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flightgear/src/ATC/ground.cxx

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// FGGround - a class to provide ground control at larger airports.
//
// 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.
#include <simgear/math/sg_random.h>
#include <simgear/constants.h>
#include "ground.hxx"
FGGround::FGGround() {
display = false;
}
FGGround::~FGGround() {
}
void FGGround::Init() {
display = false;
// Build hardwired (very simplified) logical network for KEMT for now
// Once it works we'll progress to reading KEMT data from file,
// and finally to reading any airport with specified taxiway data from file.
node* np;
arc* ap;
Gate* gp;
// For now we'll hardwire the threshold end
Point3D P010(-118.037483, 34.081358, 296 * SG_FEET_TO_METER);
double hdg = 25.32;
ortho.Init(P010, hdg);
// HARDWIRED FOR TESTING - for now we'll only allow exit at each end of runway
///////////////////////////////////////////////////////
// NODES
///////////////////////////////////////////////////////
// node - runway01 threshold
Point3D p1(-118.0372167, 34.08178333, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p1;
np->orthoPos = ortho.ConvertToLocal(p1);
np->name = "rwy 01";
np->nodeID = 0;
np->type = JUNCTION;
runways[1].exits.push_back(np);
runways[19].exits.push_back(np);
//np->max_turn_radius = ...
network.push_back(np);
// node - runway19 threshold
Point3D p2(-118.0321833, 34.09066667, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p2;
np->orthoPos = ortho.ConvertToLocal(p2);
np->name = "rwy 19";
np->nodeID = 1;
np->type = JUNCTION;
runways[1].exits.push_back(np);
runways[19].exits.push_back(np);
//np->max_turn_radius = ...
network.push_back(np);
// node - AlphaSouth
Point3D p3(-118.0369167, 34.08166667, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p3;
np->orthoPos = ortho.ConvertToLocal(p3);
np->name = "";
np->nodeID = 2;
np->type = HOLD;
//np->max_turn_radius = ...
network.push_back(np);
// node - AlphaNorth
Point3D p4(-118.03185, 34.0906, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p4;
np->orthoPos = ortho.ConvertToLocal(p4);
np->name = "";
np->nodeID = 3;
np->type = HOLD;
//np->max_turn_radius = ...
network.push_back(np);
// node - southern turnoff to parking
Point3D p5(-118.03515, 34.0848, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p5;
np->orthoPos = ortho.ConvertToLocal(p5);
np->name = "";
np->nodeID = 4;
np->type = TJUNCTION;
//np->max_turn_radius = ...
network.push_back(np);
// node - northern turnoff to parking
Point3D p6(-118.0349667, 34.08511667, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p6;
np->orthoPos = ortho.ConvertToLocal(p6);
np->name = "";
np->nodeID = 5;
np->type = TJUNCTION;
//np->max_turn_radius = ...
network.push_back(np);
// GATES
// node - Turn into gate 1 (Western-most gate, ie. nearest rwy)
Point3D p7(-118.0348333, 34.08466667, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p7;
np->orthoPos = ortho.ConvertToLocal(p7);
np->name = "";
np->nodeID = 6;
np->type = TJUNCTION;
//np->max_turn_radius = ...
network.push_back(np);
// node - Gate 1
Point3D p8(-118.0347333, 34.08483333, 0.0);
gp = new Gate;
gp->struct_type = NODE;
gp->pos = p8;
gp->orthoPos = ortho.ConvertToLocal(p8);
gp->name = "";
gp->nodeID = 7;
gp->type = GATE;
gp->heading = 10;
//np->max_turn_radius = ...
network.push_back(gp);
gates[1] = *gp;
// node - Turn out of gate 1
Point3D p9(-118.03465, 34.08498333, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p9;
np->orthoPos = ortho.ConvertToLocal(p9);
np->name = "";
np->nodeID = 8;
np->type = TJUNCTION;
//np->max_turn_radius = ...
network.push_back(np);
// node - Turn into gate 2
Point3D p10(-118.0346, 34.08456667, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p10;
np->orthoPos = ortho.ConvertToLocal(p10);
np->name = "";
np->nodeID = 9;
np->type = TJUNCTION;
//np->max_turn_radius = ...
network.push_back(np);
gates[2] = *gp;
// node - Gate 2
Point3D p11(-118.0345167, 34.08473333, 0.0);
gp = new Gate;
gp->struct_type = NODE;
gp->pos = p11;
gp->orthoPos = ortho.ConvertToLocal(p11);
gp->name = "";
gp->nodeID = 10;
gp->type = GATE;
gp->heading = 10;
//np->max_turn_radius = ...
network.push_back(gp);
// node - Turn out of gate 2
Point3D p12(-118.0344167, 34.0849, 0.0);
np = new node;
np->struct_type = NODE;
np->pos = p12;
np->orthoPos = ortho.ConvertToLocal(p12);
np->name = "";
np->nodeID = 11;
np->type = TJUNCTION;
//np->max_turn_radius = ...
network.push_back(np);
/////////////////////////////////////////////////////////
// ARCS
/////////////////////////////////////////////////////////
// Each arc connects two nodes
// Eventually the nodeID of the nodes that the arc connects will be read from file
// For now we just 'know' them !!
