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Author SHA1 Message Date
fredb
68124ca36d Remove unused variables 2008-06-01 14:59:20 +00:00
timoore
fd492a297a model paging patch from Till Busch
From Till:
i started the project at the end of february with a simple idea: move all
3d-model loading to the DatabasePager-thread. my first attempts looked
promising, though they were a little too optimistic (or naive?). the patch
has evolved a lot since.

currently it does the following things:
1. revive SGModelLib, move functions for xml-model-loading there

2. replace all calls to sgLoad3dModel with calls to either
SGModelLib::loadModel() or SGModelLib::loadPagedModel()
almost all models will be loaded by the DatabasePager. the few exceptions are:
your own plane, shared models in scenery, random objects, AIBallistic models.

3. simplify mode-loading functions (avoid passing around fg_root)

4. avoid supurious MatrixTransform nodes in loaded models

5. fix some memory leaks
2008-03-22 09:31:06 +00:00
timoore
79e251383b Wingman code from Vivian Meazza 2008-02-15 11:06:27 +00:00
curt
4fa75196ce Clear chat messages when an aircraft becomes inactive in the property tree. 2008-01-29 15:02:47 +00:00
mfranz
fad737b41e prevent multiple loading of one and the same scenario 2007-08-03 18:02:33 +00:00
durk
0643b21baa Fix for refueling and radar calculations. 2007-06-15 20:52:32 +00:00
durk
ba8ed137cf Code cleanup of AIModels (mainly AIAircraft), by Thomas Foerster 2007-06-09 11:49:16 +00:00
mfranz
5a73a46cd0 Vivian MEAZZA:
- collision detection for AI objects
- subsubmodels

mf: various modifications; more general cleanup to do
2007-06-07 16:30:26 +00:00
mfranz
2621ba7a47 Csaba "Jester" HALASZ: radar fix & extension
- fix breakage due to former commit (AIManager.cxx, r1.72)
- make AI properties available in AIBase
- add <valid> property for animations/nasal scripts
- support more MP and AI targets
- add target select and altitude display
2007-04-04 09:51:41 +00:00
mfranz
b361105202 Csaba HALASZ: don't treat every entry in a scenario file as model entry,
especially those called <description>. This was responsible for the aircraft
at --lon=0 --lat=0.
2007-04-02 12:47:26 +00:00
mfranz
8a6c95451b allow AI models to contain <nasal><load> and <nasal><unload> blocks in
their XML wrapper/animation file. They can access their /ai/models node
via cmdarg() function. Example:

  <nasal>
          <load>
                  print("Hi, I'm the Nimitz. My data are under ",
                                  cmdarg().getPath());
          </load>
          <unload>
                  ...
          </unload>
  </nasal>

Note, however, that the <unload> block is only called on exit at the moment,
not when the tile is unloaded.
2007-04-01 12:39:20 +00:00
mfranz
ce4360e157 Vivian MEAZZA: call AI models' ::reinit() methods on reinit 2007-02-26 11:47:04 +00:00
durk
7299699903 Maik Justus,
Here is a patch for two bugs in the AI/multiplayer part:

1. Cannot find model file *.ac error message (was only a false message,
anything worked correctly, the model was loaded from the correct path
afterwards).

