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flightgear/src/AIModel/AIAircraft.cxx

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// FGAIAircraft - FGAIBase-derived class creates an AI airplane
//
// Written by David Culp, started October 2003.
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/math/point3d.hxx>
#include <simgear/route/waypoint.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <string>
#include <math.h>
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#include <time.h>
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#ifdef _MSC_VER
# include <float.h>
# define finite _finite
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#elif defined(sun) || defined(sgi)
# include <ieeefp.h>
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#endif
SG_USING_STD(string);
#include "AIAircraft.hxx"
static string tempReg;
//
// accel, decel, climb_rate, descent_rate, takeoff_speed, climb_speed,
// cruise_speed, descent_speed, land_speed
//
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const FGAIAircraft::PERF_STRUCT FGAIAircraft::settings[] = {
// light aircraft
{2.0, 2.0, 450.0, 1000.0, 70.0, 80.0, 100.0, 80.0, 60.0},
// ww2_fighter
{4.0, 2.0, 3000.0, 1500.0, 110.0, 180.0, 250.0, 200.0, 100.0},
// jet_transport
{5.0, 2.0, 3000.0, 1500.0, 140.0, 300.0, 430.0, 300.0, 130.0},
// jet_fighter
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
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{7.0, 3.0, 4000.0, 2000.0, 150.0, 350.0, 500.0, 350.0, 150.0},
// tanker
{5.0, 2.0, 3000.0, 1500.0, 140.0, 300.0, 430.0, 300.0, 130.0}
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};
FGAIAircraft::FGAIAircraft(FGAIManager* mgr, FGAISchedule *ref) {
trafficRef = ref;
if (trafficRef)
groundOffset = trafficRef->getGroundOffset();
else
groundOffset = 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.
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manager = mgr;
_type_str = "aircraft";
_otype = otAircraft;
fp = 0;
dt_count = 0;
dt_elev_count = 0;
use_perf_vs = true;
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
2004-06-06 08:50:17 +00:00
isTanker = false;
// set heading and altitude locks
hdg_lock = false;
alt_lock = false;
roll = 0;
headingChangeRate = 0.0;
}
FGAIAircraft::~FGAIAircraft() {
}
bool FGAIAircraft::init() {
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
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refuel_node = fgGetNode("systems/refuel/contact", true);
return FGAIBase::init();
}
void FGAIAircraft::bind() {
FGAIBase::bind();
props->tie("controls/gear/gear-down",
SGRawValueMethods<FGAIAircraft,bool>(*this,
&FGAIAircraft::_getGearDown));
#if 0
props->getNode("controls/lighting/landing-lights", true)
->alias("controls/gear/gear-down");
#endif
}
void FGAIAircraft::unbind() {
FGAIBase::unbind();
props->untie("controls/gear/gear-down");
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#if 0
props->getNode("controls/lighting/landing-lights")->unalias();
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#endif
}
void FGAIAircraft::update(double dt) {
FGAIBase::update(dt);
Run(dt);
Transform();
}
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void FGAIAircraft::SetPerformance(const PERF_STRUCT *ps) {
performance = ps;
}
void FGAIAircraft::Run(double dt) {
FGAIAircraft::dt = dt;
if (fp)
{
time_t now = time(NULL) + fgGetLong("/sim/time/warp");
ProcessFlightPlan(dt, now);
if (now < fp->getStartTime())
{
// Do execute Ground elev for inactive aircraft, so they
// Are repositioned to the correct ground altitude when the user flies within visibility range.
if (no_roll)
{
Transform(); // make sure aip is initialized.
getGroundElev(dt); // make sure it's exectuted first time around, so force a large dt value
//getGroundElev(dt); // Need to do this twice.