// arc - the runway - connects nodes 0 and 1
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = RUNWAY;
ap->directed = false;
ap->n1 = 0;
ap->n2 = 1;
network[0]->arcs.push_back(ap);
network[1]->arcs.push_back(ap);
// arc - the exit from 01 threshold to alpha - connects nodes 0 and 2
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = false;
ap->n1 = 0;
ap->n2 = 2;
network[0]->arcs.push_back(ap);
network[2]->arcs.push_back(ap);
// arc - the exit from 19 threshold to alpha - connects nodes 1 and 3
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = false;
ap->n1 = 1;
ap->n2 = 3;
network[1]->arcs.push_back(ap);
network[3]->arcs.push_back(ap);
// arc - Alpha south - connects nodes 2 and 4
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = false;
ap->n1 = 2;
ap->n2 = 4;
network[2]->arcs.push_back(ap);
network[4]->arcs.push_back(ap);
// arc - Alpha middle - connects nodes 4 and 5
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = false;
ap->n1 = 4;
ap->n2 = 5;
network[4]->arcs.push_back(ap);
network[5]->arcs.push_back(ap);
// arc - Alpha North - connects nodes 3 and 5
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = false;
ap->n1 = 3;
ap->n2 = 5;
network[3]->arcs.push_back(ap);
network[5]->arcs.push_back(ap);
// arc - connects nodes 4 and 6
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = true;
ap->n1 = 4;
ap->n2 = 6;
network[4]->arcs.push_back(ap);
network[6]->arcs.push_back(ap);
// arc - connects nodes 6 and 9
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = true;
ap->n1 = 6;
ap->n2 = 9;
network[6]->arcs.push_back(ap);
network[9]->arcs.push_back(ap);
// arc - connects nodes 5 and 8
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = true;
ap->n1 = 5;
ap->n2 = 8;
network[5]->arcs.push_back(ap);
network[8]->arcs.push_back(ap);
// arc - connects nodes 8 and 11
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = true;
ap->n1 = 8;
ap->n2 = 11;
network[8]->arcs.push_back(ap);
network[11]->arcs.push_back(ap);
// arc - connects nodes 6 and 7
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = true;
ap->n1 = 6;
ap->n2 = 7;
network[6]->arcs.push_back(ap);
network[7]->arcs.push_back(ap);
// arc - connects nodes 7 and 8
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = true;
ap->n1 = 7;
ap->n2 = 8;
network[7]->arcs.push_back(ap);
network[8]->arcs.push_back(ap);
// arc - connects nodes 9 and 10
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = true;
ap->n1 = 9;
ap->n2 = 10;
network[9]->arcs.push_back(ap);
network[10]->arcs.push_back(ap);
// arc - connects nodes 10 and 11
ap = new arc;
ap->struct_type = ARC;
ap->name = "";
ap->type = TAXIWAY;
ap->directed = true;
ap->n1 = 10;
ap->n2 = 11;
network[10]->arcs.push_back(ap);
network[11]->arcs.push_back(ap);
}
void FGGround::Update() {
// Each time step, what do we need to do?
// We need to go through the list of outstanding requests and acknowedgements
// and process at least one of them.
// We need to go through the list of planes under our control and check if
// any need to be addressed.
// We need to check for planes not under our control coming within our
// control area and address if necessary.
// Lets take the example of a plane which has just contacted ground
// following landing - presumably requesting where to go?
// First we need to establish the position of the plane within the logical network.
// Next we need to decide where its going.
}
// FIXME - at the moment this assumes there is at least one gate and crashes if none
// FIXME - In fact, at the moment this routine doesn't work at all and hence is munged to always return Gate 1 !!!!
int FGGround::GetRandomGateID() {
//cout << "GetRandomGateID called" << endl;
return(1);
gate_vec_type gateVec;
//gate_vec_iterator gateVecItr;
int num = 0;
int thenum;
int ID;
gatesItr = gates.begin();
while(gatesItr != gates.end()) {
if(gatesItr->second.used == false) {
gateVec.push_back(gatesItr->second);
num++;
}
++gatesItr;
}
// Randomly select one from the list
thenum = (int)(sg_random() * gateVec.size());
ID = gateVec[thenum].id;
//cout << "Returning gate ID " << ID << " from GetRandomGateID" << endl;
return(ID);
}
// Return a pointer to a gate node based on the gate ID
Gate* FGGround::GetGateNode(int gateID) {
//TODO - ought to add some sanity checking here - ie does a gate of this ID exist?!
return(&(gates[gateID]));
}
// Get a path from a point on a runway to a gate
// Get a path from a node to another node
// Eventually we will need complex algorithms for this taking other traffic,
// shortest path and suitable paths into accout. For now we're going to hardwire for KEMT!!!!
ground_network_path_type FGGround::GetPath(node* A, node* B) {
ground_network_path_type path;
//arc_array_iterator arcItr;
//bool found;
// VERY HARDWIRED - this hardwires a path from the far end of R01 to Gate 1.
