2003-11-28 15:48:05 +00:00
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// FGAIAircraft - FGAIBase-derived class creates an AI airplane
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//
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// Written by David Culp, started October 2003.
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//
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// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/math/point3d.hxx>
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#include <Main/fg_props.hxx>
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#include <Main/globals.hxx>
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#include <Scenery/scenery.hxx>
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#include <string>
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#include <math.h>
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SG_USING_STD(string);
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#include "AIAircraft.hxx"
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2004-01-22 21:13:47 +00:00
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//
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// accel, decel, climb_rate, descent_rate, takeoff_speed, climb_speed,
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// cruise_speed, descent_speed, land_speed
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//
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2003-12-21 13:42:01 +00:00
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const FGAIAircraft::PERF_STRUCT FGAIAircraft::settings[] = {
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// light aircraft
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{2.0, 2.0, 450.0, 1000.0, 70.0, 80.0, 100.0, 80.0, 60.0},
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// ww2_fighter
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{4.0, 2.0, 3000.0, 1500.0, 110.0, 180.0, 250.0, 200.0, 100.0},
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// jet_transport
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{5.0, 2.0, 3000.0, 1500.0, 140.0, 300.0, 430.0, 300.0, 130.0},
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// jet_fighter
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{7.0, 3.0, 4000.0, 2000.0, 150.0, 350.0, 500.0, 350.0, 150.0}
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};
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2004-01-22 21:13:47 +00:00
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FGAIAircraft *FGAIAircraft::_self = NULL;
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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
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FGAIAircraft::FGAIAircraft(FGAIManager* mgr) {
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manager = mgr;
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2004-01-22 21:13:47 +00:00
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_self = this;
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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
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_type_str = "aircraft";
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_otype = otAircraft;
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2003-11-28 15:48:05 +00:00
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// set heading and altitude locks
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hdg_lock = false;
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alt_lock = false;
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}
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FGAIAircraft::~FGAIAircraft() {
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2004-01-22 21:13:47 +00:00
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_self = NULL;
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2003-11-28 15:48:05 +00:00
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}
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bool FGAIAircraft::init() {
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return FGAIBase::init();
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}
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2003-12-21 20:12:55 +00:00
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void FGAIAircraft::bind() {
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FGAIBase::bind();
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2004-01-22 21:13:47 +00:00
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props->tie("controls/gear/gear-down",
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SGRawValueFunctions<bool>(FGAIAircraft::_getGearDown));
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/*
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props->getNode("controls/lighting/landing-lights", true)
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->alias("controls/gear/gear-down");
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*/
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2003-12-21 20:12:55 +00:00
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}
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void FGAIAircraft::unbind() {
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FGAIBase::unbind();
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2004-01-22 21:13:47 +00:00
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props->untie("controls/gear/gear-down");
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// props->getNode("controls/lighting/landing-lights")->unalias();
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2003-12-21 20:12:55 +00:00
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}
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2003-11-28 15:48:05 +00:00
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void FGAIAircraft::update(double dt) {
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Run(dt);
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Transform();
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FGAIBase::update(dt);
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}
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2003-12-21 13:42:01 +00:00
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void FGAIAircraft::SetPerformance(const PERF_STRUCT *ps) {
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2003-11-28 15:48:05 +00:00
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performance = ps;
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}
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void FGAIAircraft::Run(double dt) {
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FGAIAircraft::dt = dt;
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double turn_radius_ft;
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double turn_circum_ft;
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double speed_north_deg_sec;
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double speed_east_deg_sec;
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double ft_per_deg_lon;
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double ft_per_deg_lat;
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double dist_covered_ft;
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double alpha;
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// get size of a degree at this latitude
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2003-12-22 10:24:15 +00:00