//cerr << trafficRef->getRegistration() << " Setting altitude to " << tgt_altitude << endl;
setAltitude(tgt_altitude);
}
return;
}
}
double turn_radius_ft;
double turn_circum_ft;
double speed_north_deg_sec;
double speed_east_deg_sec;
double dist_covered_ft;
double alpha;
// adjust speed
double speed_diff; //= tgt_speed - speed;
if (!no_roll)
{
speed_diff = tgt_speed - speed;
}
else
{
speed_diff = groundTargetSpeed - speed;
}
if (fabs(speed_diff) > 0.2) {
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if (speed_diff > 0.0) speed += performance->accel * dt;
if (speed_diff < 0.0) {
if (no_roll) { // was (!no_roll) but seems more logical this way (ground brakes).
speed -= performance->decel * dt * 3;
} else {
speed -= performance->decel * dt;
}
}
}
// convert speed to degrees per second
speed_north_deg_sec = cos( hdg / SG_RADIANS_TO_DEGREES )
* speed * 1.686 / ft_per_deg_lat;
speed_east_deg_sec = sin( hdg / SG_RADIANS_TO_DEGREES )
* speed * 1.686 / ft_per_deg_lon;
// set new position
pos.setlat( pos.lat() + speed_north_deg_sec * dt);
pos.setlon( pos.lon() + speed_east_deg_sec * dt);
//if (!(finite(pos.lat()) && finite(pos.lon())))
// {
// cerr << "Position is not finite" << endl;
// cerr << "speed = " << speed << endl;
// cerr << "dt" << dt << endl;
// cerr << "heading " << hdg << endl;
// cerr << "speed east " << speed_east_deg_sec << endl;
// cerr << "speed nrth " << speed_north_deg_sec << endl;
// cerr << "deg_lat " << ft_per_deg_lat << endl;
// cerr << "deg_lon " << ft_per_deg_lon << endl;
// }
// adjust heading based on current bank angle
if (roll == 0.0)
roll = 0.01;
if (roll != 0.0) {
// double turnConstant;
//if (no_roll)
// turnConstant = 0.0088362;
//else
// turnConstant = 0.088362;
// If on ground, calculate heading change directly
if (no_roll) {
double headingDiff = fabs(hdg-tgt_heading);
if (headingDiff > 180)
headingDiff = fabs(headingDiff - 360);
groundTargetSpeed = tgt_speed - (tgt_speed * (headingDiff/45));
if (sign(groundTargetSpeed) != sign(tgt_speed))
groundTargetSpeed = 0.21 * sign(tgt_speed); // to prevent speed getting stuck in 'negative' mode
if (headingDiff > 30.0)
{
headingChangeRate += dt * sign(roll); // invert if pushed backward
// Print some debug statements to find out why aircraft may get stuck
// forever turning
//if (trafficRef->getDepartureAirport()->getId() == string("EHAM"))
// {
//cerr << "Turning : " << trafficRef->getRegistration()
//cerr << " Speed = " << speed << " Heading " << hdg
//<< " Target Heading " << tgt_heading
// << " Lead Distance " << fp->getLeadDistance()
// << " Distance to go "
// << fp->getDistanceToGo(pos.lat(), pos.lon(), fp->getCurrentWaypoint())
// << "waypoint name " << fp->getCurrentWaypoint()->name
// << endl;
//}
if (headingChangeRate > 30)
{
headingChangeRate = 30;
}
else if (headingChangeRate < -30)
{
headingChangeRate = -30;
}
}
else
{
if (fabs(headingChangeRate) > headingDiff)
headingChangeRate = headingDiff*sign(roll);
else
headingChangeRate += dt * sign(roll);
}
hdg += headingChangeRate * dt;
//cerr << "On ground. Heading: " << hdg << ". Target Heading: " << tgt_heading << ". Target speed: " << groundTargetSpeed << ". heading change rate" << headingChangeRate << endl;
}
else {
if (fabs(speed) > 1.0) {
turn_radius_ft = 0.088362 * speed * speed
/ tan( fabs(roll) / SG_RADIANS_TO_DEGREES );
}
else
{
turn_radius_ft = 1.0; // Check if turn_radius_ft == 0; this might lead to a division by 0.
