2005-06-04 09:38:52 +00:00
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// AIManager.hxx - David Culp - based on:
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2018-05-28 20:54:09 +01:00
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// AIMgr.hxx - definition of FGAIMgr
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2003-11-28 15:48:05 +00:00
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// - a global management class for FlightGear generated AI traffic
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//
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// Written by David Luff, started March 2002.
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//
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// Copyright (C) 2002 David C Luff - david.luff@nottingham.ac.uk
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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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2006-02-21 01:16:04 +00:00
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2003-11-28 15:48:05 +00:00
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#ifndef _FG_AIMANAGER_HXX
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#define _FG_AIMANAGER_HXX
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2004-09-07 09:53:23 +00:00
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#include <list>
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2013-03-16 16:53:05 +00:00
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#include <map>
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2004-09-07 09:53:23 +00:00
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2003-11-28 15:48:05 +00:00
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#include <simgear/structure/subsystem_mgr.hxx>
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2006-02-11 13:16:56 +00:00
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#include <simgear/structure/SGSharedPtr.hxx>
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2004-11-29 09:41:43 +00:00
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2015-12-11 12:11:46 -06:00
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class FGAIBase;
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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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class FGAIThermal;
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2017-09-24 18:13:15 +02:00
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class FGAIAircraft;
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2003-11-28 15:48:05 +00:00
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2013-03-16 16:53:05 +00:00
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typedef SGSharedPtr<FGAIBase> FGAIBasePtr;
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2003-11-28 15:48:05 +00:00
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class FGAIManager : public SGSubsystem
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{
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2007-03-30 22:51:52 +00:00
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public:
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2003-11-28 15:48:05 +00:00
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FGAIManager();
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2012-11-21 14:03:17 +00:00
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virtual ~FGAIManager();
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2003-11-28 15:48:05 +00:00
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2018-04-29 10:12:40 +01:00
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void init() override;
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void shutdown() override;
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void postinit() override;
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void reinit() override;
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void bind() override;
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void unbind() override;
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void update(double dt) override;
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2011-10-03 12:01:58 +02:00
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void updateLOD(SGPropertyNode* node);
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2008-03-22 09:31:06 +00:00
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void attach(FGAIBase *model);
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2004-09-07 09:53:23 +00:00
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2007-06-07 16:30:26 +00:00
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const FGAIBase *calcCollision(double alt, double lat, double lon, double fuse_range);
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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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2005-10-26 09:03:49 +00:00
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inline double get_user_heading() const { return user_heading; }
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inline double get_user_pitch() const { return user_pitch; }
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inline double get_user_speed() const {return user_speed; }
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inline double get_wind_from_east() const {return wind_from_east; }
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inline double get_wind_from_north() const {return wind_from_north; }
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2008-02-15 11:06:27 +00:00
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inline double get_user_roll() const { return user_roll; }
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2010-09-27 23:50:44 +01:00
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inline double get_user_agl() const { return user_altitude_agl; }
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2005-10-26 09:03:49 +00:00
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2019-02-03 10:37:01 +00:00
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bool loadScenario( const std::string &id );
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2018-05-28 20:54:09 +01:00
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2019-02-03 10:37:01 +00:00
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/**
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* Static helper to register scenarios. This has to happen very early because
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* we need carrier scenarios to start the position-init process for a
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* carrier start.
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*/
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static void registerScenarios();
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static SGPropertyNode_ptr registerScenarioFile(const SGPath& p);
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static SGPropertyNode_ptr loadScenarioFile(const std::string& id);
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2006-02-11 13:16:56 +00:00
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2013-03-16 16:53:05 +00:00
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FGAIBasePtr addObject(const SGPropertyNode* definition);
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2014-02-05 17:43:07 +01:00
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bool isVisible(const SGGeod& pos) const;
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2018-05-28 20:54:09 +01:00
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2013-09-14 12:17:33 +01:00
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/**
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* @brief given a reference to an /ai/models/<foo>[n] node, return the
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* corresponding AIObject implementation, or NULL.
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*/
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FGAIBasePtr getObjectFromProperty(const SGPropertyNode* aProp) const;
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2015-12-11 12:11:46 -06:00
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2017-09-22 19:16:37 +01:00
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typedef std::vector <FGAIBasePtr> ai_list_type;
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2017-06-10 15:28:28 +02:00
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const ai_list_type& get_ai_list() const {
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return ai_list;
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}
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double calcRangeFt(const SGVec3d& aCartPos, const FGAIBase* aObject) const;
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2015-12-11 12:11:46 -06:00
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static const char* subsystemName() { return "ai-model"; }
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2018-05-28 20:54:09 +01:00
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2017-09-24 18:13:15 +02:00
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/**
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* @brief Retrieve the representation of the user's aircraft in the AI manager
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* the position and velocity of this object are slaved to the user's aircraft,
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* so that AI systems such as parking and ATC can see the user and process /
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* avoid correctly.
