2003-11-28 15:48:05 +00:00
|
|
|
|
// FGAIBase - 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
|
|
|
|
|
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
|
|
|
# include <config.h>
|
|
|
|
|
#endif
|
|
|
|
|
|
2003-12-21 20:12:55 +00:00
|
|
|
|
#include <simgear/compiler.h>
|
|
|
|
|
|
|
|
|
|
#include STL_STRING
|
|
|
|
|
|
2003-11-28 15:48:05 +00:00
|
|
|
|
#include <plib/sg.h>
|
|
|
|
|
#include <plib/ssg.h>
|
2003-12-21 20:12:55 +00:00
|
|
|
|
|
2003-11-28 15:48:05 +00:00
|
|
|
|
#include <simgear/math/point3d.hxx>
|
|
|
|
|
#include <simgear/misc/sg_path.hxx>
|
|
|
|
|
#include <simgear/scene/model/location.hxx>
|
|
|
|
|
#include <simgear/scene/model/model.hxx>
|
|
|
|
|
#include <simgear/debug/logstream.hxx>
|
2003-12-21 20:12:55 +00:00
|
|
|
|
#include <simgear/props/props.hxx>
|
|
|
|
|
|
|
|
|
|
#include <Main/globals.hxx>
|
|
|
|
|
#include <Scenery/scenery.hxx>
|
|
|
|
|
|
2003-11-28 15:48:05 +00:00
|
|
|
|
|
|
|
|
|
#include "AIBase.hxx"
|
2004-05-21 16:50:19 +00:00
|
|
|
|
#include "AIManager.hxx"
|
2003-11-28 15:48:05 +00:00
|
|
|
|
|
2004-09-22 08:47:05 +00:00
|
|
|
|
|
2004-09-22 19:11:36 +00:00
|
|
|
|
const double FGAIBase::e = 2.71828183;
|
2004-09-22 08:47:05 +00:00
|
|
|
|
const double FGAIBase::lbs_to_slugs = 0.031080950172; //conversion factor
|
|
|
|
|
|
|
|
|
|
|
2004-09-20 19:29:16 +00:00
|
|
|
|
FGAIBase::FGAIBase()
|
|
|
|
|
: fp( NULL ),
|
|
|
|
|
model( NULL ),
|
|
|
|
|
props( NULL ),
|
|
|
|
|
manager( NULL )
|
|
|
|
|
{
|
2003-12-22 12:30:35 +00:00
|
|
|
|
_type_str = "model";
|
2004-02-23 20:55:07 +00:00
|
|
|
|
tgt_roll = roll = tgt_pitch = tgt_yaw = tgt_vs = vs = pitch = 0.0;
|
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
|
|
|
|
bearing = elevation = range = rdot = 0.0;
|
|
|
|
|
x_shift = y_shift = rotation = 0.0;
|
2004-06-10 19:14:19 +00:00
|
|
|
|
in_range = false;
|
2004-03-03 20:33:08 +00:00
|
|
|
|
invisible = true;
|
2004-05-21 16:50:19 +00:00
|
|
|
|
no_roll = true;
|
2004-08-30 09:11:59 +00:00
|
|
|
|
life = 900;
|
2004-03-03 20:33:08 +00:00
|
|
|
|
model_path = "";
|
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
|
|
|
|
_otype = otNull;
|
2004-05-21 16:50:19 +00:00
|
|
|
|
index = 0;
|
2004-09-07 09:53:23 +00:00
|
|
|
|
delete_me = false;
|
2003-12-21 22:16:57 +00:00
|
|
|
|
}
|
|
|
|
|
|
2003-11-28 15:48:05 +00:00
|
|
|
|
FGAIBase::~FGAIBase() {
|
Mathias:
I have done a patch to eliminate the jitter of 3D-objects near the viewpoint
(for example 3D cockpit objects).
The problem is the roundoff accuracy of the float values used in the
scenegraph together with the transforms of the eyepoint relative to the
scenery center.
The solution will be to move the scenery center near the view point.
This way floats relative accuracy is enough to show a stable picture.
To get that right I have introduced a transform node for the scenegraph which
is responsible for that shift and uses double values as long as possible.