}
turn_circum_ft = SGD_2PI * turn_radius_ft;
dist_covered_ft = speed * 1.686 * dt;
alpha = dist_covered_ft / turn_circum_ft * 360.0;
hdg += alpha * sign(roll);
}
while ( hdg > 360.0 ) {
hdg -= 360.0;
spinCounter++;
}
while ( hdg < 0.0)
{
hdg += 360.0;
spinCounter--;
}
}
// adjust target bank angle if heading lock engaged
if (hdg_lock) {
double bank_sense = 0.0;
double diff = fabs(hdg - tgt_heading);
if (diff > 180) diff = fabs(diff - 360);
double sum = hdg + diff;
if (sum > 360.0) sum -= 360.0;
if (fabs(sum - tgt_heading) < 1.0) {
bank_sense = 1.0; // right turn
} else {
bank_sense = -1.0; // left turn
}
if (diff < 30) {
tgt_roll = diff * bank_sense;
} else {
tgt_roll = 30.0 * bank_sense;
}
if ((fabs((double) spinCounter) > 1) && (diff > 30))
{
tgt_speed *= 0.999; // Ugly hack: If aircraft get stuck, they will continually spin around.
// The only way to resolve this is to make them slow down.
//if (tempReg.empty())
// tempReg = trafficRef->getRegistration();
//if (trafficRef->getRegistration() == tempReg)
// {
// cerr << trafficRef->getRegistration()
// << " appears to be spinning: " << spinCounter << endl
// << " speed " << speed << endl
// << " heading " << hdg << endl
// << " lead distance " << fp->getLeadDistance() << endl
// << " waypoint " << fp->getCurrentWaypoint()->name
// << " target heading " << tgt_heading << endl
// << " lead in angle " << fp->getLeadInAngle()<< endl
// << " roll " << roll << endl
// << " target_roll " << tgt_roll << endl;
// }
}
}
// adjust bank angle, use 9 degrees per second
double bank_diff = tgt_roll - roll;
if (fabs(bank_diff) > 0.2) {
if (bank_diff > 0.0) roll += 9.0 * dt;
if (bank_diff < 0.0) roll -= 9.0 * dt;
//while (roll > 180) roll -= 360;
//while (roll < 180) roll += 360;
}
// adjust altitude (meters) based on current vertical speed (fpm)
altitude += vs / 60.0 * dt;
pos.setelev(altitude * SG_FEET_TO_METER);
double altitude_ft = altitude;
// adjust target Altitude, based on ground elevation when on ground
if (no_roll)
{
getGroundElev(dt);
}
// find target vertical speed if altitude lock engaged
if (alt_lock && use_perf_vs) {
if (altitude_ft < tgt_altitude) {
tgt_vs = tgt_altitude - altitude_ft;
if (tgt_vs > performance->climb_rate)
tgt_vs = performance->climb_rate;
} else {
tgt_vs = tgt_altitude - altitude_ft;
if (tgt_vs < (-performance->descent_rate))
tgt_vs = -performance->descent_rate;
}
}
if (alt_lock && !use_perf_vs) {
double max_vs = 4*(tgt_altitude - altitude);
double min_vs = 100;
if (tgt_altitude < altitude) min_vs = -100.0;
if ((fabs(tgt_altitude - altitude) < 1500.0) &&
(fabs(max_vs) < fabs(tgt_vs))) tgt_vs = max_vs;
if (fabs(tgt_vs) < fabs(min_vs)) tgt_vs = min_vs;
}
// adjust vertical speed
double vs_diff = tgt_vs - vs;
if (fabs(vs_diff) > 10.0) {
if (vs_diff > 0.0) {
vs += 900.0 * dt;
if (vs > tgt_vs) vs = tgt_vs;
} else {
vs -= 400.0 * dt;
if (vs < tgt_vs) vs = tgt_vs;
}
}
// match pitch angle to vertical speed
if (vs > 0){
pitch = vs * 0.005;
} else {
pitch = vs * 0.002;
}
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
//###########################//
// do calculations for radar //
//###########################//
double range_ft2 = UpdateRadar(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
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
2004-06-06 08:50:17 +00:00
//************************************//
// Tanker code //
//************************************//