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*/
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FGAIAircraft* getUserAircraft() const;
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2018-09-09 15:24:52 +01:00
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bool isRadarEnabled() const
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{ return _radarEnabled; }
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bool enableRadarDebug() const
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{ return _radarDebugMode; }
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double radarRangeM() const
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{ return _radarRangeM; }
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2003-11-28 15:48:05 +00:00
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private:
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2013-09-14 12:17:33 +01:00
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// FGSubmodelMgr is a friend for access to the AI_list
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friend class FGSubmodelMgr;
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2018-05-28 20:54:09 +01:00
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2013-09-14 12:17:33 +01:00
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// A list of pointers to AI objects
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typedef ai_list_type::iterator ai_list_iterator;
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typedef ai_list_type::const_iterator ai_list_const_iterator;
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int getNumAiObjects() const;
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2018-05-28 20:54:09 +01:00
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2012-11-21 14:03:17 +00:00
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void removeDeadItem(FGAIBase* base);
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2007-06-07 16:30:26 +00:00
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2017-07-05 01:23:24 +02:00
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bool loadScenarioCommand(const SGPropertyNode* args, SGPropertyNode* root);
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bool unloadScenarioCommand(const SGPropertyNode* args, SGPropertyNode* root);
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2018-11-21 09:28:44 +01:00
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bool addObjectCommand(const SGPropertyNode* arg, const SGPropertyNode* root);
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bool removeObjectCommand(const SGPropertyNode* arg, const SGPropertyNode* root);
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2018-05-28 20:54:09 +01:00
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2013-03-16 16:53:05 +00:00
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bool removeObject(const SGPropertyNode* args);
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2013-03-28 16:50:55 +00:00
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bool unloadScenario( const std::string &filename );
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2013-06-20 00:24:33 +01:00
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void unloadAllScenarios();
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2018-05-28 20:54:09 +01:00
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2006-06-11 10:21:10 +00:00
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SGPropertyNode_ptr root;
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2012-04-30 17:26:04 +02:00
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SGPropertyNode_ptr enabled;
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2009-04-20 14:20:05 +00:00
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SGPropertyNode_ptr thermal_lift_node;
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2010-09-10 23:51:25 +01:00
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SGPropertyNode_ptr user_altitude_agl_node;
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2006-06-11 10:21:10 +00:00
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SGPropertyNode_ptr user_speed_node;
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2007-06-07 16:30:26 +00:00
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SGPropertyNode_ptr wind_from_east_node;
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SGPropertyNode_ptr wind_from_north_node;
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2014-02-05 17:43:07 +01:00
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SGPropertyNode_ptr _environmentVisiblity;
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2018-09-09 15:24:52 +01:00
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SGPropertyNode_ptr _groundSpeedKts_node;
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2013-03-16 16:53:05 +00:00
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ai_list_type ai_list;
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2018-05-28 20:54:09 +01:00
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2010-09-10 23:51:25 +01:00
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double user_altitude_agl;
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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double user_heading;
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double user_pitch;
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2008-02-15 11:06:27 +00:00
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double user_roll;
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David Culp:
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
2004-02-27 10:20:17 +00:00
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double user_speed;
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2005-08-16 09:37:23 +00:00
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double wind_from_east;
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double wind_from_north;
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2007-06-07 16:30:26 +00:00
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2017-09-24 18:13:15 +02:00
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void fetchUserState( double dt );
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2003-11-28 15:48:05 +00:00
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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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// used by thermals
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double range_nearest;
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double strength;
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2012-11-21 14:03:17 +00:00
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void processThermal( double dt, FGAIThermal* thermal );
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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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2011-10-03 12:01:58 +02:00
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SGPropertyChangeCallback<FGAIManager> cb_ai_bare;
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SGPropertyChangeCallback<FGAIManager> cb_ai_detailed;
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2018-11-06 18:42:07 +01:00
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SGPropertyChangeCallback<FGAIManager> cb_interior;
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2018-05-28 20:54:09 +01:00
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2013-03-16 16:53:05 +00:00
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class Scenario;
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typedef std::map<std::string, Scenario*> ScenarioDict;
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ScenarioDict _scenarios;
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2018-05-28 20:54:09 +01:00
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2017-09-24 18:13:15 +02:00
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SGSharedPtr<FGAIAircraft> _userAircraft;
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2018-09-09 15:24:52 +01:00
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SGPropertyNode_ptr _simRadarControl,
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_radarRangeNode, _radarDebugNode;
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bool _radarEnabled = true,
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_radarDebugMode = false;
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double _radarRangeM = 0.0;
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2003-11-28 15:48:05 +00:00
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};
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#endif // _FG_AIMANAGER_HXX
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