2. Often many multiplayer aircrafts are missing in the property-tree.
(but I need them for aerotowing). There is still another bug: The
property in some circumstances seems not to be cleaned up after logout
of a multiplayer. I have added a workaround for this, but I don't now,
if it 100% works (should have no side effects, just aerotow would not
work sometimes). For testing I need more traffic on the mp-server.
2007-01-13 09:04:07 +00:00
frohlich
6cf05270f5 Modified Files:
AIBase.cxx AIManager.cxx AIManager.hxx: Remove dead code.
	No ground intersection on AI models. Note that the carrier still
	reenables that nodemask.
2007-01-06 14:25:55 +00:00
frohlich
b0f9d24f9d Modified Files:
configure.ac src/AIModel/AIAircraft.cxx src/AIModel/AIBase.cxx
 	src/AIModel/AIBase.hxx src/AIModel/AICarrier.cxx
 	src/AIModel/AICarrier.hxx src/AIModel/AIManager.cxx
 	src/AIModel/AIManager.hxx src/ATC/AIEntity.cxx
 	src/ATC/AIEntity.hxx src/ATC/AIMgr.cxx src/ATC/AIMgr.hxx
 	src/ATC/ATCdisplay.cxx src/ATC/ATCdisplay.hxx
 	src/Cockpit/cockpit.cxx src/Cockpit/cockpit.hxx
 	src/Cockpit/hud.cxx src/Cockpit/hud.hxx
 	src/Cockpit/hud_rwy.cxx src/Cockpit/panel.cxx
 	src/Cockpit/panel.hxx src/Cockpit/built_in/FGMagRibbon.cxx
 	src/Cockpit/built_in/FGMagRibbon.hxx src/FDM/flight.cxx
 	src/FDM/groundcache.cxx src/FDM/groundcache.hxx
 	src/GUI/gui_funcs.cxx src/Input/input.cxx
 	src/Instrumentation/od_gauge.cxx
 	src/Instrumentation/od_gauge.hxx
 	src/Instrumentation/render_area_2d.cxx
 	src/Instrumentation/render_area_2d.hxx
 	src/Instrumentation/wxradar.cxx
 	src/Instrumentation/wxradar.hxx
 	src/Instrumentation/HUD/HUD.cxx
 	src/Instrumentation/HUD/HUD.hxx
 	src/Instrumentation/HUD/HUD_runway.cxx src/Main/Makefile.am
 	src/Main/main.cxx src/Main/renderer.cxx src/Main/renderer.hxx
 	src/Main/viewmgr.cxx src/Model/acmodel.cxx
 	src/Model/acmodel.hxx src/Model/model_panel.cxx
 	src/Model/model_panel.hxx src/Model/modelmgr.cxx
 	src/Model/modelmgr.hxx src/Model/panelnode.cxx
 	src/Model/panelnode.hxx src/Navaids/awynet.cxx
 	src/Scenery/Makefile.am src/Scenery/hitlist.cxx
 	src/Scenery/hitlist.hxx src/Scenery/newcache.cxx
 	src/Scenery/scenery.cxx src/Scenery/scenery.hxx
 	src/Scenery/tileentry.cxx src/Scenery/tileentry.hxx
 	src/Scenery/tilemgr.cxx src/Scripting/NasalSys.cxx
 	src/Scripting/NasalSys.hxx src/Time/light.cxx
	Big BLOB on the way to OSG.
2006-10-29 19:30:21 +00:00
mfranz
cc3ad61175 cerr don't belong in CVS
use SG_LOG! use SG_LOG! use SG_LOG! use SG_LOG! use SG_LOG! use SG_LOG!
use SG_LOG! use SG_LOG! use SG_LOG! use SG_LOG! use SG_LOG! use SG_LOG!
2006-10-12 22:12:09 +00:00
durk
666910a793 Major update of traffic manager and AI related airport facilities.
- Moved AIModels/Traffic Manager related AI functions to a new file
- Rewrote the traffic manager so that the containers use pointers to
  objects instead of the objects themselves, which will allow for a
  more flexible memory management.
- Rewrote parts of the airport groundnetwork code, also because the
  stl containers now contain object pointers instead of the objects
  themselves.
- Fixed an uninitialized iterator in the AI distance tracking code
- Fixed flawed logic in some of the traffic controller's while loops
- Added a tower controller, which paces take-off behavior of AITraffic
  in a more realistic way.
- Various other minor fixes and fine tuning.
2006-10-06 17:36:31 +00:00
curt
1c2a3cc5ac White space ... 2006-07-27 02:26:30 +00:00
ehofman
479d4d7484 Mathias Fröhlich:
Fix the AI-Radar code.
2006-03-04 12:49:30 +00:00
mfranz
c9813d1b5d new FSF address 2006-02-21 01:16:04 +00:00
ehofman
5fe860750e Mathias Fröhlich:
This patch makes use of the vectors now available in simgear with that past
patch. And using that it simplyfies the carrier code somehow.

