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flightgear/src/AIModel/AIManager.cxx

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// AIManager.cxx Based on David Luff's AIMgr:
// - a global management type for AI objects
//
// Written by David Culp, started October 2003.
// - 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.
#include <simgear/misc/sg_path.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Airports/simple.hxx>
#include <Traffic/SchedFlight.hxx>
#include <Traffic/Schedule.hxx>
#include <Traffic/TrafficMgr.hxx>
#include <list>
#include "AIManager.hxx"
#include "AIAircraft.hxx"
#include "AIShip.hxx"
#include "AIBallistic.hxx"
#include "AIStorm.hxx"
#include "AIThermal.hxx"
#include "AICarrier.hxx"
#include "AIStatic.hxx"
SG_USING_STD(list);
FGAIManager::FGAIManager() {
initDone = false;
for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
numObjects[i] = 0;
_dt = 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.
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dt_count = 9;
scenario_filename = "";
ai_list.clear();
}
FGAIManager::~FGAIManager() {
ai_list_iterator ai_list_itr = ai_list.begin();
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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while(ai_list_itr != ai_list.end()) {
(*ai_list_itr)->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.
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delete (*ai_list_itr);
++ai_list_itr;
}
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ai_list.clear();
ModelVecIterator i = loadedModels.begin();
while (i != loadedModels.end())
{
i->getModelId()->deRef();
}
}
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
2004-02-27 10:20:17 +00:00
void FGAIManager::init() {
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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root = fgGetNode("sim/ai", true);
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enabled = root->getNode("enabled", true)->getBoolValue();
if (!enabled)
return;
wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
user_latitude_node = fgGetNode("/position/latitude-deg", true);
user_longitude_node = fgGetNode("/position/longitude-deg", true);
user_altitude_node = fgGetNode("/position/altitude-ft", true);
user_heading_node = fgGetNode("/orientation/heading-deg", true);
user_pitch_node = fgGetNode("/orientation/pitch-deg", true);
user_yaw_node = fgGetNode("/orientation/side-slip-deg", true);
user_speed_node = fgGetNode("/velocities/uBody-fps", true);
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for(int i = 0 ; i < root->nChildren() ; i++) {
SGPropertyNode *aiEntry = root->getChild( i );
if( !strcmp( aiEntry->getName(), "scenario" ) ) {
scenario_filename = aiEntry->getStringValue();
if (scenario_filename != "") processScenario( scenario_filename );
}
}
initDone = true;
}
void FGAIManager::reinit() {
update(0.0);
}
void FGAIManager::bind() {
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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root = globals->get_props()->getNode("ai/models", true);
root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
}
void FGAIManager::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.
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root->untie("count");
}
void FGAIManager::update(double dt) {
// initialize these for finding nearest thermals
range_nearest = 10000.0;
strength = 0.0;
FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager");
if (!enabled)
return;
_dt = dt;
ai_list_iterator ai_list_itr = ai_list.begin();
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while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getDie()) {
tmgr->release((*ai_list_itr)->getID());
--numObjects[(*ai_list_itr)->getType()];
--numObjects[0];
(*ai_list_itr)->unbind();
delete (*ai_list_itr);
if ( ai_list_itr == ai_list.begin() ) {
ai_list.erase(ai_list_itr);
ai_list_itr = ai_list.begin();
continue;
} else {
ai_list.erase(ai_list_itr--);
}
} else {
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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fetchUserState();
if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
processThermal((FGAIThermal*)*ai_list_itr);
} else {
(*ai_list_itr)->update(_dt);
}
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}
++ai_list_itr;
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}
wind_from_down_node->setDoubleValue( strength ); // for thermals
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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}
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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void*
FGAIManager::createAircraft( FGAIModelEntity *entity, FGAISchedule *ref) {
