2004-09-22 08:47:05 +00:00
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// FGAIBase.hxx - abstract base class for AI objects
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2003-11-28 15:48:05 +00:00
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// Written by David Culp, started Nov 2003, based on
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// David Luff's FGAIEntity class.
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// - 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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#ifndef _FG_AIBASE_HXX
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#define _FG_AIBASE_HXX
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2004-01-22 21:13:47 +00:00
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#include <string>
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2004-11-26 10:24:48 +00:00
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#include <list>
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2004-01-22 21:13:47 +00:00
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2003-12-21 20:12:55 +00:00
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#include <simgear/constants.h>
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2003-11-28 15:48:05 +00:00
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#include <simgear/math/point3d.hxx>
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#include <simgear/scene/model/placement.hxx>
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2005-02-10 09:01:51 +00:00
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#include <simgear/misc/sg_path.hxx>
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2004-01-22 21:13:47 +00:00
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#include <Main/fg_props.hxx>
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2003-11-28 15:48:05 +00:00
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SG_USING_STD(string);
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2004-11-26 10:24:48 +00:00
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SG_USING_STD(list);
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2003-11-28 15:48:05 +00:00
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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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class FGAIManager;
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2004-09-07 09:53:23 +00:00
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class FGAIFlightPlan;
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2005-10-15 14:55:51 +00:00
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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
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struct ParkPosition {
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ParkPosition(const ParkPosition& pp)
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: name(pp.name), offset(pp.offset), heading_deg(pp.heading_deg)
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{}
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ParkPosition(const string& n, const Point3D& off = Point3D(), double heading = 0)
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: name(n), offset(off), heading_deg(heading)
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{}
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string name;
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Point3D offset;
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double heading_deg;
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};
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2004-09-07 09:53:23 +00:00
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typedef struct {
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string callsign;
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2005-06-04 09:38:52 +00:00
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// can be aircraft, ship, storm, thermal, static or ballistic
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2004-10-14 09:49:46 +00:00
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string m_type;
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string m_class;
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string path;
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string flightplan;
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2004-09-07 09:53:23 +00:00
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FGAIFlightPlan *fp;
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double repeat; // in seconds
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double latitude; // used if no flightplan defined
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double longitude; // used if no flightplan defined
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double altitude; // used if no flightplan defined
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double speed; // used if no flightplan defined
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double heading; // used if no flightplan defined
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double roll; // used if no flightplan defined
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double azimuth; // used by ballistic objects
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double elevation; // used by ballistic objects
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double rudder; // used by ship objects
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2005-11-16 15:23:18 +00:00
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double strength; // used by thermal
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double turb_strength; // used by storm objects
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2005-05-16 09:48:00 +00:00
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double diameter; // used by thermal and storm objects
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double height_msl; // used by thermal and storm objects
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2004-09-07 09:53:23 +00:00
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double eda; // used by ballistic objects
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double life; // life span in seconds
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double buoyancy; // acceleration in ft per sec2
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double wind_from_east; // in feet per second
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double wind_from_north; // in feet per second
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2004-09-22 08:47:05 +00:00
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double cd; // coefficient of drag
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bool wind; // if true, model reacts to parent wind
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2004-09-27 14:24:20 +00:00
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double mass; // in slugs
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2004-10-28 08:29:15 +00:00
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bool aero_stabilised; // if true, ballistic object aligns with trajectory
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2004-11-26 10:24:48 +00:00
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list<string> solid_objects; // List of solid object names
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list<string> wire_objects; // List of wire object names
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list<string> catapult_objects; // List of catapult object names
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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
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list<ParkPosition> ppositions; // List of positions on a carrier where an aircraft can start.
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2005-03-19 09:57:18 +00:00
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Point3D flols_offset; // used by carrier objects, in meters
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double radius; // used by ship objects, in feet
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string name; // used by carrier objects
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string pennant_number; // used by carrier objects
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string acType; // used by aircraft objects
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string company; // used by aircraft objects
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2005-08-16 09:37:23 +00:00
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string TACAN_channel_ID; // used by carrier objects
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double max_lat; // used by carrier objects
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double min_lat; // used by carrier objects
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double max_long; // used by carrier objects
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double min_long; // used by carrier objects
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2004-09-07 09:53:23 +00:00
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} FGAIModelEntity;
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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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2003-11-28 15:48:05 +00:00
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class FGAIBase {
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public:
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2003-12-21 22:16:57 +00:00
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FGAIBase();
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2003-11-28 15:48:05 +00:00
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virtual ~FGAIBase();
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virtual void update(double dt);
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2005-10-26 09:03:49 +00:00
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inline const Point3D& GetPos() const { return(pos); }
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2003-12-21 20:12:55 +00:00
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2005-03-19 09:57:18 +00:00
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enum object_type { otNull = 0, otAircraft, otShip, otCarrier, otBallistic,
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2005-06-04 09:38:52 +00:00
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otRocket, otStorm, otThermal, otStatic,
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2004-09-07 19:56:22 +00:00
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MAX_OBJECTS }; // Needs to be last!!!