// In fact in real life the area between R01/19 and Taxiway Alpha at KEMT is tarmaced and planes
// are supposed to exit the rwy asap.
// OK - for now very hardwire this for testing
path.push_back(network[1]);
path.push_back(network[1]->arcs[1]); // ONLY BECAUSE WE KNOW THIS IS THE ONE !!!!!
path.push_back(network[3]);
path.push_back(network[3]->arcs[1]);
path.push_back(network[5]);
path.push_back(network[5]->arcs[0]);
path.push_back(network[4]);
path.push_back(network[4]->arcs[2]);
path.push_back(network[6]);
path.push_back(network[6]->arcs[2]);
path.push_back(network[7]); // THE GATE!! Note that for now we're not even looking at the requested exit and gate passed in !!!!!
#if 0
// In this hardwired scheme there are two possibilities - taxiing from rwy to gate or gate to rwy.
if(B->type == GATE) {
//return an inward path
path.push_back(A);
// In this hardwired scheme we know A is a rwy exit and should have one taxiway arc only
// THIS WILL NOT HOLD TRUE IN THE GENERAL CASE
arcItr = A->arcs.begin();
found = false;
while(arcItr != A->arcs.end()) {
if(arcItr->type == TAXIWAY) {
path.push_back(&(*arcItr));
found = true;
break;
}
}
if(found == false) {
//cout << "AI/ATC SUBSYSTEM ERROR - no taxiway from runway exit in airport.cxx" << endl;
}
// Then push back the start of taxiway node
// Then push back the taxiway arc
arcItr = A->arcs.begin();
found = false;
while(arcItr != A->arcs.end()) {
if(arcItr->type == TAXIWAY) { // FIXME - OOPS - two taxiways go off this node
// How are we going to differentiate, apart from one called Alpha.
// I suppose eventually the traversal algorithms will select.
path.push_back(&(*arcItr));
found = true;
break;
}
}
if(found == false) {
//cout << "AI/ATC SUBSYSTEM ERROR - no taxiway from runway exit in airport.cxx" << endl;
}
// Then push back the junction node
// Planes always face one way in the parking, so depending on which parking exit we have either take it or push back another taxiway node
// Repeat if necessary
// Then push back the gate B
path.push_back(B);
} else {
//return an outward path
}
// WARNING TODO FIXME - this is VERY FRAGILE - eg taxi to apron!!! but should be enough to
// see an AI plane physically taxi.
#endif // 0
return(path);
};
// Randomly or otherwise populate some of the gates with parked planes
// (might eventually be done by the AIMgr if and when lots of AI traffic is generated)
// Return a list of exits from a given runway
node_array_type FGGround::GetExits(int rwyID) {
return(runways[rwyID].exits);
}
#if 0
void FGGround::NewArrival(plane_rec plane) {
// What are we going to do here?
// We need to start a new ground_rec and add the plane_rec to it
// We need to decide what gate we are going to clear it to.
// Then we need to add clearing it to that gate to the pending transmissions queue? - or simply transmit?
// Probably simply transmit for now and think about a transmission queue later if we need one.
// We might need one though in order to add a little delay for response time.
ground_rec* g = new ground_rec;
g->plane_rec = plane;
g->current_pos = ConvertWGS84ToXY(plane.pos);
g->node = GetNode(g->current_pos); // TODO - might need to sort out node/arc here
AssignGate(g);
g->cleared = false;
ground_traffic.push_back(g);
NextClearance(g);
}
void FGGround::NewContact(plane_rec plane) {
// This is a bit of a convienience function at the moment and is likely to change.
if(at a gate or apron)
NewDeparture(plane);
else
NewArrival(plane);
}
void FGGround::NextClearance(ground_rec &g) {
// Need to work out where we can clear g to.
// Assume the pilot doesn't need progressive instructions
// We *should* already have a gate or holding point assigned by the time we get here
// but it wouldn't do any harm to check.
// For now though we will hardwire it to clear to the final destination.
}
void FGGround::AssignGate(ground_rec &g) {
// We'll cheat for now - since we only have the user's aircraft and a couple of airports implemented
// we'll hardwire the gate!
// In the long run the logic of which gate or area to send the plane to could be somewhat non-trivial.
}
#endif //0