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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FGAIAircraft* ai_plane = new FGAIAircraft(this, ref);
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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ai_list.push_back(ai_plane);
++numObjects[0];
++numObjects[FGAIBase::otAircraft];
if (entity->m_class == "light") {
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
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
} else if (entity->m_class == "ww2_fighter") {
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
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
} else if (entity->m_class == "jet_transport") {
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
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
} else if (entity->m_class == "jet_fighter") {
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
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
} else if (entity->m_class == "tanker") {
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
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
ai_plane->SetTanker(true);
} else {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
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
}
ai_plane->setAcType(entity->acType);
ai_plane->setCompany(entity->company);
ai_plane->setHeading(entity->heading);
ai_plane->setSpeed(entity->speed);
ai_plane->setPath(entity->path.c_str());
ai_plane->setAltitude(entity->altitude);
ai_plane->setLongitude(entity->longitude);
ai_plane->setLatitude(entity->latitude);
ai_plane->setBank(entity->roll);
if ( entity->fp ) {
ai_plane->SetFlightPlan(entity->fp);
}
if (entity->repeat) {
ai_plane->GetFlightPlan()->setRepeat(true);
}
ai_plane->init();
ai_plane->bind();
return ai_plane;
}
void*
FGAIManager::createShip( FGAIModelEntity *entity ) {
// cout << "creating ship" << endl;
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
FGAIShip* ai_ship = new FGAIShip(this);
ai_list.push_back(ai_ship);
++numObjects[0];
++numObjects[FGAIBase::otShip];
ai_ship->setHeading(entity->heading);
ai_ship->setSpeed(entity->speed);
ai_ship->setPath(entity->path.c_str());
ai_ship->setAltitude(entity->altitude);
ai_ship->setLongitude(entity->longitude);
ai_ship->setLatitude(entity->latitude);
ai_ship->setBank(entity->rudder);
ai_ship->setName(entity->name);
if ( entity->fp ) {
ai_ship->setFlightPlan(entity->fp);
}
ai_ship->init();
ai_ship->bind();
return ai_ship;
}
void*
FGAIManager::createCarrier( FGAIModelEntity *entity ) {
// cout << "creating carrier" << endl;
FGAICarrier* ai_carrier = new FGAICarrier(this);
ai_list.push_back(ai_carrier);
++numObjects[0];
++numObjects[FGAIBase::otCarrier];
ai_carrier->setHeading(entity->heading);
ai_carrier->setSpeed(entity->speed);
ai_carrier->setPath(entity->path.c_str());
ai_carrier->setAltitude(entity->altitude);
ai_carrier->setLongitude(entity->longitude);
ai_carrier->setLatitude(entity->latitude);
ai_carrier->setBank(entity->rudder);
ai_carrier->setSolidObjects(entity->solid_objects);
ai_carrier->setWireObjects(entity->wire_objects);
ai_carrier->setCatapultObjects(entity->catapult_objects);
ai_carrier->setParkingPositions(entity->ppositions);
ai_carrier->setRadius(entity->radius);
ai_carrier->setSign(entity->pennant_number);
ai_carrier->setName(entity->name);
ai_carrier->setFlolsOffset(entity->flols_offset);
if ( entity->fp ) {
ai_carrier->setFlightPlan(entity->fp);
}
ai_carrier->init();
ai_carrier->bind();
return ai_carrier;
}
void*
FGAIManager::createBallistic( FGAIModelEntity *entity ) {
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
FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
ai_list.push_back(ai_ballistic);
++numObjects[0];
++numObjects[FGAIBase::otBallistic];
ai_ballistic->setAzimuth(entity->azimuth);
ai_ballistic->setElevation(entity->elevation);
ai_ballistic->setSpeed(entity->speed);
ai_ballistic->setPath(entity->path.c_str());
ai_ballistic->setAltitude(entity->altitude);
ai_ballistic->setLongitude(entity->longitude);
ai_ballistic->setLatitude(entity->latitude);
ai_ballistic->setDragArea(entity->eda);
ai_ballistic->setLife(entity->life);
ai_ballistic->setBuoyancy(entity->buoyancy);
ai_ballistic->setWind_from_east(entity->wind_from_east);
ai_ballistic->setWind_from_north(entity->wind_from_north);
ai_ballistic->setWind(entity->wind);
ai_ballistic->setRoll(entity->roll);
ai_ballistic->setCd(entity->cd);
ai_ballistic->setMass(entity->mass);
ai_ballistic->setStabilisation(entity->aero_stabilised);
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
ai_ballistic->init();
ai_ballistic->bind();
return ai_ballistic;
}
void*
FGAIManager::createStorm( FGAIModelEntity *entity ) {
FGAIStorm* ai_storm = new FGAIStorm(this);
++numObjects[0];
++numObjects[FGAIBase::otStorm];
ai_storm->setHeading(entity->heading);
ai_storm->setSpeed(entity->speed);
ai_storm->setPath(entity->path.c_str());