The scenery subsystem now has a list of all those transforms required to place
objects in the world and will tell all those transforms that the scenery
center has changed when the set_scenery_center() of the scenery subsystem is
called.
The problem was not solvable by SGModelPlacement and SGLocation, since not all
objects, especially the scenery, are placed using these classes.
The first approach was to have the scenery center exactly at the eyepoint.
This works well for the cockpit.
But then the ground jitters a bit below the aircraft. With our default views
you can't see that, but that F-18 has a camera view below the left engine
intake with the nose gear and the ground in its field of view, here I could
see that.
Having the scenery center constant will still have this roundoff problems, but
like it is now too, the roundoff error here is exactly the same in each
frame, so you will not notice any jitter.
The real solution is now to keep the scenery center constant as long as it is
in a ball of 30m radius around the view point. If the scenery center is
outside this ball, just put it at the view point.
As a sideeffect of now beeing able to switch the scenery center in the whole
scenegraph with one function call, I was able to remove a one half of a
problem when switching views, where the scenery center was far off for one or
two frames past switching from one view to the next. Also included is a fix
to the other half of this problem, where the view position was not yet copied
into a view when it is switched (at least under glut). This was responsible
for the 'Error: ...' messages of the cloud subsystem when views were
switched.
2005-04-29 14:38:24 +00:00
|
|
|
|
// Unregister that one at the scenery manager
|
|
|
|
|
globals->get_scenery()->unregister_placement_transform(aip.getTransform());
|
|
|
|
|
|
2004-05-15 09:07:55 +00:00
|
|
|
|
globals->get_scenery()->get_scene_graph()->removeKid(aip.getSceneGraph());
|
2004-05-27 13:16:53 +00:00
|
|
|
|
// unbind();
|
2004-05-21 16:50:19 +00:00
|
|
|
|
SGPropertyNode *root = globals->get_props()->getNode("ai/models", true);
|
|
|
|
|
root->removeChild(_type_str.c_str(), index);
|
2004-05-29 11:39:10 +00:00
|
|
|
|
if (fp) delete fp;
|
2004-09-20 19:29:16 +00:00
|
|
|
|
fp = NULL;
|
2003-11-28 15:48:05 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FGAIBase::update(double dt) {
|
2004-11-19 12:33:08 +00:00
|
|
|
|
ft_per_deg_lat = 366468.96 - 3717.12 * cos(pos.lat()*SGD_DEGREES_TO_RADIANS);
|
|
|
|
|
ft_per_deg_lon = 365228.16 * cos(pos.lat()*SGD_DEGREES_TO_RADIANS);
|
2004-09-22 19:11:36 +00:00
|
|
|
|
|
|
|
|
|
// Calculate rho at altitude, using standard atmosphere
|
|
|
|
|
// For the temperature T and the pressure p,
|
|
|
|
|
|
|
|
|
|
if (altitude < 36152) { // curve fits for the troposphere
|
|
|
|
|
T = 59 - 0.00356 * altitude;
|
|
|
|
|
p = 2116 * pow( ((T + 459.7) / 518.6) , 5.256);
|
|
|
|
|
|
2004-09-23 07:48:25 +00:00
|
|
|
|
} else if ( 36152 < altitude && altitude < 82345 ) { // lower stratosphere
|
2004-09-22 19:11:36 +00:00
|
|
|
|
T = -70;
|
|
|
|
|
p = 473.1 * pow( e , 1.73 - (0.000048 * altitude) );
|
|
|
|
|
|
|
|
|
|
} else { // upper stratosphere
|
|
|
|
|
T = -205.05 + (0.00164 * altitude);
|
|
|
|
|
p = 51.97 * pow( ((T + 459.7) / 389.98) , -11.388);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
rho = p / (1718 * (T + 459.7));
|
2004-10-02 13:34:06 +00:00
|
|
|
|
|
|
|
|
|
// calculate the speed of sound at altitude
|
|
|
|
|
// a = sqrt ( g * R * (T + 459.7))
|
|
|
|
|
// where:
|
|
|
|
|
// a = speed of sound [ft/s]
|
|
|
|
|