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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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2003-11-28 15:48:05 +00:00
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virtual bool init();
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2003-12-21 20:12:55 +00:00
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virtual void bind();
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virtual void unbind();
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2003-11-28 15:48:05 +00:00
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void setPath( const char* model );
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void setSpeed( double speed_KTAS );
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void setAltitude( double altitude_ft );
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void setHeading( double heading );
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2003-12-21 22:16:57 +00:00
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void setLatitude( double latitude );
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void setLongitude( double longitude );
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2004-02-23 20:55:07 +00:00
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void setBank( double bank );
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2004-11-16 09:33:21 +00:00
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void setRadius ( double radius );
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2004-11-30 12:34:11 +00:00
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void setXoffset( double x_offset );
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void setYoffset( double y_offset );
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void setZoffset( double z_offset );
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2005-10-15 14:55:51 +00:00
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int getID() const;
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2003-12-21 20:12:55 +00:00
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2003-11-28 15:48:05 +00:00
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void setDie( bool die );
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2003-12-21 20:12:55 +00:00
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bool getDie();
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2003-11-28 15:48:05 +00:00
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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
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Point3D getCartPosAt(const Point3D& off) const;
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Point3D getGeocPosAt(const Point3D& off) const;
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2003-11-28 15:48:05 +00:00
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protected:
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2005-06-30 18:34:20 +00:00
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SGPropertyNode_ptr props;
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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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FGAIManager* manager;
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2003-12-21 20:12:55 +00:00
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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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// these describe the model's actual state
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2003-11-28 15:48:05 +00:00
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Point3D pos; // WGS84 lat & lon in degrees, elev above sea-level in meters
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double hdg; // True heading in degrees
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double roll; // degrees, left is negative
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double pitch; // degrees, nose-down is negative
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double speed; // knots true airspeed
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double altitude; // meters above sea level
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2004-11-16 09:33:21 +00:00
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double vs; // vertical speed, feet per minute
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double turn_radius_ft; // turn radius ft at 15 kts rudder angle 15 degrees
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2003-11-28 15:48:05 +00:00
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2004-06-11 13:49:07 +00:00
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double ft_per_deg_lon;
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double ft_per_deg_lat;
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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
|
|
|
// these describe the model's desired state
|
2003-11-28 15:48:05 +00:00
|
|
|
double tgt_heading; // target heading, degrees true
|
|
|
|
double tgt_altitude; // target altitude, *feet* above sea level
|
|
|
|
double tgt_speed; // target speed, KTAS
|
|
|
|
double tgt_roll;
|
|
|
|
double tgt_pitch;
|
|
|
|
double tgt_yaw;
|
|
|
|
double tgt_vs;
|
|
|
|
|
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
|
|
|