ai_storm->setAltitude(entity->altitude);
ai_storm->setDiameter(entity->diameter / 6076.11549);
ai_storm->setHeight(entity->height_msl);
ai_storm->setStrengthNorm(entity->strength);
ai_storm->setLongitude(entity->longitude);
ai_storm->setLatitude(entity->latitude);
ai_storm->init();
ai_storm->bind();
ai_list.push_back(ai_storm);
return ai_storm;
}
void*
FGAIManager::createThermal( FGAIModelEntity *entity ) {
FGAIThermal* ai_thermal = new FGAIThermal(this);
++numObjects[0];
++numObjects[FGAIBase::otThermal];
ai_thermal->setLongitude(entity->longitude);
ai_thermal->setLatitude(entity->latitude);
ai_thermal->setMaxStrength(entity->strength);
ai_thermal->setDiameter(entity->diameter / 6076.11549);
ai_thermal->setHeight(entity->height_msl);
ai_thermal->init();
ai_thermal->bind();
ai_list.push_back(ai_thermal);
return ai_thermal;
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
2004-02-27 10:20:17 +00:00
}
void*
FGAIManager::createStatic( FGAIModelEntity *entity ) {
// cout << "creating static object" << endl;
FGAIStatic* ai_static = new FGAIStatic(this);
ai_list.push_back(ai_static);
++numObjects[0];
++numObjects[FGAIBase::otStatic];
ai_static->setHeading(entity->heading);
ai_static->setPath(entity->path.c_str());
ai_static->setAltitude(entity->altitude);
ai_static->setLongitude(entity->longitude);
ai_static->setLatitude(entity->latitude);
ai_static->init();
ai_static->bind();
return ai_static;
}
void FGAIManager::destroyObject( void* ID ) {
ai_list_iterator ai_list_itr = ai_list.begin();
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
while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getID() == ID) {
--numObjects[0];
--numObjects[(*ai_list_itr)->getType()];
(*ai_list_itr)->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
delete (*ai_list_itr);
ai_list.erase(ai_list_itr);
break;
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
}
++ai_list_itr;
}
}
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
2004-02-27 10:20:17 +00:00
void FGAIManager::fetchUserState( void ) {
user_latitude = user_latitude_node->getDoubleValue();
user_longitude = user_longitude_node->getDoubleValue();
user_altitude = user_altitude_node->getDoubleValue();
user_heading = user_heading_node->getDoubleValue();
user_pitch = user_pitch_node->getDoubleValue();
user_yaw = user_yaw_node->getDoubleValue();
user_speed = user_speed_node->getDoubleValue() * 0.592484;
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
}
// only keep the results from the nearest thermal
void FGAIManager::processThermal( FGAIThermal* thermal ) {
thermal->update(_dt);
if ( thermal->_getRange() < range_nearest ) {
range_nearest = thermal->_getRange();
strength = thermal->getStrength();
}
}
Mathias Fröhlich: I have introduced the posibility to start directly on the carrier. With that patch you will have a --carrrier=id argument where id can either be the pennant number configured in the nimitz scenario or the carriers name also configured in the carriers scenario. Additionaly you can use --parkpos=id to select different positions on the carrier. They are also configured in the scenario file. That includes the switch of the whole FGInterface class to make use of the groundcache. That means that an aircraft no longer uses the current elevation value from the scenery class. It rather has its own local cache of the aircrafts environment which is setup in the common_init method of FGInterface and updated either manually by calling FGInterface::get_groundlevel_m(lat, lon, alt_m); or implicitly by calling the above method in the FGInterface::_updateGeo*Position(lat, lon, alt); methods. A call get_groundlevel_m rebuilds the groundcache if the request is outside the range of the cache. Note that for the real usage of the groundcache including the correct information about the movement of objects and the velocity information, you still need to set up the groundcache in the usual way like YASim and JSBSim currently does. If you use the native interface, you will get only static objects correctly. But for FDM's only using one single ground level for a whole step this is IMO sufficient. The AIManager gets a way to return the location of a object which is placed wrt an AI Object. At the moment it only honours AICarriers for that. That method is a static one, which loads the scenario file for that reason and throws it away afterwards. This looked like the aprioriate way, because the AIManager is initialized much later in flightgears bootstrap, and I did not find an easy way to reorder that for my needs. Since this additional load is very small and does only happen if such a relative location is required, I think that this is ok. Note that moving on the carrier will only work correctly for JSBSim and YASim, but you should now be able to start and move on every not itself moving object with any FDM.