- Small additional factory's to the quaternion code are done in the simgear
  part. Also more explicit unit names in the factory functions.
- The flightgear part makes use of them and simplyfies some computations
  especially in the carrier code.
- The data part fixes the coordinate frames I used for the park positions in
  the carrier to match the usual ones. I believed that I had done so, but it
  was definitly different. Also there are more parking positions avaliable now.
2006-02-19 17:28:31 +00:00
ehofman
da6568ad50 Mathias Fröhlich:
The new multiplayer patch with an extension to transmit some properties with
the base package. The properties are transmitted in a way that will not
immediately brake the packet format if we need new ones.
Even if the maxmimum number needs to be limited somehow, that format might
work well until we have an improoved packet format which is even more compact
and that does not require to retransmit redundant information with each
packet.

That part is relatively fresh and based on that what Oliver provides on his
multiplayer server web page.

The properties are transferred to the client and I have modified the seahawks
rudder animation property to use a relative property path to verify that it
works appart from the fact that you can see it changing in the property
browser.

The movement is still a bit jerky, but that can be fixed/tuned later without
again braking the packet format.
2006-02-17 09:43:33 +00:00
ehofman
4bfd1722df Mathias Froehlich:
This patch removes some useless indirection when creating AIModels. It
obsolets AIScenario*.

AIEntities are just an intermediate copy of an other intermediate copy of an
xml file on the way from the ai scenario configuration file to the AIModels.
As such the AImodels can now be created directly from the property tree read
from the scenario file.

This reduces the amount of work needed to add an other AIModel and reduces the
amount of copy operations done during initialization.

It also moves internal knowledge of special AI models into these special AI
models class instead of spreading that into the whole AIModel subdirectory
which in turn enables to use carrier internal data structures for carrier
internal data ...

Also some unused variables are removed from the AIModel classes.
I believe that there are still more of them, but that is what I stumbled
accross ...

Tested, like the other splitouts these days in a seperate tree and using the
autopilot for some time, and in this case with a carrier start ...
2006-02-11 13:16:56 +00:00
ehofman
5bd2ef1edb Vivian Meazza:
This patch is a combined effort by Gregor Richards, Oliver Schroeder, and
Vivian Meazza (and code cleanups and improvements by Erik Hofman). It corrects
the bug in which a Multiplayer model responds to local inputs, and the view
number bug which caused certain aircraft to appear as cockpit only models. It
passes remote properties over the net, and all major control surfaces and gear
are now animated correctly, providing that the local ~model.xml file contains
no leading "/" in the <property></property> data entries. MP objects
are now extrapolated using 1st and 2nd derivatives to make their movement
appear more smooth. The sim is now halted while a new client joins the net.

Known problems with MP are non-display of the remote client under certain
circumstances of starting/resetting, and a freeze on starting. These bugs are
long standing, and are not addressed by this patch.

Special thanks must go to AJ Macleod for his patient testing of this patch over many evenings.