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ft_per_deg_lat = 366468.96 - 3717.12 * cos(pos.lat()/SG_RADIANS_TO_DEGREES);
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ft_per_deg_lon = 365228.16 * cos(pos.lat() / SG_RADIANS_TO_DEGREES);
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2003-11-28 15:48:05 +00:00
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// adjust speed
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double speed_diff = tgt_speed - speed;
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if (fabs(speed_diff) > 0.2) {
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2003-12-21 13:42:01 +00:00
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if (speed_diff > 0.0) speed += performance->accel * dt;
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if (speed_diff < 0.0) speed -= performance->decel * dt;
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2003-11-28 15:48:05 +00:00
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}
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// convert speed to degrees per second
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2003-12-22 10:24:15 +00:00
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speed_north_deg_sec = cos( hdg / SG_RADIANS_TO_DEGREES )
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* speed * 1.686 / ft_per_deg_lat;
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speed_east_deg_sec = sin( hdg / SG_RADIANS_TO_DEGREES )
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* speed * 1.686 / ft_per_deg_lon;
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2003-11-28 15:48:05 +00:00
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// set new position
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pos.setlat( pos.lat() + speed_north_deg_sec * dt);
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pos.setlon( pos.lon() + speed_east_deg_sec * dt);
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// adjust heading based on current bank angle
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if (roll != 0.0) {
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2003-12-22 10:24:15 +00:00
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turn_radius_ft = 0.088362 * speed * speed
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/ tan( fabs(roll) / SG_RADIANS_TO_DEGREES );
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turn_circum_ft = SGD_2PI * turn_radius_ft;
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2003-11-28 15:48:05 +00:00
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dist_covered_ft = speed * 1.686 * dt;
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alpha = dist_covered_ft / turn_circum_ft * 360.0;
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hdg += alpha * sign( roll );
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if ( hdg > 360.0 ) hdg -= 360.0;
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if ( hdg < 0.0) hdg += 360.0;
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}
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// adjust target bank angle if heading lock engaged
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if (hdg_lock) {
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double bank_sense = 0.0;
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double diff = fabs(hdg - tgt_heading);
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if (diff > 180) diff = fabs(diff - 360);
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double sum = hdg + diff;
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if (sum > 360.0) sum -= 360.0;
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if (fabs(sum - tgt_heading) < 1.0) {
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bank_sense = 1.0;
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} else {
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bank_sense = -1.0;
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}
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if (diff < 30) tgt_roll = diff * bank_sense;
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}
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// adjust bank angle
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double bank_diff = tgt_roll - roll;
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if (fabs(bank_diff) > 0.2) {
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if (bank_diff > 0.0) roll += 5.0 * dt;
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if (bank_diff < 0.0) roll -= 5.0 * dt;
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}
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// adjust altitude (meters) based on current vertical speed (fpm)
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2003-12-22 10:24:15 +00:00
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altitude += vs * 0.0166667 * dt * SG_FEET_TO_METER;
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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
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double altitude_ft = altitude * SG_METER_TO_FEET;
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2003-11-28 15:48:05 +00:00
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// find target vertical speed if altitude lock engaged
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if (alt_lock) {
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if (altitude_ft < tgt_altitude) {
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2003-12-22 10:24:15 +00:00
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tgt_vs = tgt_altitude - altitude_ft;
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if (tgt_vs > performance->climb_rate)
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tgt_vs = performance->climb_rate;
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2003-11-28 15:48:05 +00:00
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} else {
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2003-12-22 10:24:15 +00:00
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tgt_vs = tgt_altitude - altitude_ft;
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if (tgt_vs < (-performance->descent_rate))
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tgt_vs = -performance->descent_rate;
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2003-11-28 15:48:05 +00:00
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}
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}
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// adjust vertical speed
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double vs_diff = tgt_vs - vs;
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if (fabs(vs_diff) > 1.0) {
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if (vs_diff > 0.0) {
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vs += 400.0 * dt;
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if (vs > tgt_vs) vs = tgt_vs;
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} else {
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vs -= 300.0 * dt;
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if (vs < tgt_vs) vs = tgt_vs;
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}
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}
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// match pitch angle to vertical speed
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pitch = vs * 0.005;
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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