if ( isTanker) {
if ( (range_ft2 < 250.0 * 250.0) &&
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
2004-06-06 08:50:17 +00:00
(y_shift > 0.0) &&
(elevation > 0.0) ) {
refuel_node->setBoolValue(true);
} else {
refuel_node->setBoolValue(false);
}
}
}
void FGAIAircraft::AccelTo(double speed) {
tgt_speed = speed;
}
void FGAIAircraft::PitchTo(double angle) {
tgt_pitch = angle;
alt_lock = false;
}
void FGAIAircraft::RollTo(double angle) {
tgt_roll = angle;
hdg_lock = false;
}
void FGAIAircraft::YawTo(double angle) {
tgt_yaw = angle;
}
void FGAIAircraft::ClimbTo(double altitude) {
tgt_altitude = altitude;
alt_lock = true;
}
void FGAIAircraft::TurnTo(double heading) {
tgt_heading = heading;
hdg_lock = true;
}
double FGAIAircraft::sign(double x) {
if ( x < 0.0 ) { return -1.0; }
else { return 1.0; }
}
void FGAIAircraft::SetFlightPlan(FGAIFlightPlan *f) {
fp = f;
}
void FGAIAircraft::ProcessFlightPlan( double dt, time_t now )
{
bool eraseWaypoints;
if (trafficRef)
{
// FGAirport *arr;
// FGAirport *dep;
eraseWaypoints = true;
// cerr << trafficRef->getRegistration();
// cerr << "Departure airport " << endl;
// dep = trafficRef->getDepartureAirport();
// if (dep)
// cerr << dep->getId() << endl;
// cerr << "Arrival airport " << endl;
// arr = trafficRef->getArrivalAirport();
// if (arr)
// cerr << arr->getId() <<endl << endl;;
}
else
eraseWaypoints = false;
//cerr << "Processing Flightplan" << endl;
FGAIFlightPlan::waypoint* prev = 0; // the one behind you
FGAIFlightPlan::waypoint* curr = 0; // the one ahead
FGAIFlightPlan::waypoint* next = 0; // the next plus 1
prev = fp->getPreviousWaypoint();
curr = fp->getCurrentWaypoint();
next = fp->getNextWaypoint();
dt_count += dt;
if (!prev) { //beginning of flightplan, do this initialization once
//setBank(0.0);
spinCounter = 0;
tempReg = "";
//prev_dist_to_go = HUGE;
//cerr << "Before increment " << curr-> name << endl;
fp->IncrementWaypoint(eraseWaypoints);
//prev = fp->getPreviousWaypoint(); //first waypoint
//curr = fp->getCurrentWaypoint(); //second waypoint
//next = fp->getNextWaypoint(); //third waypoint (might not exist!)
//cerr << "After increment " << prev-> name << endl;
if (!(fp->getNextWaypoint()) && trafficRef)
{
loadNextLeg();
}
//cerr << "After load " << prev-> name << endl;
prev = fp->getPreviousWaypoint(); //first waypoint
curr = fp->getCurrentWaypoint(); //second waypoint
next = fp->getNextWaypoint(); //third waypoint (might not exist!)
//cerr << "After load " << prev-> name << endl;
setLatitude(prev->latitude);
setLongitude(prev->longitude);
setSpeed(prev->speed);
setAltitude(prev->altitude);
if (prev->speed > 0.0)
setHeading(fp->getBearing(prev->latitude, prev->longitude, curr));
else
{
setHeading(fp->getBearing(curr->latitude, curr->longitude, prev));
}
// If next doesn't exist, as in incrementally created flightplans for
// AI/Trafficmanager created plans,
// Make sure lead distance is initialized otherwise
if (next)
fp->setLeadDistance(speed, hdg, curr, next);
if (curr->crossat > -1000.0) { //use a calculated descent/climb rate
use_perf_vs = false;
tgt_vs = (curr->crossat - prev->altitude)/
(fp->getDistanceToGo(pos.lat(), pos.lon(), curr)/
6076.0/prev->speed*60.0);
tgt_altitude = curr->crossat;
} else {
use_perf_vs = true;
tgt_altitude = prev->altitude;
}
alt_lock = hdg_lock = true;
no_roll = prev->on_ground;
if (no_roll)
{
Transform(); // make sure aip is initialized.
