void setPitch( double newpitch );
void setRadius ( double radius );
void setXoffset( double x_offset );
void setYoffset( double y_offset );
void setZoffset( double z_offset );
2008-02-15 11:06:27 +00:00
void setPitchoffset( double x_offset );
void setRolloffset( double y_offset );
void setYawoffset( double z_offset );
void setServiceable ( bool serviceable );
void setDie( bool die );
void setCollisionData( bool i, double lat, double lon, double elev );
void setImpactData( bool d );
void setImpactLat( double lat );
void setImpactLon( double lon );
void setImpactElev( double e );
void setParentName(const string& p);
void setName(const string& n);
void setMaxSpeed(double kts);
void calcRangeBearing(double lat, double lon, double lat2, double lon2,
double &range, double &bearing) const;
double calcRelBearingDeg(double bearing, double heading);
double calcTrueBearingDeg(double bearing, double heading);
double calcRecipBearingDeg(double bearing);
bool setParentNode();
int getID() const;
int _getSubID() const;
bool getDie();
SGVec3d getCartPosAt(const SGVec3d& off) const;
SGVec3d getCartPos() const;
bool getGroundElevationM(const SGGeod& pos, double& elev,
const SGMaterial** material) const;
double _elevation_m;
const SGMaterial* _material;
double _getCartPosX() const;
double _getCartPosY() const;
double _getCartPosZ() const;
Mathias Fröhlich: I have introduced the posibility to start directly on the carrier. With that patch you will have a --carrrier=id argument where id can either be the pennant number configured in the nimitz scenario or the carriers name also configured in the carriers scenario. Additionaly you can use --parkpos=id to select different positions on the carrier. They are also configured in the scenario file. That includes the switch of the whole FGInterface class to make use of the groundcache. That means that an aircraft no longer uses the current elevation value from the scenery class. It rather has its own local cache of the aircrafts environment which is setup in the common_init method of FGInterface and updated either manually by calling FGInterface::get_groundlevel_m(lat, lon, alt_m); or implicitly by calling the above method in the FGInterface::_updateGeo*Position(lat, lon, alt); methods. A call get_groundlevel_m rebuilds the groundcache if the request is outside the range of the cache. Note that for the real usage of the groundcache including the correct information about the movement of objects and the velocity information, you still need to set up the groundcache in the usual way like YASim and JSBSim currently does. If you use the native interface, you will get only static objects correctly. But for FDM's only using one single ground level for a whole step this is IMO sufficient. The AIManager gets a way to return the location of a object which is placed wrt an AI Object. At the moment it only honours AICarriers for that. That method is a static one, which loads the scenario file for that reason and throws it away afterwards. This looked like the aprioriate way, because the AIManager is initialized much later in flightgears bootstrap, and I did not find an easy way to reorder that for my needs. Since this additional load is very small and does only happen if such a relative location is required, I think that this is ok. Note that moving on the carrier will only work correctly for JSBSim and YASim, but you should now be able to start and move on every not itself moving object with any FDM.
