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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; _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() FGAIAircraft::~FGAIAircraft()
{ {
@ -175,12 +185,23 @@ void FGAIAircraft::setPerformance(const std::string& acType, const std::string&
void FGAIAircraft::Run(double dt) void FGAIAircraft::Run(double dt)
{ {
bool outOfSight = false, // We currently have one situation in which an AIAircraft object is used that is not attached to the
flightplanActive = true; // AI manager. In this particular case, the AIAircraft is used to shadow the user's aircraft's behavior in the AI world.
updatePrimaryTargetValues(dt, flightplanActive, outOfSight); // target hdg, alt, speed // Since we perhaps don't want a radar entry of our own aircraft, the following conditional should probably be adequate
if (outOfSight) { // enough
return; 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) { if (!flightplanActive) {
groundTargetSpeed = 0; groundTargetSpeed = 0;
@ -192,13 +213,10 @@ void FGAIAircraft::setPerformance(const std::string& acType, const std::string&
updateModelProperties(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. if (!isUserAircraft) {
// Since we perhaps don't want a radar entry of our own aircraft, the following conditional should probably be adequate UpdateRadar(manager);
// enough invisible = !manager->isVisible(pos);
if (manager){
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 // from control properties. These default to the initial
// settings in the config file, but can be changed "on the // settings in the config file, but can be changed "on the
// fly". // fly".
const string& lat_mode = props->getStringValue("controls/flight/lateral-mode");
if (!_controlsLateralModeNode) {
lazyInitControlsNodes();
}
const string& lat_mode = _controlsLateralModeNode->getStringValue();
if ( lat_mode == "roll" ) { if ( lat_mode == "roll" ) {
double angle const double angle = _controlsTargetRollNode->getDoubleValue();
= props->getDoubleValue("controls/flight/target-roll" );
RollTo( angle ); RollTo( angle );
} else { } else {
double angle const double angle = _controlsTargetHeadingNode->getDoubleValue();
= props->getDoubleValue("controls/flight/target-hdg" );
TurnTo( angle ); TurnTo( angle );
} }
string lon_mode string vert_mode = _controlsVerticalModeNode->getStringValue();
= props->getStringValue("controls/flight/vertical-mode"); if (vert_mode == "alt") {
if ( lon_mode == "alt" ) { const double alt = _controlsTargetAltitude->getDoubleValue();
double alt = props->getDoubleValue("controls/flight/target-alt" );
ClimbTo( alt ); ClimbTo( alt );
} else { } else {
double angle const double angle = _controlsTargetPitch->getDoubleValue();
= props->getDoubleValue("controls/flight/target-pitch" );
PitchTo( angle ); PitchTo( angle );
} }
AccelTo( props->getDoubleValue("controls/flight/target-spd" ) ); AccelTo(_controlsTargetSpeed->getDoubleValue());
} }
} }

View file

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

View file

@ -763,6 +763,8 @@ void FGAIBase::bind() {
props->setStringValue("sim/model/path", model_path); 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->setBoolValue("controls/glide-path", true);
props->setStringValue("controls/flight/lateral-mode", "roll"); props->setStringValue("controls/flight/lateral-mode", "roll");