We have also moved part of multiplayer into AIModels as part of the ongoing
development of MP.
2006-02-09 12:29:05 +00:00
ehofman
a47725e92f Mathias Fröhlich:
Make use of the automatic reference counting class for ssg* data in flightgear.
2006-02-08 10:25:56 +00:00
ehofman
713ddd05dd Olaf Flebbe: Make sure the model gets deleted when it's not referenced anymore. 2005-12-30 09:34:29 +00:00
ehofman
388ddb244f Mathias Fröhlich:
While digging in flightgears lost memory, I found that endless loop.
2005-11-27 09:50:26 +00:00
ehofman
9df7af3924 David Culp:
Here's a fix for a bug I introduced when I updated the AIStorm with
turbulence.  The change I made to the FGAIEntity struct was overriding the
thermal <strength-fps> data.
2005-11-16 15:23:18 +00:00
mfranz
853d19e09b Harald JOHNSEN:
"the model is deref'd and deleted when the refcount is null *but* it is
still referenced in the ai model list, so next time you ask for it you will
have a reference on something deleted"
2005-10-30 10:50:36 +00:00
ehofman
b24dbb3f8b Alex Romosan:
I tried to make sure accessor functions which return by reference act
on const objects. also replaced some iterators with const_iterator
and a few return/pass by reference that were missed the first time
around.
2005-10-26 09:03:49 +00:00
ehofman
5c0dbf7b65 Don't use the this pointer for referencing the AIModels anymore, this
turns out to get problematic on 64-bit systems. Instead use a regular
int based approach.
2005-10-15 14:55:51 +00:00
ehofman
b92f034550 Vivian Meazza:
Some quite extensive changes to the AIModel code:

1. Mathias has made major changes to the AICarrier code to provide better
alignment of an aircraft on deck with the carrier - this feature is a major
improvement on the existing, but has a bug which might cause it to fail when
the computer carries out other tasks - changing window size is a known
example. This bug is outwith this code.

2.  I have made significant changes to the AIShip code to enable a ship the
turn and roll smoothly.

3. I have added some simple AI which enables the carrier to remain within,
or return to, an operating box.

4. An automated turn into wind for flying operations.

5. A simplistic implementation of TACAN within AICarrier. I am in the course
of implementing this as a generic instrument, but this is some time off
completion.
2005-08-16 09:37:23 +00:00
ehofman
15f3ef3cfb Harald JOHNSEN:
- AIManager.cxx :
  - we can now have multiple <scenario> entries in the sim/ai entry in preferences.xml
- AIBase.cxx :
  - added an exception handler around the loading of the 3D model to not exit FG
    if the model is not found
- AIScenario.cxx :
  - removed a duplicated read of the xml file, this was also exiting FG is the xml file
    does not exist
2005-07-24 14:05:28 +00:00
ehofman
1869b30b58 Mathias Fröhlich:
I have traced that reset on carrier problem down to several problems. One of
them is the fact that on reset the carrier is updated while the aircraft is
not. That made the aircraft drop down an elevator sometimes. Depending on the
passed realtime while loading some parts of the scenery.
2005-07-13 12:25:16 +00:00
ehofman
4df7a3e9f8 Mathias Fröhlich:
I have introduced the posibility to start directly on the carrier.

With that patch you will have a --carrrier=id argument where id can either be
the pennant number configured in the nimitz scenario or the carriers name
also configured in the carriers scenario.
Additionaly you can use --parkpos=id to select different positions on the
carrier. They are also configured in the scenario file.

That includes the switch of the whole FGInterface class to make use of the
groundcache.
That means that an aircraft no longer uses the current elevation value from
the scenery class. It rather has its own local cache of the aircrafts
environment which is setup in the common_init method of FGInterface and
updated either manually by calling
 FGInterface::get_groundlevel_m(lat, lon, alt_m);
or implicitly by calling the above method in the
 FGInterface::_updateGeo*Position(lat, lon, alt);
methods.
A call get_groundlevel_m rebuilds the groundcache if the request is outside
the range of the cache.

Note that for the real usage of the groundcache including the correct
information about the movement of objects and the velocity information, you
still need to set up the groundcache in the usual way like YASim and JSBSim
currently does.
If you use the native interface, you will get only static objects correctly.
But for FDM's only using one single ground level for a whole step this is IMO
sufficient.

The AIManager gets a way to return the location of a object which is placed
wrt an AI Object. At the moment it only honours AICarriers for that.
That method is a static one, which loads the scenario file for that reason and
throws it away afterwards. This looked like the aprioriate way, because the
AIManager is initialized much later in flightgears bootstrap, and I did not
find an easy way to reorder that for my needs. Since this additional load is
very small and does only happen if such a relative location is required, I
think that this is ok.