2005-07-03 09:39:14 +00:00
2008-02-15 11:06:27 +00:00
double _x_offset;
double _y_offset;
double _z_offset;
double _pitch_offset;
double _roll_offset;
double _yaw_offset;
double _max_speed;
string _path;
string _callsign;
string _submodel;
std::string _name;
string _parent;
2008-02-15 11:06:27 +00:00
SGGeod userpos;
protected:
SGPropertyNode_ptr _selected_ac;
SGPropertyNode_ptr props;
SGPropertyNode_ptr trigger_node;
SGPropertyNode_ptr model_removed; // where to report model removal
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
FGAIManager* manager;
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
// these describe the model's actual state
2006-06-15 08:29:43 +00:00
SGGeod pos; // WGS84 lat & lon in degrees, elev above sea-level in meters
double hdg; // True heading in degrees
double roll; // degrees, left is negative
double pitch; // degrees, nose-down is negative
double speed; // knots true airspeed
double altitude_ft; // feet above sea level
double vs; // vertical speed, feet per minute
double speed_north_deg_sec;
double speed_east_deg_sec;
double turn_radius_ft; // turn radius ft at 15 kts rudder angle 15 degrees
double altitude_agl_ft;
double ft_per_deg_lon;
double ft_per_deg_lat;
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
// these describe the model's desired state
double tgt_heading; // target heading, degrees true
double tgt_altitude_ft; // target altitude, *feet* above sea level
double tgt_speed; // target speed, KTAS
double tgt_roll;
double tgt_pitch;
double tgt_yaw;
double tgt_vs;
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
// these describe radar information for the user
bool in_range; // true if in range of the radar, otherwise false
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
double bearing; // true bearing from user to this model
double elevation; // elevation in degrees from user to this model
double range; // range from user to this model, nm
double rdot; // range rate, in knots
double horiz_offset; // look left/right from user to me, deg
double vert_offset; // look up/down from user to me, deg
double x_shift; // value used by radar display instrument
double y_shift; // value used by radar display instrument
double rotation; // value used by radar display instrument
double ht_diff; // value used by radar display instrument
string model_path; //Path to the 3D model
SGModelPlacement aip;
bool delete_me;
bool invisible;
bool no_roll;
bool serviceable;
bool _installed;
int _subID;
double life;
FGAIFlightPlan *fp;
bool _impact_reported;
bool _collision_reported;
bool _expiry_reported;
double _impact_lat;
double _impact_lon;
double _impact_elev;
double _impact_hdg;
double _impact_pitch;
double _impact_roll;
double _impact_speed;
void Transform();
void CalculateMach();
double UpdateRadar(FGAIManager* manager);
void removeModel();
static int _newAIModelID();
private:
int _refID;
object_type _otype;
bool _initialized;
osg::ref_ptr<osg::LOD> _model; //The 3D model LOD object
2011-11-25 13:39:10 +01:00
FGAIModelData* _aimodel;
string _fxpath;
SGSharedPtr<FGFX> _fx;
public:
object_type getType();
virtual const char* getTypeString(void) const { return "null"; }
bool isa( object_type otype );
void _setVS_fps( double _vs );
void _setAltitude( double _alt );
void _setLongitude( double longitude );
void _setLatitude ( double latitude );
void _setSubID( int s );
2008-02-15 11:06:27 +00:00
void _setUserPos();
double _getAltitudeAGL(SGGeod inpos, double start);
double _getVS_fps() const;
double _getAltitude() const;
double _getLongitude() const;
double _getLatitude() const;
double _getElevationFt() const;
double _getRdot() const;
double _getH_offset() const;
double _getV_offset() const;
double _getX_shift() const;
double _getY_shift() const;
double _getRotation() const;
double _getSpeed() const;
double _getRoll() const;
double _getPitch() const;
double _getHeading() const;
double _get_speed_east_fps() const;
double _get_speed_north_fps() const;
double _get_SubPath() const;
double _getImpactLat() const;
double _getImpactLon() const;
double _getImpactElevFt() const;
double _getImpactHdg() const;
double _getImpactPitch() const;
double _getImpactRoll() const;
double _getImpactSpeed() const;
2008-02-15 11:06:27 +00:00
double _getXOffset() const;
double _getYOffset() const;
