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Author SHA1 Message Date
ehofman
1dfe93d550 David Culp:
Here's the newest AI stuff.

The AIManager at init() creates a new scenario.  Right now the
default_scenario is hard coded in, but eventually the AIManager should get
the scenario filename from preferences.xml.

The scenario defines which AI objects will be created.  Right now it only
creates AIAircraft, but this is easily extended.  The scenario also defines
which flightplan will be assigned to the airplane.  Scenario config files go
in data/Data/AI.

The Airplane gets a pointer to a FlightPlan object.  Each airplane should get
its own flightplan object, even if two airplanes have the same flight plan.
This is because  the flightplan maintains the iterator pointing to the
current waypoint, and two airplanes might be at different locations (for
instance if they were created at different times).  The flight plan files go
in data/Data/AI/FlightPlans.

When the airplane gets to the waypoint named "END" it vanishes.  The
AIAircraft destructor deletes its flight plan (if it has one).

The last waypoint is a place holder only.  I called mine
<WPT><NAME>"EOF"</NAME></WPT>.
2004-05-15 09:07:55 +00:00
ehofman
85a1e5cc98 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
ehofman
863b0c9432 Make the AI models a bit more intelligent. The Gear should be extended and retracted automatically, the navigation lights turn on when sun-angle-rad > 1.57, strobe and beacon are always on and make sure all properties are returned in the right unit format. 2004-01-22 21:13:47 +00:00
ehofman
9bc2517417 Make the AI model export it's internal state to the property tree under /ai/model[] using the same naming convention as used for the regular FDM. Also make sure the model animations are relative the the /ai/model[] node. 2003-12-21 20:12:55 +00:00
ehofman
4c01e0e76a Tidy up the code a bit 2003-12-21 13:42:01 +00:00
ehofman
cd0c447b43 Add David Culp's AI model manager code which is derived from David Luff's AI/ATC code. 2003-11-28 15:48:05 +00:00