2005-07-03 09:39:14 +00:00
void FGAIManager::processScenario( const string &filename ) {
FGAIScenario* s = new FGAIScenario( filename );
for (int i=0;i<s->nEntries();i++) {
FGAIModelEntity* en = s->getNextEntry();
if (en) {
if ( en->m_type == "aircraft") {
createAircraft( en );
} else if ( en->m_type == "ship") {
createShip( en );
} else if ( en->m_type == "carrier") {
createCarrier( en );
} else if ( en->m_type == "thunderstorm") {
createStorm( en );
} else if ( en->m_type == "thermal") {
createThermal( en );
} else if ( en->m_type == "ballistic") {
createBallistic( en );
} else if ( en->m_type == "static") {
createStatic( en );
}
}
}
delete s;
}
// This code keeps track of models that have already been loaded
// Eventually we'd prbably need to find a way to keep track of models
// that are unloaded again
ssgBranch * FGAIManager::getModel(const string& path)
{
ModelVecIterator i = loadedModels.begin();
while (i != loadedModels.end())
{
if (i->getPath() == path)
return i->getModelId();
i++;
}
return 0;
}
void FGAIManager::setModel(const string& path, ssgBranch *model)
{
loadedModels.push_back(FGModelID(path,model));
}
Mathias Fröhlich: I have introduced the posibility to start directly on the carrier. With that patch you will have a --carrrier=id argument where id can either be the pennant number configured in the nimitz scenario or the carriers name also configured in the carriers scenario. Additionaly you can use --parkpos=id to select different positions on the carrier. They are also configured in the scenario file. That includes the switch of the whole FGInterface class to make use of the groundcache. That means that an aircraft no longer uses the current elevation value from the scenery class. It rather has its own local cache of the aircrafts environment which is setup in the common_init method of FGInterface and updated either manually by calling FGInterface::get_groundlevel_m(lat, lon, alt_m); or implicitly by calling the above method in the FGInterface::_updateGeo*Position(lat, lon, alt); methods. A call get_groundlevel_m rebuilds the groundcache if the request is outside the range of the cache. Note that for the real usage of the groundcache including the correct information about the movement of objects and the velocity information, you still need to set up the groundcache in the usual way like YASim and JSBSim currently does. If you use the native interface, you will get only static objects correctly. But for FDM's only using one single ground level for a whole step this is IMO sufficient. The AIManager gets a way to return the location of a object which is placed wrt an AI Object. At the moment it only honours AICarriers for that. That method is a static one, which loads the scenario file for that reason and throws it away afterwards. This looked like the aprioriate way, because the AIManager is initialized much later in flightgears bootstrap, and I did not find an easy way to reorder that for my needs. Since this additional load is very small and does only happen if such a relative location is required, I think that this is ok. Note that moving on the carrier will only work correctly for JSBSim and YASim, but you should now be able to start and move on every not itself moving object with any FDM.