// g = specific heat ratio, which is usually equal to 1.4
|
|
|
|
|
// R = specific gas constant, which equals 1716 ft-lb/slug/<2F>R
|
|
|
|
|
|
|
|
|
|
a = sqrt ( 1.4 * 1716 * (T + 459.7));
|
|
|
|
|
|
|
|
|
|
// calculate Mach number
|
|
|
|
|
|
|
|
|
|
Mach = speed/a;
|
|
|
|
|
|
|
|
|
|
// cout << "Speed(ft/s) "<< speed <<" Altitude(ft) "<< altitude << " Mach " << Mach;
|
2003-11-28 15:48:05 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FGAIBase::Transform() {
|
2004-03-03 20:33:08 +00:00
|
|
|
|
if (!invisible) {
|
|
|
|
|
aip.setPosition(pos.lon(), pos.lat(), pos.elev() * SG_METER_TO_FEET);
|
2004-05-21 16:50:19 +00:00
|
|
|
|
if (no_roll) {
|
|
|
|
|
aip.setOrientation(0.0, pitch, hdg);
|
|
|
|
|
} else {
|
|
|
|
|
aip.setOrientation(roll, pitch, hdg);
|
|
|
|
|
}
|
2004-03-03 20:33:08 +00:00
|
|
|
|
aip.update( globals->get_scenery()->get_center() );
|
|
|
|
|
}
|
2003-11-28 15:48:05 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool FGAIBase::init() {
|
2003-12-21 20:12:55 +00:00
|
|
|
|
|
2003-12-22 20:18:33 +00:00
|
|
|
|
SGPropertyNode *root = globals->get_props()->getNode("ai/models", true);
|
2004-09-07 09:53:23 +00:00
|
|
|
|
|
2004-05-21 16:50:19 +00:00
|
|
|
|
index = manager->getNum(_otype) - 1;
|
|
|
|
|
props = root->getNode(_type_str.c_str(), index, true);
|
2004-09-07 09:53:23 +00:00
|
|
|
|
|
2004-03-03 20:33:08 +00:00
|
|
|
|
if (model_path != "") {
|
2004-11-29 09:41:43 +00:00
|
|
|
|
model = load3DModel( globals->get_fg_root(),
|
2004-12-27 17:35:22 +00:00
|
|
|
|
SGPath(model_path).c_str(),
|
2004-03-03 20:33:08 +00:00
|
|
|
|
props,
|
|
|
|
|
globals->get_sim_time_sec() );
|
|
|
|
|
}
|
2003-11-28 15:48:05 +00:00
|
|
|
|
if (model) {
|
|
|
|
|
aip.init( model );
|
|
|
|
|
aip.setVisible(true);
|
2004-03-03 20:33:08 +00:00
|
|
|
|
invisible = false;
|
2003-11-28 15:48:05 +00:00
|
|
|
|
globals->get_scenery()->get_scene_graph()->addKid(aip.getSceneGraph());
|
Mathias:
I have done a patch to eliminate the jitter of 3D-objects near the viewpoint
(for example 3D cockpit objects).
The problem is the roundoff accuracy of the float values used in the
scenegraph together with the transforms of the eyepoint relative to the
scenery center.
The solution will be to move the scenery center near the view point.
This way floats relative accuracy is enough to show a stable picture.
To get that right I have introduced a transform node for the scenegraph which
is responsible for that shift and uses double values as long as possible.
The scenery subsystem now has a list of all those transforms required to place
objects in the world and will tell all those transforms that the scenery
center has changed when the set_scenery_center() of the scenery subsystem is
called.
The problem was not solvable by SGModelPlacement and SGLocation, since not all
objects, especially the scenery, are placed using these classes.
The first approach was to have the scenery center exactly at the eyepoint.
This works well for the cockpit.
But then the ground jitters a bit below the aircraft. With our default views
you can't see that, but that F-18 has a camera view below the left engine
intake with the nose gear and the ground in its field of view, here I could
see that.
Having the scenery center constant will still have this roundoff problems, but
like it is now too, the roundoff error here is exactly the same in each
frame, so you will not notice any jitter.
The real solution is now to keep the scenery center constant as long as it is
in a ball of 30m radius around the view point. If the scenery center is
outside this ball, just put it at the view point.
