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flightgear/src/AIModel/AIManager.hxx

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// AIManager.hxx - experimental! - David Culp - based on:
// AIMgr.hxx - definition of FGAIMgr
// - a global management class for FlightGear generated AI traffic
//
// Written by David Luff, started March 2002.
//
// Copyright (C) 2002 David C Luff - david.luff@nottingham.ac.uk
//
// 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.
#ifndef _FG_AIMANAGER_HXX
#define _FG_AIMANAGER_HXX
#include <simgear/structure/subsystem_mgr.hxx>
#include <Main/fg_props.hxx>
#include <list>
#include "AIBase.hxx"
#include "AIScenario.hxx"
#include "AIFlightPlan.hxx"
SG_USING_STD(list);
class FGAIThermal;
class FGAIManager : public SGSubsystem
{
private:
// A list of pointers to AI objects
typedef list <FGAIBase*> ai_list_type;
typedef ai_list_type::iterator ai_list_iterator;
typedef ai_list_type::const_iterator ai_list_const_iterator;
// Everything put in this list should be created dynamically
// on the heap and ***DELETED WHEN REMOVED!!!!!***
ai_list_type ai_list;
ai_list_iterator ai_list_itr;
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
// array of already-assigned ID's
typedef vector <int> id_vector_type;
id_vector_type ids;
id_vector_type::iterator id_itr;
public:
FGAIManager();
~FGAIManager();
void init();
void bind();
void unbind();
void update(double dt);
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
int assignID();
void freeID(int ID);
int createAircraft( string model_class, // see FGAIAircraft.hxx for possible classes
string path, // path to exterior model
double latitude, // in degrees -90 to 90
double longitude, // in degrees -180 to 180
double altitude, // in feet
double heading, // true heading in degrees
double speed, // in knots true airspeed (KTAS)
double roll = 0 ); // in degrees
int createAircraft( string model_class, // see FGAIAircraft.hxx for possible classes
string path, // path to exterior model
FGAIFlightPlan *flightplan );
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
int createShip( string path, // path to exterior model
double latitude, // in degrees -90 to 90
double longitude, // in degrees -180 to 180
double altitude, // in feet (ex. for a lake!)
double heading, // true heading in degrees
double speed, // in knots true
double rudder ); // in degrees (right is positive)(0 to 5 works best)
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
int createShip( string path, // path to exterior model
FGAIFlightPlan *flightplan );
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
int createBallistic( string path, // path to exterior model
double latitude, // in degrees -90 to 90
double longitude, // in degrees -180 to 180
double altitude, // in feet
double azimuth, // in degrees (same as heading)
double elevation, // in degrees (same as pitch)
David Culp: Silly me. I was starting the timer at zero, so the first tracer didn't fly until 0.25 seconds after pulling the trigger. Now the timer starts at the same value as "delay", so the first round comes out immediately. Also, I've added an optional configuration attribute that allows you to change the ballistics of the submodel. This allows parachutes, or anything else that has ballistics different from a bullet. The attribute is called "eda", which is the equivalent drag area. Default value is 0.007, which gives the same ballistics as the current tracers. Increasing this value gives more drag. A value of 2.0 looks good for a parachute. math stuff ######################################################################## The deceleration of the ballictic object is now given by: [ (rho) (Cd) ] / [ (1/2) (m) ] * A * (V * V) where rho is sea-level air density, and Cd and m are fixed, bullet-like values. So the calculation is: 0.0116918 * A * (V * V) The value "A" is what I'm calling the "eda" (equivalent drag area). ######################################################################## A parachute model will have to be built so that the parachutist's feet are in the forward x-direction. Here is the submodel.xml config I use for "parachutes": <submodel> <name>flares</name> <model>Models/Geometry/flare.ac</model> <trigger>systems/submodels/submodel[0]/trigger</trigger> <speed>0.0</speed> <repeat>true</repeat> <delay>0.85</delay> <count>4</count> <x-offset>0.0</x-offset> <y-offset>0.0</y-offset> <z-offset>-4.0</z-offset> <yaw-offset>0.0</yaw-offset> <pitch-offset>0.0</pitch-offset> <eda>2.0</eda> </submodel>
2004-08-26 16:25:54 +00:00
double speed, // in feet per second
double eda, // equivalent drag area, ft2
double life, // life span in seconds
double buoyancy // acceleration in ft per second2
);
int createStorm( string path, // path to exterior model
double latitude, // in degrees -90 to 90
double longitude, // in degrees -180 to 180
double altitude, // in feet
double heading, // true heading in degrees
double speed ); // in knots true airspeed (KTAS)
int createThermal( double latitude, // in degrees -90 to 90
double longitude, // in degrees -180 to 180
double strength, // in feet per second
double diameter ); // in feet
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
void destroyObject( int ID );
inline double get_user_latitude() { return user_latitude; }
inline double get_user_longitude() { return user_longitude; }
inline double get_user_altitude() { return user_altitude; }
inline double get_user_heading() { return user_heading; }
inline double get_user_pitch() { return user_pitch; }
inline double get_user_yaw() { return user_yaw; }
inline double get_user_speed() {return user_speed; }
void processScenario( string filename );
int getNum( FGAIBase::object_type ot);
private:
bool initDone;
bool enabled;
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
int numObjects;
SGPropertyNode* root;
SGPropertyNode* wind_from_down;
string scenario_filename;
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 user_latitude;
double user_longitude;
double user_altitude;
double user_heading;
double user_pitch;
double user_yaw;
double user_speed;
double _dt;
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
int dt_count;
void fetchUserState( void );
// used by thermals
double range_nearest;
double strength;
void processThermal( FGAIThermal* thermal );
};
#endif // _FG_AIMANAGER_HXX