getGroundElev(60.1); // make sure it's exectuted first time around, so force a large dt value
//getGroundElev(60.1); // Need to do this twice.
//cerr << trafficRef->getRegistration() << " Setting altitude to " << tgt_altitude << endl;
setAltitude(tgt_altitude);
}
prevSpeed = 0;
//cout << "First waypoint: " << prev->name << endl;
//cout << " Target speed: " << tgt_speed << endl;
//cout << " Target altitude: " << tgt_altitude << endl;
//cout << " Target heading: " << tgt_heading << endl << endl;
//cerr << "Done Flightplan init" << endl;
return;
} // end of initialization
// let's only process the flight plan every 100 ms.
if ((dt_count < 0.1) || (now < fp->getStartTime()))
{
//cerr << "done fp dt" << endl;
return;
} else {
dt_count = 0;
}
// check to see if we've reached the lead point for our next turn
double dist_to_go = fp->getDistanceToGo(pos.lat(), pos.lon(), curr);
//cerr << "2" << endl;
double lead_dist = fp->getLeadDistance();
//cerr << " Distance : " << dist_to_go << ": Lead distance " << lead_dist << endl;
// experimental: Use fabs, because speed can be negative (I hope) during push_back.
if (lead_dist < fabs(2*speed))
{
lead_dist = fabs(2*speed); //don't skip over the waypoint
//cerr << "Extending lead distance to " << lead_dist << endl;
}
// FGAirport * apt = trafficRef->getDepartureAirport();
// if ((dist_to_go > prev_dist_to_go) && trafficRef && apt)
// {
// if (apt->getId() == string("EHAM"))
// cerr << "Alert: " << trafficRef->getRegistration() << " is moving away from waypoint " << curr->name << endl
// << "Target heading : " << tgt_heading << "act heading " << hdg << " Tgt speed : " << tgt_speed << endl
// << "Lead distance : " << lead_dist << endl
// << "Distance to go: " << dist_to_go << endl;
// }
prev_dist_to_go = dist_to_go;
//cerr << "2" << endl;
//if (no_roll)
// lead_dist = 10.0;
//cout << "Leg : " << (fp->getLeg()-1) << ". dist_to_go: " << dist_to_go << ", lead_dist: " << lead_dist << ", tgt_speed " << tgt_speed << ", tgt_heading " << tgt_heading << " speed " << speed << " hdg " << hdg << ". Altitude " << altitude << " TAget alt :" << tgt_altitude << endl;
if ( dist_to_go < lead_dist ) {
//prev_dist_to_go = HUGE;
// For traffic manager generated aircraft:
// check if the aircraft flies of of user range. And adjust the
// Current waypoint's elevation according to Terrain Elevation
if (curr->finished) { //end of the flight plan
{
if (fp->getRepeat()) {
fp->restart();
} else {
setDie(true);
}
//cerr << "Done die end of fp" << endl;
}
return;
}
// we've reached the lead-point for the waypoint ahead
//cerr << "4" << endl;
//cerr << "Situation after lead point" << endl;
//cerr << "Prviious: " << prev->name << endl;
//cerr << "Current : " << curr->name << endl;
//cerr << "Next : " << next->name << endl;
if (next)
{
tgt_heading = fp->getBearing(curr, next);
spinCounter = 0;
}
fp->IncrementWaypoint(eraseWaypoints);
if (!(fp->getNextWaypoint()) && trafficRef)
{
loadNextLeg();
}
prev = fp->getPreviousWaypoint();
curr = fp->getCurrentWaypoint();
next = fp->getNextWaypoint();
// Now that we have incremented the waypoints, excute some traffic manager specific code
// based on the name of the waypoint we just passed.