As a sideeffect of now beeing able to switch the scenery center in the whole
scenegraph with one function call, I was able to remove a one half of a
problem when switching views, where the scenery center was far off for one or
two frames past switching from one view to the next. Also included is a fix
to the other half of this problem, where the view position was not yet copied
into a view when it is switched (at least under glut). This was responsible
for the 'Error: ...' messages of the cloud subsystem when views were
switched.
2005-04-29 14:38:24 +00:00
|
|
|
|
// Register that one at the scenery manager
|
|
|
|
|
globals->get_scenery()->register_placement_transform(aip.getTransform());
|
2003-11-28 15:48:05 +00:00
|
|
|
|
} else {
|
2004-03-03 20:33:08 +00:00
|
|
|
|
if (model_path != "") {
|
|
|
|
|
SG_LOG(SG_INPUT, SG_WARN, "AIBase: Could not load model.");
|
|
|
|
|
}
|
2003-11-28 15:48:05 +00:00
|
|
|
|
}
|
|
|
|
|
|
2003-11-28 20:05:32 +00:00
|
|
|
|
setDie(false);
|
2004-01-22 21:13:47 +00:00
|
|
|
|
|
|
|
|
|
return true;
|
2003-11-28 15:48:05 +00:00
|
|
|
|
}
|
|
|
|
|
|
2004-11-29 09:41:43 +00:00
|
|
|
|
|
|
|
|
|
ssgBranch * FGAIBase::load3DModel(const string& fg_root,
|
|
|
|
|
const string &path,
|
|
|
|
|
SGPropertyNode *prop_root,
|
|
|
|
|
double sim_time_sec)
|
|
|
|
|
{
|
|
|
|
|
// some more code here to check whether a model with this name has already been loaded
|
|
|
|
|
// if not load it, otherwise, get the memory pointer and do something like
|
|
|
|
|
// SetModel as in ATC/AIEntity.cxx
|
|
|
|
|
//SSGBranch *model;
|
|
|
|
|
model = manager->getModel(path);
|
|
|
|
|
if (!(model))
|
|
|
|
|
{
|
|
|
|
|
model = sgLoad3DModel(fg_root,
|
|
|
|
|
path,
|
|
|
|
|
prop_root,
|
|
|
|
|
sim_time_sec);
|
|
|
|
|
manager->setModel(path, model);
|
|
|
|
|
model->ref();
|
|
|
|
|
}
|
|
|
|
|
//else
|
|
|
|
|
// {
|
|
|
|
|
// model->ref();
|
|
|
|
|
// aip.init(model);
|
|
|
|
|
// aip.setVisible(false);
|
|
|
|
|
// globals->get_scenery()->get_scene_graph()->addKid(aip.getSceneGraph());
|
|
|
|
|
// do some setModel stuff.
|
|
|
|
|
return model;
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
bool FGAIBase::isa( object_type otype ) {
|
|
|
|
|
if ( otype == _otype ) { return true; }
|
|
|
|
|
else { return false; }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2003-12-21 20:12:55 +00:00
|
|
|
|
void FGAIBase::bind() {
|
2004-09-08 13:21:40 +00:00
|
|
|
|
props->tie("id", SGRawValueMethods<FGAIBase,int>(*this,
|
|
|
|
|
&FGAIBase::_getID));
|
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
|
|
|
|
props->tie("velocities/true-airspeed-kt", SGRawValuePointer<double>(&speed));
|
2004-01-22 21:13:47 +00:00
|
|
|
|
props->tie("velocities/vertical-speed-fps",
|
2004-05-28 08:46:33 +00:00
|
|
|
|
SGRawValueMethods<FGAIBase,double>(*this,
|
2004-05-28 19:03:55 +00:00
|
|
|
|
&FGAIBase::_getVS_fps,
|
|
|
|
|
&FGAIBase::_setVS_fps));
|
2003-11-28 15:48:05 +00:00
|
|
|
|
|
2004-01-22 21:13:47 +00:00
|
|
|
|
props->tie("position/altitude-ft",
|
2004-05-28 08:46:33 +00:00
|
|
|
|
