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flightgear/src/AIModel/AIBase.hxx

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// FGAIBase - abstract base class for AI objects
// Written by David Culp, started Nov 2003, based on
// David Luff's FGAIEntity class.
// - 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.
#ifndef _FG_AIBASE_HXX
#define _FG_AIBASE_HXX
#include <string>
#include <simgear/constants.h>
#include <simgear/math/point3d.hxx>
#include <simgear/scene/model/placement.hxx>
#include <Main/fg_props.hxx>
#include "AIFlightPlan.hxx"
SG_USING_STD(string);
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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class FGAIManager;
class FGAIBase {
public:
FGAIBase();
virtual ~FGAIBase();
virtual void update(double dt);
inline Point3D GetPos() { return(pos); }
enum object_type { otNull, otAircraft, otShip, otBallistic,
otRocket, otStorm, otThermal };
virtual bool init();
virtual void bind();
virtual void unbind();
void setPath( const char* model );
void setSpeed( double speed_KTAS );
void setAltitude( double altitude_ft );
void setHeading( double heading );
void setLatitude( double latitude );
void setLongitude( double longitude );
void setBank( double bank );
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 setID( int ID );
int getID();
void setDie( bool die );
bool getDie();
protected:
SGPropertyNode *props;
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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FGAIManager* manager;
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
2004-02-27 10:20:17 +00:00
// these describe the model's actual state
Point3D pos; // WGS84 lat & lon in degrees, elev above sea-level in meters
double hdg; // True heading in degrees
double roll; // degrees, left is negative
double pitch; // degrees, nose-down is negative
double speed; // knots true airspeed
double altitude; // meters above sea level
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 vs; // vertical speed, feet per minute
double ft_per_deg_lon;
double ft_per_deg_lat;
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
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
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
string model_path; //Path to the 3D model
ssgBranch * model; //The 3D model object
SGModelPlacement aip;
bool delete_me;
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
int id;
bool invisible;
bool no_roll;
double life;
FGAIFlightPlan *fp;
void Transform();
double UpdateRadar(FGAIManager* manager);
string _type_str;
object_type _otype;
int index;
public:
object_type getType();
bool isa( object_type otype );
double _getVS_fps() const;
void _setVS_fps( double _vs );
double _getAltitude() const;
void _setAltitude( double _alt );
void _setLongitude( double longitude );
void _setLatitude ( double latitude );
double _getLongitude() const;
double _getLatitude () const;
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.
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inline double _getRange() { return range; };
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static bool _isNight();
};
inline void FGAIBase::setPath( const char* model ) {
model_path.append(model);
}
inline void FGAIBase::setSpeed( double speed_KTAS ) {
speed = tgt_speed = speed_KTAS;
}
inline void FGAIBase::setHeading( double heading ) {
hdg = tgt_heading = heading;
}
inline void FGAIBase::setAltitude( double altitude_ft ) {
altitude = tgt_altitude = altitude_ft;
pos.setelev(altitude * SG_FEET_TO_METER);
}
inline void FGAIBase::setBank( double bank ) {
roll = tgt_roll = bank;
no_roll = false;
}
inline void FGAIBase::setLongitude( double longitude ) {
pos.setlon( longitude );
}
inline void FGAIBase::setLatitude ( double latitude ) {
pos.setlat( latitude );
}
inline void FGAIBase::setDie( bool die ) { delete_me = die; }
inline bool FGAIBase::getDie() { return delete_me; }
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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inline void FGAIBase::setID( int ID ) { id = ID; }
inline int FGAIBase::getID() { return id; }
inline FGAIBase::object_type FGAIBase::getType() { return _otype; }
#endif // _FG_AIBASE_HXX