if (trafficRef)
{
double userLatitude = fgGetDouble("/position/latitude-deg");
double userLongitude = fgGetDouble("/position/longitude-deg");
double course, distance;
SGWayPoint current (pos.lon(),
pos.lat(),
0);
SGWayPoint user ( userLongitude,
userLatitude,
0);
user.CourseAndDistance(current, &course, &distance);
if ((distance * SG_METER_TO_NM) > TRAFFICTOAIDIST)
{
setDie(true);
//cerr << "done fp die out of range" << endl;
return;
}
FGAirport * dep = trafficRef->getDepartureAirport();
FGAirport * arr = trafficRef->getArrivalAirport();
// At parking the beginning of the airport
if (!( dep && arr))
{
setDie(true);
return;
}
//if ((dep->getId() == string("EHAM") || (arr->getId() == string("EHAM"))))
// {
// cerr << trafficRef->getRegistration()
// << " Enroute from " << dep->getId()
// << " to " << arr->getId()
// << " just crossed " << prev->name
// << " Assigned rwy " << fp->getRunwayId()
// << " " << fp->getRunway() << endl;
// }
//if ((dep->getId() == string("EHAM")) && (prev->name == "park2"))
// {
// cerr << "Schiphol ground "
// << trafficRef->getCallSign();
// if (trafficRef->getHeavy())
// cerr << "Heavy";
// cerr << ", is type "
// << trafficRef->getAircraft()
// << " ready to go. IFR to "
// << arr->getId() <<endl;
// }
if (prev->name == "park2")
dep->releaseParking(fp->getGate());
//if ((arr->getId() == string("EHAM")) && (prev->name == "Center"))
// {
//
// cerr << "Schiphol ground "
// << trafficRef->getCallSign();
// if (trafficRef->getHeavy())
// cerr << "Heavy";
// cerr << " landed runway "
// << fp->getRunway()
// << " request taxi to gate "
// << arr->getParkingName(fp->getGate())
// << endl;
// }
if (prev->name == "END")
fp->setTime(trafficRef->getDepartureTime());
//cerr << "5" << endl;
}
if (next)
{
//cerr << "Current waypoint" << curr->name << endl;
//cerr << "Next waypoint" << next->name << endl;
fp->setLeadDistance(speed, tgt_heading, curr, next);
}
//cerr << "5.1" << endl;
if (curr->crossat > -1000.0) {
//cerr << "5.1a" << endl;
use_perf_vs = false;
tgt_vs = (curr->crossat - altitude)/
(fp->getDistanceToGo(pos.lat(), pos.lon(), curr)/6076.0/speed*60.0);
//cerr << "5.1b" << endl;
tgt_altitude = curr->crossat;
} else {
//cerr << "5.1c" << endl;
use_perf_vs = true;
//cerr << "5.1d" << endl;
tgt_altitude = prev->altitude;
//cerr << "Setting target altitude : " <<tgt_altitude << endl;
}
//cerr << "6" << endl;
tgt_speed = prev->speed;
hdg_lock = alt_lock = true;
no_roll = prev->on_ground;
//cout << "Crossing waypoint: " << prev->name << endl;
//cout << " Target speed: " << tgt_speed << endl;
//cout << " Target altitude: " << tgt_altitude << endl;
//cout << " Target heading: " << tgt_heading << endl << endl;
} else {
double calc_bearing = fp->getBearing(pos.lat(), pos.lon(), curr);
//cerr << "Bearing = " << calc_bearing << endl;
if (speed < 0)
{
calc_bearing +=180;
if (calc_bearing > 360)
calc_bearing -= 360;
}
if (finite(calc_bearing))
{
double hdg_error = calc_bearing - tgt_heading;
if (fabs(hdg_error) > 1.0) {
TurnTo( calc_bearing );
}
}
else
{
cerr << "calc_bearing is not a finite number : "
<< "Speed " << speed
<< "pos : " << pos.lat() << ", " << pos.lon()
<< "waypoint " << curr->latitude << ", " << curr->longitude << endl;
cerr << "waypoint name " << curr->name;
exit(1);
}
double speed_diff = speed - prevSpeed;