SGRawValueMethods<FGAIBase,double>(*this,
|
2004-05-28 19:03:55 +00:00
|
|
|
|
&FGAIBase::_getAltitude,
|
|
|
|
|
&FGAIBase::_setAltitude));
|
2003-12-21 22:16:57 +00:00
|
|
|
|
props->tie("position/latitude-deg",
|
2004-05-28 08:46:33 +00:00
|
|
|
|
SGRawValueMethods<FGAIBase,double>(*this,
|
2004-05-28 19:03:55 +00:00
|
|
|
|
&FGAIBase::_getLatitude,
|
|
|
|
|
&FGAIBase::_setLatitude));
|
2003-12-21 22:16:57 +00:00
|
|
|
|
props->tie("position/longitude-deg",
|
2004-05-28 08:46:33 +00:00
|
|
|
|
SGRawValueMethods<FGAIBase,double>(*this,
|
2004-05-28 19:03:55 +00:00
|
|
|
|
&FGAIBase::_getLongitude,
|
|
|
|
|
&FGAIBase::_setLongitude));
|
2003-11-28 15:48:05 +00:00
|
|
|
|
|
2004-01-22 21:13:47 +00:00
|
|
|
|
props->tie("orientation/pitch-deg", SGRawValuePointer<double>(&pitch));
|
|
|
|
|
props->tie("orientation/roll-deg", SGRawValuePointer<double>(&roll));
|
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
|
|
|
|
props->tie("orientation/true-heading-deg", SGRawValuePointer<double>(&hdg));
|
|
|
|
|
|
2004-06-10 19:14:19 +00:00
|
|
|
|
props->tie("radar/in-range", SGRawValuePointer<bool>(&in_range));
|
2004-05-27 13:16:53 +00:00
|
|
|
|
props->tie("radar/bearing-deg", SGRawValuePointer<double>(&bearing));
|
|
|
|
|
props->tie("radar/elevation-deg", SGRawValuePointer<double>(&elevation));
|
|
|
|
|
props->tie("radar/range-nm", SGRawValuePointer<double>(&range));
|
|
|
|
|
props->tie("radar/h-offset", SGRawValuePointer<double>(&horiz_offset));
|
|
|
|
|
props->tie("radar/v-offset", SGRawValuePointer<double>(&vert_offset));
|
|
|
|
|
props->tie("radar/x-shift", SGRawValuePointer<double>(&x_shift));
|
|
|
|
|
props->tie("radar/y-shift", SGRawValuePointer<double>(&y_shift));
|
|
|
|
|
props->tie("radar/rotation", SGRawValuePointer<double>(&rotation));
|
2004-01-22 21:13:47 +00:00
|
|
|
|
|
|
|
|
|
props->tie("controls/lighting/nav-lights",
|
2004-05-28 19:03:55 +00:00
|
|
|
|
SGRawValueFunctions<bool>(_isNight));
|
2004-01-22 21:13:47 +00:00
|
|
|
|
props->setBoolValue("controls/lighting/beacon", true);
|
|
|
|
|
props->setBoolValue("controls/lighting/strobe", true);
|
2004-11-16 09:33:21 +00:00
|
|
|
|
props->setBoolValue("controls/glide-path", true);
|
2003-11-28 15:48:05 +00:00
|
|
|
|
}
|
|
|
|
|
|
2003-12-21 20:12:55 +00:00
|
|
|
|
void FGAIBase::unbind() {
|
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
|
|
|
|
props->untie("id");
|
|
|
|
|
props->untie("velocities/true-airspeed-kt");
|
2003-12-21 20:12:55 +00:00
|
|
|
|
props->untie("velocities/vertical-speed-fps");
|
2003-11-28 15:48:05 +00:00
|
|
|
|
|
2003-12-21 20:12:55 +00:00
|
|
|
|
props->untie("position/altitude-ft");
|
|
|
|
|
props->untie("position/latitude-deg");
|
|
|
|
|
props->untie("position/longitude-deg");
|
2003-11-28 15:48:05 +00:00
|
|
|
|
|
2003-12-21 20:12:55 +00:00
|
|
|
|
props->untie("orientation/pitch-deg");
|
|
|
|
|
props->untie("orientation/roll-deg");
|
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
|
|
|
|
props->untie("orientation/true-heading-deg");
|
|
|
|
|
|
2004-06-10 19:14:19 +00:00
|
|
|
|