2005-07-03 09:39:14 +00:00
bool FGAIManager::getStartPosition(const string& id, const string& pid,
Point3D& geodPos, double& heading,
sgdVec3 uvw)
{
SGPropertyNode* root = fgGetNode("sim/ai", true);
if (!root->getNode("enabled", true)->getBoolValue())
return 0;
bool found = false;
for(int i = 0 ; (!found) && i < root->nChildren() ; i++) {
SGPropertyNode *aiEntry = root->getChild( i );
if( !strcmp( aiEntry->getName(), "scenario" ) ) {
string filename = aiEntry->getStringValue();
FGAIScenario* s = new FGAIScenario( filename );
for (int i=0; i<s->nEntries(); i++) {
FGAIModelEntity* en = s->getNextEntry();
if (en && en->m_type == "carrier" &&
(en->pennant_number == id || en->name == id)) {
FGAICarrier* ai_carrier = new FGAICarrier(0);
ai_carrier->setHeading(en->heading);
ai_carrier->setSpeed(en->speed);
ai_carrier->setAltitude(en->altitude);
ai_carrier->setLongitude(en->longitude);
ai_carrier->setLatitude(en->latitude);
ai_carrier->setBank(en->rudder);
ai_carrier->setParkingPositions(en->ppositions);
if (ai_carrier->getParkPosition(pid, geodPos, heading, uvw)) {
delete ai_carrier;
found = true;
break;
}
Mathias Fröhlich: I have introduced the posibility to start directly on the carrier. With that patch you will have a --carrrier=id argument where id can either be the pennant number configured in the nimitz scenario or the carriers name also configured in the carriers scenario. Additionaly you can use --parkpos=id to select different positions on the carrier. They are also configured in the scenario file. That includes the switch of the whole FGInterface class to make use of the groundcache. That means that an aircraft no longer uses the current elevation value from the scenery class. It rather has its own local cache of the aircrafts environment which is setup in the common_init method of FGInterface and updated either manually by calling FGInterface::get_groundlevel_m(lat, lon, alt_m); or implicitly by calling the above method in the FGInterface::_updateGeo*Position(lat, lon, alt); methods. A call get_groundlevel_m rebuilds the groundcache if the request is outside the range of the cache. Note that for the real usage of the groundcache including the correct information about the movement of objects and the velocity information, you still need to set up the groundcache in the usual way like YASim and JSBSim currently does. If you use the native interface, you will get only static objects correctly. But for FDM's only using one single ground level for a whole step this is IMO sufficient. The AIManager gets a way to return the location of a object which is placed wrt an AI Object. At the moment it only honours AICarriers for that. That method is a static one, which loads the scenario file for that reason and throws it away afterwards. This looked like the aprioriate way, because the AIManager is initialized much later in flightgears bootstrap, and I did not find an easy way to reorder that for my needs. Since this additional load is very small and does only happen if such a relative location is required, I think that this is ok. Note that moving on the carrier will only work correctly for JSBSim and YASim, but you should now be able to start and move on every not itself moving object with any FDM.
2005-07-03 09:39:14 +00:00
delete ai_carrier;
}
}
delete s;
Mathias Fröhlich: I have introduced the posibility to start directly on the carrier. With that patch you will have a --carrrier=id argument where id can either be the pennant number configured in the nimitz scenario or the carriers name also configured in the carriers scenario. Additionaly you can use --parkpos=id to select different positions on the carrier. They are also configured in the scenario file. That includes the switch of the whole FGInterface class to make use of the groundcache. That means that an aircraft no longer uses the current elevation value from the scenery class. It rather has its own local cache of the aircrafts environment which is setup in the common_init method of FGInterface and updated either manually by calling FGInterface::get_groundlevel_m(lat, lon, alt_m); or implicitly by calling the above method in the FGInterface::_updateGeo*Position(lat, lon, alt); methods. A call get_groundlevel_m rebuilds the groundcache if the request is outside the range of the cache. Note that for the real usage of the groundcache including the correct information about the movement of objects and the velocity information, you still need to set up the groundcache in the usual way like YASim and JSBSim currently does. If you use the native interface, you will get only static objects correctly. But for FDM's only using one single ground level for a whole step this is IMO sufficient. The AIManager gets a way to return the location of a object which is placed wrt an AI Object. At the moment it only honours AICarriers for that. That method is a static one, which loads the scenario file for that reason and throws it away afterwards. This looked like the aprioriate way, because the AIManager is initialized much later in flightgears bootstrap, and I did not find an easy way to reorder that for my needs. Since this additional load is very small and does only happen if such a relative location is required, I think that this is ok. Note that moving on the carrier will only work correctly for JSBSim and YASim, but you should now be able to start and move on every not itself moving object with any FDM.
2005-07-03 09:39:14 +00:00
}
}
return found;
}
//end AIManager.cxx