// Update the lead distance calculation if speed has changed sufficiently
// to prevent spinning (hopefully);
if (fabs(speed_diff) > 10)
{
prevSpeed = speed;
fp->setLeadDistance(speed, tgt_heading, curr, next);
}
//cerr << "Done Processing FlightPlan"<< endl;
} // if (dt count) else
}
bool FGAIAircraft::_getGearDown() const {
return ((props->getFloatValue("position/altitude-agl-ft") < 900.0)
&& (props->getFloatValue("velocities/airspeed-kt")
< performance->land_speed*1.25));
}
void FGAIAircraft::loadNextLeg()
{
//delete fp;
//time_t now = time(NULL) + fgGetLong("/sim/time/warp");
//FGAIModelEntity entity;
//entity.m_class = "jet_transport";
//entity.path = modelPath.c_str();
//entity.flightplan = "none";
//entity.latitude = _getLatitude();
//entity.longitude = _getLongitude();
//entity.altitude = trafficRef->getCruiseAlt() * 100; // convert from FL to feet
//entity.speed = 450; // HACK ALERT
//entity.fp = new FGAIFlightPlan(&entity, courseToDest, i->getDepartureTime(), dep, arr);
int leg;
if ((leg = fp->getLeg()) == 10)
{
trafficRef->next();
leg = 1;
fp->setLeg(leg);
//cerr << "Resetting leg : " << leg << endl;
}
//{
//leg++;
//fp->setLeg(leg);
//cerr << "Creating leg number : " << leg << endl;
FGAirport *dep = trafficRef->getDepartureAirport();
FGAirport *arr = trafficRef->getArrivalAirport();
if (!(dep && arr))
{
setDie(true);
//cerr << "Failed to get airport in AIAircraft::ProcessFlightplan()" << endl;
//if (dep)
// cerr << "Departure " << dep->getId() << endl;
//if (arr)
// cerr << "Arrival " << arr->getId() << endl;
}
else
{
double cruiseAlt = trafficRef->getCruiseAlt() * 100;
//cerr << "Creating new leg using " << cruiseAlt << " as cruise altitude."<< endl;
fp->create (dep,
arr,
leg,
cruiseAlt, //(trafficRef->getCruiseAlt() * 100), // convert from FL to feet
trafficRef->getSpeed(),
_getLatitude(),
_getLongitude(),
false,
trafficRef->getRadius(),
trafficRef->getFlightType(),
acType,
company);
//prev = fp->getPreviousWaypoint();
//curr = fp->getCurrentWaypoint();
//next = fp->getNextWaypoint();
//cerr << "25" << endl;
//if (next)
// {
// //cerr << "Next waypoint" << next->name << endl;
// fp->setLeadDistance(speed, tgt_heading, curr, next);
// }
//cerr << "25.1" << endl;
//if (curr->crossat > -1000.0) {
// //cerr << "25.1a" << endl;
// use_perf_vs = false;
//
// tgt_vs = (curr->crossat - altitude)/
// (fp->getDistanceToGo(pos.lat(), pos.lon(), curr)/6076.0/speed*60.0);
// //cerr << "25.1b" << endl;
// tgt_altitude = curr->crossat;
//} else {
// //cerr << "25.1c" << endl;
// use_perf_vs = true;
// //cerr << "25.1d" << endl;
// tgt_altitude = prev->altitude;
// //cerr << "Setting target altitude : " <<tgt_altitude << endl;
// }
//cerr << "26" << endl;
//tgt_speed = prev->speed;
//hdg_lock = alt_lock = true;
//no_roll = prev->on_ground;
}
//}
//else
//{
//delete entity.fp;
//entity.fp = new FGAIFlightPlan(&entity,
// 999, // A hack
// trafficRef->getDepartureTime(),
// trafficRef->getDepartureAirport(),
// trafficRef->getArrivalAirport(),
// false,
// acType,
// company);
//SetFlightPlan(entity.fp);
}
// Note: This code is copied from David Luff's AILocalTraffic
// Warning - ground elev determination is CPU intensive
// Either this function or the logic of how often it is called
// will almost certainly change.
