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AIAircraft: cache controls propertes

Avoid a per-update() lookup of the AI controls properties. As part
of this, bypass updatePrimaryTargetValues for the user aircraft,
where it doesn’t make sense.
This commit is contained in:
James Turner 2021-06-10 14:33:23 +01:00
parent 14b7b5d3a1
commit cf160cc925
3 changed files with 59 additions and 26 deletions

View file

@ -114,6 +114,16 @@ FGAIAircraft::FGAIAircraft(FGAISchedule* ref) : /* HOT must be disabled for AI A
_searchOrder = PREFER_AI;
}
void FGAIAircraft::lazyInitControlsNodes()
{
_controlsLateralModeNode = props->getNode("controls/flight/lateral-mode", true);
_controlsVerticalModeNode = props->getNode("controls/flight/vertical-mode", true);
_controlsTargetHeadingNode = props->getNode("controls/flight/target-hdg", true);
_controlsTargetRollNode = props->getNode("controls/flight/target-roll", true);
_controlsTargetAltitude = props->getNode("controls/flight/target-alt", true);
_controlsTargetPitch = props->getNode("controls/flight/target-pitch", true);
_controlsTargetSpeed = props->getNode("controls/flight/target-spd", true);
}
FGAIAircraft::~FGAIAircraft()
{
@ -175,12 +185,23 @@ void FGAIAircraft::setPerformance(const std::string& acType, const std::string&
void FGAIAircraft::Run(double dt)
{
bool outOfSight = false,
flightplanActive = true;
updatePrimaryTargetValues(dt, flightplanActive, outOfSight); // target hdg, alt, speed
if (outOfSight) {
return;
}
// We currently have one situation in which an AIAircraft object is used that is not attached to the
// AI manager. In this particular case, the AIAircraft is used to shadow the user's aircraft's behavior in the AI world.
// Since we perhaps don't want a radar entry of our own aircraft, the following conditional should probably be adequate
// enough
const bool isUserAircraft = (manager == nullptr);
bool outOfSight = false,
flightplanActive = true;
// user aircraft speed, heading and position are synchronzied in
// FGAIManager::fetchUserState()
if (!isUserAircraft) {
updatePrimaryTargetValues(dt, flightplanActive, outOfSight); // target hdg, alt, speed
if (outOfSight) {
return;
}
}
if (!flightplanActive) {
groundTargetSpeed = 0;
@ -191,14 +212,11 @@ void FGAIAircraft::setPerformance(const std::string& acType, const std::string&
updateActualState(dt);
updateModelProperties(dt);
// We currently have one situation in which an AIAircraft object is used that is not attached to the
// AI manager. In this particular case, the AIAircraft is used to shadow the user's aircraft's behavior in the AI world.
// Since we perhaps don't want a radar entry of our own aircraft, the following conditional should probably be adequate
// enough
if (manager){
UpdateRadar(manager);
invisible = !manager->isVisible(pos);
if (!isUserAircraft) {
UpdateRadar(manager);
invisible = !manager->isVisible(pos);
}
}
@ -993,29 +1011,31 @@ void FGAIAircraft::updatePrimaryTargetValues(double dt, bool& flightplanActive,
// from control properties. These default to the initial
// settings in the config file, but can be changed "on the
// fly".
const string& lat_mode = props->getStringValue("controls/flight/lateral-mode");
if (!_controlsLateralModeNode) {
lazyInitControlsNodes();
}
const string& lat_mode = _controlsLateralModeNode->getStringValue();
if ( lat_mode == "roll" ) {
double angle
= props->getDoubleValue("controls/flight/target-roll" );
const double angle = _controlsTargetRollNode->getDoubleValue();
RollTo( angle );
} else {
double angle
= props->getDoubleValue("controls/flight/target-hdg" );
const double angle = _controlsTargetHeadingNode->getDoubleValue();
TurnTo( angle );
}
string lon_mode
= props->getStringValue("controls/flight/vertical-mode");
if ( lon_mode == "alt" ) {
double alt = props->getDoubleValue("controls/flight/target-alt" );
string vert_mode = _controlsVerticalModeNode->getStringValue();
if (vert_mode == "alt") {
const double alt = _controlsTargetAltitude->getDoubleValue();
ClimbTo( alt );
} else {
double angle
= props->getDoubleValue("controls/flight/target-pitch" );
const double angle = _controlsTargetPitch->getDoubleValue();
PitchTo( angle );
}
AccelTo( props->getDoubleValue("controls/flight/target-spd" ) );
AccelTo(_controlsTargetSpeed->getDoubleValue());
}
}

View file

@ -161,6 +161,8 @@ private:
double sign(double x);
void lazyInitControlsNodes();
std::string acType;
std::string company;
std::string transponderCode;
@ -188,6 +190,15 @@ private:
std::string startWptName;
std::string finalWptName;
} trackCache;
// these are init-ed on first se by lazyInitControlsNodes()
SGPropertyNode_ptr _controlsLateralModeNode,
_controlsVerticalModeNode,
_controlsTargetHeadingNode,
_controlsTargetRollNode,
_controlsTargetAltitude,
_controlsTargetPitch,
_controlsTargetSpeed;
};
#endif // _FG_AIAircraft_HXX

View file

@ -763,6 +763,8 @@ void FGAIBase::bind() {
props->setStringValue("sim/model/path", model_path);
// note: AIAircraft creates real SGPropertyNodes for these, we don't do
// that here because it would bloat AIBase slightly
props->setBoolValue("controls/glide-path", true);
props->setStringValue("controls/flight/lateral-mode", "roll");