props->untie("radar/in-range");
|
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
|
|
|
|
props->untie("radar/bearing-deg");
|
|
|
|
|
props->untie("radar/elevation-deg");
|
|
|
|
|
props->untie("radar/range-nm");
|
|
|
|
|
props->untie("radar/h-offset");
|
|
|
|
|
props->untie("radar/v-offset");
|
|
|
|
|
props->untie("radar/x-shift");
|
|
|
|
|
props->untie("radar/y-shift");
|
|
|
|
|
props->untie("radar/rotation");
|
2003-12-21 22:16:57 +00:00
|
|
|
|
|
2004-05-21 16:50:19 +00:00
|
|
|
|
props->untie("controls/lighting/nav-lights");
|
2003-12-21 22:16:57 +00:00
|
|
|
|
}
|
|
|
|
|
|
2004-06-11 13:49:07 +00:00
|
|
|
|
double FGAIBase::UpdateRadar(FGAIManager* manager)
|
|
|
|
|
{
|
|
|
|
|
double radar_range_ft2 = fgGetDouble("/instrumentation/radar/range");
|
|
|
|
|
radar_range_ft2 *= SG_NM_TO_METER * SG_METER_TO_FEET * 1.1; // + 10%
|
|
|
|
|
radar_range_ft2 *= radar_range_ft2;
|
|
|
|
|
|
|
|
|
|
double user_latitude = manager->get_user_latitude();
|
|
|
|
|
double user_longitude = manager->get_user_longitude();
|
|
|
|
|
double lat_range = fabs(pos.lat() - user_latitude) * ft_per_deg_lat;
|
|
|
|
|
double lon_range = fabs(pos.lon() - user_longitude) * ft_per_deg_lon;
|
|
|
|
|
double range_ft2 = lat_range*lat_range + lon_range*lon_range;
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
// Test whether the target is within radar range.
|
|
|
|
|
//
|
|
|
|
|
in_range = (range_ft2 && (range_ft2 <= radar_range_ft2));
|
|
|
|
|
if ( in_range )
|
|
|
|
|
{
|
|
|
|
|
props->setBoolValue("radar/in-range", true);
|
|
|
|
|
|
|
|
|
|
// copy values from the AIManager
|
|
|
|
|
double user_altitude = manager->get_user_altitude();
|
|
|
|
|
double user_heading = manager->get_user_heading();
|
|
|
|
|
double user_pitch = manager->get_user_pitch();
|
|
|
|
|
double user_yaw = manager->get_user_yaw();
|
|
|
|
|
double user_speed = manager->get_user_speed();
|
|
|
|
|
|
|
|
|
|
// calculate range to target in feet and nautical miles
|
|
|
|
|
double range_ft = sqrt( range_ft2 );
|
|
|
|
|
range = range_ft / 6076.11549;
|
|
|
|
|
|
|
|
|
|
// calculate bearing to target
|
|
|
|
|
if (pos.lat() >= user_latitude) {
|
|
|
|
|
bearing = atan2(lat_range, lon_range) * SG_RADIANS_TO_DEGREES;
|
|
|
|
|
if (pos.lon() >= user_longitude) {
|
|
|
|
|
bearing = 90.0 - bearing;
|
|
|
|
|
} else {
|
|
|
|
|
bearing = 270.0 + bearing;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
bearing = atan2(lon_range, lat_range) * SG_RADIANS_TO_DEGREES;
|
|
|
|
|
if (pos.lon() >= user_longitude) {
|
|
|
|
|
bearing = 180.0 - bearing;
|
|
|
|
|
} else {
|
|
|
|
|
bearing = 180.0 + bearing;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// calculate look left/right to target, without yaw correction
|
|
|
|
|
horiz_offset = bearing - user_heading;
|
|
|
|
|
if (horiz_offset > 180.0) horiz_offset -= 360.0;
|
|
|
|
|
if (horiz_offset < -180.0) horiz_offset += 360.0;
|
|
|
|
|
|
|
|
|
|
// calculate elevation to target
|
|
|
|
|
elevation = atan2( altitude * SG_METER_TO_FEET - user_altitude, range_ft )
|
|
|
|
|
* SG_RADIANS_TO_DEGREES;