void FGAIAircraft::getGroundElev(double dt) {
dt_elev_count += dt;
//return;
if (dt_elev_count < (10.0 + (rand() % 100))) // Update minimally every 10 secs, but add some randomness to prevent them all IA objects doing this synced
{
return;
}
else
{
dt_elev_count = 0;
}
// It would be nice if we could set the correct tile center here in order to get a correct
// answer with one call to the function, but what I tried in the two commented-out lines
// below only intermittently worked, and I haven't quite groked why yet.
//SGBucket buck(pos.lon(), pos.lat());
//aip.getSGLocation()->set_tile_center(Point3D(buck.get_center_lon(), buck.get_center_lat(), 0.0));
// Only do the proper hitlist stuff if we are within visible range of the viewer.
double visibility_meters = fgGetDouble("/environment/visibility-m");
FGViewer* vw = globals->get_current_view();
double
course,
distance;
//Point3D currView(vw->getLongitude_deg(),
// vw->getLatitude_deg(), 0.0);
SGWayPoint current (pos.lon(),
pos.lat(),
0);
SGWayPoint view ( vw->getLongitude_deg(),
vw->getLatitude_deg(),
0);
view.CourseAndDistance(current, &course, &distance);
if(distance > visibility_meters) {
//aip.getSGLocation()->set_cur_elev_m(aptElev);
return;
}
//globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
globals->get_tile_mgr()->prep_ssg_nodes( aip.getSGLocation(), visibility_meters );
Point3D scenery_center = globals->get_scenery()->get_center();
globals->get_tile_mgr()->update( aip.getSGLocation(),
visibility_meters,
(aip.getSGLocation())->get_absolute_view_pos( scenery_center ) );
// save results of update in SGLocation for fdm...
//if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
// acmodel_location->
// set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
//}
// The need for this here means that at least 2 consecutive passes are needed :-(
aip.getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
globals->get_tile_mgr()->prep_ssg_nodes( aip.getSGLocation(), visibility_meters );
//Point3D scenery_center = globals->get_scenery()->get_center();
globals->get_tile_mgr()->update( aip.getSGLocation(),
visibility_meters,
(aip.getSGLocation())->get_absolute_view_pos( scenery_center ) );
// save results of update in SGLocation for fdm...
//if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
// acmodel_location->
// set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
//}
// The need for this here means that at least 2 consecutive passes are needed :-(
aip.getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
//cerr << "Transform Elev is " << globals->get_scenery()->get_cur_elev() << '\n';
tgt_altitude = (globals->get_scenery()->get_cur_elev() * SG_METER_TO_FEET) + groundOffset;
}
//globals->get_tile_mgr()->prep_ssg_nodes( _aip.getSGLocation(), visibility_meters );
//Point3D scenery_center = globals->get_scenery()->get_center();
//globals->get_tile_mgr()->update(_aip.getSGLocation(), visibility_meters, (_aip.getSGLocation())->get_absolute_view_pos( scenery_center ) );
// save results of update in SGLocation for fdm...
//if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
// acmodel_location->
// set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
//}
// The need for this here means that at least 2 consecutive passes are needed :-(
//_aip.getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
//cout << "Transform Elev is " << globals->get_scenery()->get_cur_elev() << '\n';
//_aip.getSGLocation()->set_cur_elev_m(globals->get_scenery()->get_cur_elev());
//return(globals->get_scenery()->get_cur_elev());
//}