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//###########################//
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// do calculations for radar //
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//###########################//
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// copy values from the AIManager
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double user_latitude = manager->get_user_latitude();
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double user_longitude = manager->get_user_longitude();
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double user_altitude = manager->get_user_altitude();
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double user_heading = manager->get_user_heading();
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double user_pitch = manager->get_user_pitch();
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double user_yaw = manager->get_user_yaw();
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double user_speed = manager->get_user_speed();
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// calculate range to target in feet and nautical miles
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double lat_range = fabs(pos.lat() - user_latitude) * ft_per_deg_lat;
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double lon_range = fabs(pos.lon() - user_longitude) * ft_per_deg_lon;
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double range_ft = sqrt( lat_range*lat_range + lon_range*lon_range );
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range = range_ft / 6076.11549;
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// calculate bearing to target
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if (pos.lat() >= user_latitude) {
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bearing = atan2(lat_range, lon_range) * SG_RADIANS_TO_DEGREES;
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if (pos.lon() >= user_longitude) {
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bearing = 90.0 - bearing;
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} else {
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bearing = 270.0 + bearing;
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}
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} else {
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bearing = atan2(lon_range, lat_range) * SG_RADIANS_TO_DEGREES;
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if (pos.lon() >= user_longitude) {
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bearing = 180.0 - bearing;
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} else {
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bearing = 180.0 + bearing;
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}
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}
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// calculate look left/right to target, without yaw correction
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horiz_offset = bearing - user_heading;
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if (horiz_offset > 180.0) horiz_offset -= 360.0;
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if (horiz_offset < -180.0) horiz_offset += 360.0;
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// calculate elevation to target
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elevation = atan2( altitude_ft - user_altitude, range_ft )
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* SG_RADIANS_TO_DEGREES;
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// calculate look up/down to target
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vert_offset = elevation + user_pitch;
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/* this calculation needs to be fixed
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// calculate range rate
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double recip_bearing = bearing + 180.0;
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if (recip_bearing > 360.0) recip_bearing -= 360.0;
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double my_horiz_offset = recip_bearing - hdg;
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if (my_horiz_offset > 180.0) my_horiz_offset -= 360.0;
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if (my_horiz_offset < -180.0) my_horiz_offset += 360.0;
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rdot = (-user_speed * cos( horiz_offset * SG_DEGREES_TO_RADIANS ))
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+ (-speed * 1.686 * cos( my_horiz_offset * SG_DEGREES_TO_RADIANS ));
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*/
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// now correct look left/right for yaw
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horiz_offset += user_yaw;
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// calculate values for radar display
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y_shift = range * cos( horiz_offset * SG_DEGREES_TO_RADIANS);
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x_shift = range * sin( horiz_offset * SG_DEGREES_TO_RADIANS);
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rotation = hdg - user_heading;
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if (rotation < 0.0) rotation += 360.0;
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2003-11-28 15:48:05 +00:00
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}
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void FGAIAircraft::AccelTo(double speed) {
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tgt_speed = speed;
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}
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void FGAIAircraft::PitchTo(double angle) {
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tgt_pitch = angle;
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alt_lock = false;
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}
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void FGAIAircraft::RollTo(double angle) {
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tgt_roll = angle;
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hdg_lock = false;
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}
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void FGAIAircraft::YawTo(double angle) {
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|
tgt_yaw = angle;
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}
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void FGAIAircraft::ClimbTo(double altitude) {
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|
tgt_altitude = altitude;
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|
|
alt_lock = true;
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}
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void FGAIAircraft::TurnTo(double heading) {
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|
tgt_heading = heading;
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|
hdg_lock = true;
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|
}
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|
|
double FGAIAircraft::sign(double x) {
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|
if ( x < 0.0 ) { return -1.0; }
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|
else { return 1.0; }
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|
}
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