|
|
|
|
|
|
|
|
|
|
// calculate look up/down to target
|
|
|
|
|
vert_offset = elevation + user_pitch;
|
|
|
|
|
|
|
|
|
|
/* this calculation needs to be fixed, but it isn't important anyway
|
|
|
|
|
// calculate range rate
|
|
|
|
|
double recip_bearing = bearing + 180.0;
|
|
|
|
|
if (recip_bearing > 360.0) recip_bearing -= 360.0;
|
|
|
|
|
double my_horiz_offset = recip_bearing - hdg;
|
|
|
|
|
if (my_horiz_offset > 180.0) my_horiz_offset -= 360.0;
|
|
|
|
|
if (my_horiz_offset < -180.0) my_horiz_offset += 360.0;
|
|
|
|
|
rdot = (-user_speed * cos( horiz_offset * SG_DEGREES_TO_RADIANS ))
|
|
|
|
|
+(-speed * 1.686 * cos( my_horiz_offset * SG_DEGREES_TO_RADIANS ));
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
// now correct look left/right for yaw
|
|
|
|
|
horiz_offset += user_yaw;
|
|
|
|
|
|
|
|
|
|
// calculate values for radar display
|
|
|
|
|
y_shift = range * cos( horiz_offset * SG_DEGREES_TO_RADIANS);
|
|
|
|
|
x_shift = range * sin( horiz_offset * SG_DEGREES_TO_RADIANS);
|
|
|
|
|
rotation = hdg - user_heading;
|
|
|
|
|
if (rotation < 0.0) rotation += 360.0;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return range_ft2;
|
|
|
|
|
}
|
|
|
|
|
|
2004-05-25 08:58:36 +00:00
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* getters and Setters
|
|
|
|
|
*/
|
2004-05-28 08:46:33 +00:00
|
|
|
|
void FGAIBase::_setLongitude( double longitude ) {
|
|
|
|
|
pos.setlon(longitude);
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
2004-05-28 08:46:33 +00:00
|
|
|
|
void FGAIBase::_setLatitude ( double latitude ) {
|
|
|
|
|
pos.setlat(latitude);
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
|
|
|
|
|
2004-05-28 08:46:33 +00:00
|
|
|
|
double FGAIBase::_getLongitude() const {
|
|
|
|
|
return pos.lon();
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
2004-05-28 08:46:33 +00:00
|
|
|
|
double FGAIBase::_getLatitude () const {
|
|
|
|
|
return pos.lat();
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
2004-05-28 08:46:33 +00:00
|
|
|
|
double FGAIBase::_getRdot() const {
|
|
|
|
|
return rdot;
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
2004-05-28 08:46:33 +00:00
|
|
|
|
double FGAIBase::_getVS_fps() const {
|
|
|
|
|
return vs*60.0;
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
2004-05-28 08:46:33 +00:00
|
|
|
|
void FGAIBase::_setVS_fps( double _vs ) {
|
|
|
|
|
vs = _vs/60.0;
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
|
|
|
|
|
2004-05-28 08:46:33 +00:00
|
|
|
|
double FGAIBase::_getAltitude() const {
|
|
|
|
|
return altitude;
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
2004-05-28 08:46:33 +00:00
|
|
|
|
void FGAIBase::_setAltitude( double _alt ) {
|
|
|
|
|
setAltitude( _alt );
|
2004-05-25 08:58:36 +00:00
|
|
|
|
}
|
|
|
|
|
|
2004-05-28 19:03:55 +00:00
|
|
|
|
bool FGAIBase::_isNight() {
|
2004-05-25 08:58:36 +00:00
|
|
|
|
return (fgGetFloat("/sim/time/sun-angle-rad") > 1.57);
|
|
|
|
|
}
|
|
|
|
|
|
2004-09-08 13:21:40 +00:00
|
|
|
|
int FGAIBase::_getID() const {
|
|
|
|
|
return (int)(this);
|
|
|
|
|
}
|