double _getZOffset() const;
//unsigned int _getCount() const;
bool _getServiceable() const;
bool _getFirstTime() const;
bool _getImpact();
bool _getImpactData();
bool _getCollisionData();
bool _getExpiryData();
SGPropertyNode* _getProps() const;
const char* _getPath() const;
const char* _getSMPath() const;
const char* _getCallsign() const;
const char* _getTriggerNode() const;
const char* _getName() const;
const char* _getSubmodel() const;
// These are used in the Mach number calculations
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
double rho;
double T; // temperature, degs farenheit
double p; // pressure lbs/sq ft
double a; // speed of sound at altitude (ft/s)
double Mach; // Mach number
static const double e;
static const double lbs_to_slugs;
inline double _getRange() { return range; };
inline double _getBearing() { return bearing; };
2004-05-28 19:03:55 +00:00
static bool _isNight();
string & getCallSign();
};
inline void FGAIBase::setManager(FGAIManager* mgr, SGPropertyNode* p) {
manager = mgr;
props = p;
}
inline void FGAIBase::setPath(const char* model ) {
model_path.append(model);
}
inline void FGAIBase::setSMPath(const string& p) {
_path = p;
}
inline void FGAIBase::setServiceable(bool s) {
serviceable = s;
}
inline void FGAIBase::setSpeed( double speed_KTAS ) {
speed = tgt_speed = speed_KTAS;
}
inline void FGAIBase::setRadius( double radius ) {
turn_radius_ft = radius;
}
inline void FGAIBase::setHeading( double heading ) {
hdg = tgt_heading = heading;
}
inline void FGAIBase::setAltitude( double alt_ft ) {
altitude_ft = tgt_altitude_ft = alt_ft;
pos.setElevationFt(altitude_ft);
}
inline void FGAIBase::setAltitudeAGL( double alt_ft ) {
altitude_agl_ft = alt_ft;
}
inline void FGAIBase::setBank( double bank ) {
roll = tgt_roll = bank;
no_roll = false;
}
inline void FGAIBase::setPitch( double newpitch ) {
pitch = tgt_pitch = newpitch;
}
inline void FGAIBase::setLongitude( double longitude ) {
2006-06-15 08:29:43 +00:00
pos.setLongitudeDeg( longitude );
}
inline void FGAIBase::setLatitude ( double latitude ) {
2006-06-15 08:29:43 +00:00
pos.setLatitudeDeg( latitude );
}
inline void FGAIBase::setCallSign(const string& s) {
_callsign = s;
}
inline string& FGAIBase::getCallSign() {
return _callsign;
}
2008-02-15 11:06:27 +00:00
inline void FGAIBase::setXoffset(double x) {
_x_offset = x;
}
inline void FGAIBase::setYoffset(double y) {
_y_offset = y;
}
inline void FGAIBase::setZoffset(double z) {
_z_offset = z;
}
2008-02-15 11:06:27 +00:00
inline void FGAIBase::setPitchoffset(double p) {
_pitch_offset = p;
}
inline void FGAIBase::setRolloffset(double r) {
_roll_offset = r;
}
inline void FGAIBase::setYawoffset(double y) {
_yaw_offset = y;
}
inline void FGAIBase::setParentName(const string& p) {
_parent = p;
}
inline void FGAIBase::setName(const string& n) {
_name = n;
}
inline void FGAIBase::setDie( bool die ) { delete_me = die; }
inline bool FGAIBase::getDie() { return delete_me; }
inline FGAIBase::object_type FGAIBase::getType() { return _otype; }
inline void FGAIBase::calcRangeBearing(double lat, double lon, double lat2, double lon2,
double &range, double &bearing) const
{
// calculate the bearing and range of the second pos from the first
double az2, distance;
geo_inverse_wgs_84(lat, lon, lat2, lon2, &bearing, &az2, &distance);
range = distance * SG_METER_TO_NM;
}
inline double FGAIBase::calcRelBearingDeg(double bearing, double heading){
double angle = bearing - heading;
SG_NORMALIZE_RANGE(angle, -180.0, 180.0);
return angle;
}
inline double FGAIBase::calcTrueBearingDeg(double bearing, double heading){
double angle = bearing + heading;
SG_NORMALIZE_RANGE(angle, 0.0, 360.0);
return angle;
}
inline double FGAIBase::calcRecipBearingDeg(double bearing){
double angle = bearing - 180;
SG_NORMALIZE_RANGE(angle, 0.0, 360.0);
return angle;
}
inline void FGAIBase::setMaxSpeed(double m) {
_max_speed = m;
}
2011-11-25 13:39:10 +01:00
class FGAIModelData : public simgear::SGModelData {
public:
FGAIModelData(SGPropertyNode *root = 0)
: _nasal( new FGNasalModelData(root) ),
_path("") {};
~FGAIModelData() {
delete _nasal;
};
void modelLoaded(const string& path, SGPropertyNode *prop, osg::Node *n);
inline string& get_sound_path() { return _path; };
private:
FGNasalModelData *_nasal;
string _path;
};
#endif // _FG_AIBASE_HXX