// these describe radar information for the user
|
2004-06-10 19:14:19 +00:00
|
|
|
bool in_range; // true if in range of the radar, otherwise false
|
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
|
|
|
double bearing; // true bearing from user to this model
|
|
|
|
double elevation; // elevation in degrees from user to this model
|
|
|
|
double range; // range from user to this model, nm
|
|
|
|
double rdot; // range rate, in knots
|
|
|
|
double horiz_offset; // look left/right from user to me, deg
|
|
|
|
double vert_offset; // look up/down from user to me, deg
|
|
|
|
double x_shift; // value used by radar display instrument
|
|
|
|
double y_shift; // value used by radar display instrument
|
|
|
|
double rotation; // value used by radar display instrument
|
|
|
|
|
2003-11-28 15:48:05 +00:00
|
|
|
|
|
|
|
string model_path; //Path to the 3D model
|
2004-05-21 16:50:19 +00:00
|
|
|
ssgBranch * model; //The 3D model object
|
2003-11-28 15:48:05 +00:00
|
|
|
SGModelPlacement aip;
|
|
|
|
bool delete_me;
|
2004-03-03 20:33:08 +00:00
|
|
|
bool invisible;
|
2004-05-21 16:50:19 +00:00
|
|
|
bool no_roll;
|
2004-08-30 09:11:59 +00:00
|
|
|
double life;
|
2004-05-29 11:39:10 +00:00
|
|
|
FGAIFlightPlan *fp;
|
2003-11-28 15:48:05 +00:00
|
|
|
|
|
|
|
void Transform();
|
2005-06-04 09:38:52 +00:00
|
|
|
void CalculateMach();
|
2004-06-11 13:49:07 +00:00
|
|
|
double UpdateRadar(FGAIManager* manager);
|
|
|
|
|
2004-05-21 16:50:19 +00:00
|
|
|
string _type_str;
|
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
|
|
|
object_type _otype;
|
2004-05-21 16:50:19 +00:00
|
|
|
int index;
|
2003-12-22 10:24:15 +00:00
|
|
|
|
2005-10-15 14:55:51 +00:00
|
|
|
static int _newAIModelID();
|
|
|
|
|
|
|
|
private:
|
|
|
|
const int _refID;
|
|
|
|
|
2004-01-22 21:13:47 +00:00
|
|
|
public:
|
|
|
|
|
2004-05-21 16:50:19 +00:00
|
|
|
object_type getType();
|
|
|
|
bool isa( object_type otype );
|
|
|
|
|
2004-05-28 08:46:33 +00:00
|
|
|
double _getVS_fps() const;
|
|
|
|
void _setVS_fps( double _vs );
|
2004-01-22 21:13:47 +00:00
|
|
|
|
2004-05-28 08:46:33 +00:00
|
|
|
double _getAltitude() const;
|
|
|
|
void _setAltitude( double _alt );
|
2003-12-22 10:24:15 +00:00
|
|
|
|
2004-05-28 08:46:33 +00:00
|
|
|
void _setLongitude( double longitude );
|
|
|
|
void _setLatitude ( double latitude );
|
2004-01-22 21:13:47 +00:00
|
|
|
|
2004-05-28 08:46:33 +00:00
|
|
|
double _getLongitude() const;
|
|
|
|
double _getLatitude () const;
|
2003-12-22 12:30:35 +00:00
|
|
|
|
2004-05-28 08:46:33 +00:00
|
|
|
double _getBearing() const;
|
|
|
|
double _getElevation() const;
|
|
|
|
double _getRdot() const;
|
|
|
|
double _getH_offset() const;
|
|
|
|
double _getV_offset() const;
|
|
|
|
double _getX_shift() const;
|
|
|
|
double _getY_shift() const;
|
|
|
|
double _getRotation() const;
|
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
|
|
|
|
2004-09-22 19:11:36 +00:00
|
|
|
double rho;
|
|
|
|
double T; // temperature, degs farenheit
|
|
|
|
double p; // pressure lbs/sq ft
|
2004-10-02 13:34:06 +00:00
|
|
|
double a; // speed of sound at altitude (ft/s)
|
|
|
|
double Mach; // Mach number
|
|
|
|
|
2004-09-22 19:11:36 +00:00
|
|
|
static const double e;
|
2004-09-22 08:47:05 +00:00
|
|
|
static const double lbs_to_slugs;
|
|
|
|
|
2004-05-28 08:46:33 +00:00
|
|
|
inline double _getRange() { return range; };
|
2004-11-29 09:41:43 +00:00
|
|
|
ssgBranch * load3DModel(const string& fg_root,
|
|
|
|
const string &path,
|
|
|
|
SGPropertyNode *prop_root,
|
|
|
|
double sim_time_sec);
|
2004-05-27 13:16:53 +00:00
|
|
|
|
2004-05-28 19:03:55 +00:00
|
|
|
static bool _isNight();
|
2003-11-28 15:48:05 +00:00
|
|
|
};
|
|
|
|
|
2003-12-21 20:12:55 +00:00
|
|
|
|
|
|
|
inline void FGAIBase::setPath( const char* model ) {
|
|
|
|
model_path.append(model);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void FGAIBase::setSpeed( double speed_KTAS ) {
|
|
|
|
speed = tgt_speed = speed_KTAS;
|
|
|
|
}
|
|
|
|
|
2004-11-16 09:33:21 +00:00
|
|
|
inline void FGAIBase::setRadius( double radius ) {
|
|
|
|
turn_radius_ft = radius;
|
|
|
|
}
|
|
|
|
|
2003-12-21 22:16:57 +00:00
|
|
|
inline void FGAIBase::setHeading( double heading ) {
|
|
|
|
hdg = tgt_heading = heading;
|
2003-12-21 20:12:55 +00:00
|
|
|
}
|
|
|
|
|
2004-01-22 21:13:47 +00:00
|
|
|
inline void FGAIBase::setAltitude( double altitude_ft ) {
|
|
|
|
altitude = tgt_altitude = altitude_ft;
|
|
|
|
pos.setelev(altitude * SG_FEET_TO_METER);
|
|
|
|
}
|
|
|
|
|
2004-02-23 20:55:07 +00:00
|
|
|
inline void FGAIBase::setBank( double bank ) {
|
|
|
|
roll = tgt_roll = bank;
|
2004-06-03 17:59:14 +00:00
|
|
|
no_roll = false;
|
2004-02-23 20:55:07 +00:00
|
|
|
}
|
|
|
|
|
2003-12-21 22:16:57 +00:00
|
|
|
inline void FGAIBase::setLongitude( double longitude ) {
|
|
|
|
pos.setlon( longitude );
|
2003-12-21 20:12:55 +00:00
|
|
|
}
|
2003-12-21 22:16:57 +00:00
|
|
|
inline void FGAIBase::setLatitude ( double latitude ) {
|
|
|
|
pos.setlat( latitude );
|
2003-12-21 20:12:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
inline void FGAIBase::setDie( bool die ) { delete_me = die; }
|
|
|
|
inline bool FGAIBase::getDie() { return delete_me; }
|
|
|
|
|
2004-05-21 16:50:19 +00:00
|
|
|
inline FGAIBase::object_type FGAIBase::getType() { return _otype; }
|
|
|
|
|
2004-11-30 12:34:11 +00:00
|
|
|
|
|
|
|
|
2004-06-11 13:49:07 +00:00
|
|
|
#endif // _FG_AIBASE_HXX
|
2003-11-28 15:48:05 +00:00
|
|
|
|