Note that moving on the carrier will only work correctly for JSBSim and YASim,
but you should now be able to start and move on every not itself moving
object with any FDM.
2005-07-03 09:39:14 +00:00
ehofman
ab83702c16 David Culp:
I added an AIStatic object to my OV-10 sim for use in putting city signs,
vehicles, or anything else that will be static, but that I don't want to put
in the scenery files.  It's inexpensive.  Before, I was making such things
from AIShip.

I also added the ability to set flight plans to repeat, so that when an
airplane reaches the end it just starts over at the beginning.  This is
useful for my OV-10 sim.  I have C-141 and KC-135 traffic flying approaches
to Ramstein, and I only have to define two AI objects to do this.

Also, I found an inefficiency in AIBase, where every AI object was calculating
Mach number at every dt.  Now only AIBallistic objects do this.
2005-06-04 09:38:52 +00:00
ehofman
4b5a80129d David Culp:
1)  The AIStorm sets the properties:
         /environment/turbulence/magnitude-norm
         /environment/turbulence/rate-hz

    The actual turbulence effects are handled by the FDM.
    If the effects are deemed unrealistic, then that will
    have to be fixed in the FDM(s).


2)  The zone of turbulence is cylindrical, and is centered
    at the AIStorm's lat/lon.  The diameter is set with
    <diameter-ft>, the top with <height-msl>, the bottom is
    assumed to be at <altitude> minus 1000 feet.

3)  Note that the zone of turbulence may not match well with
    the visual model of the storm.  In this case I had to
    x-offset the storm model by 4700 meters to match the zone
    of turbulence. (i.e. the storm model is 4700m off center).

4)  While I was in there I also increased the speed of the
    lightning flashes to look more realistic.
2005-05-16 09:48:00 +00:00
ehofman
3b5512f573 David Culp:
I'm looking through the AI code, trying to find the bug that's killing the
thermals.  The following things don't look right:

1)  AIManager::101  ,   the Traffic Manager pointer is searched for by name at
every dt.   I'll leave this for you to look at.

2)  AIManager::295  ,  the thermal height is not being set.  We need to
restore the line:         ai_thermal->setHeight(entity->height_msl);
This fixes the thermal problem.

3)  AIManager::328  ,  I changed the fetching of the user state to occur every
sim cycle, and changed the fetching function from by-name lookup to a lookup
by node pointer.  It should be faster now, and more accurate too.  This helps
the air-refueling.
2005-04-19 12:52:26 +00:00
ehofman
50bdf6098a Mathias Fröhlich:
I have done some cleanup where I moved some values out of classes where they
do not belong and such stuff.
Also the fols offsets are now named in the carrier xml file with a more
verbose name (flols-pos/offset-*) than before (only offset-*).
There is a little preparation for definitions of parking positions on the
carrier which should later be used for starting flightgear directly on the
carrier.
2005-03-19 09:57:18 +00:00
ehofman
5bc15d7a69 Durk Talsma:
I just heard from John Wojnaroski that you and he are going to work on getting
a flightgear demo machine up for the linux expo thursday and Friday. John
indicated that he would very much like to get a CVS version with the new
traffic code up and running before the expo.
2005-02-10 09:01:51 +00:00
ehofman
8ba9f4e3a4 Vivian Meazza:
This is a sub-system which can be added to any carrier.

These files add a functioning Fresnel Lens Optical Landing System (FLOLS).
The orange/red 'source' lights are illuminated according to the position of
the pilot's eye above/below the 3.5 deg glide slope. The apparent position
of the source light relative to the fixed green datum lights allow the pilot
to 'fly the meatball'. The green 'cut' lights flash when the pilot's eye is
below the coverage of the lowest (red) source light.

TODO - add rules for the operation of the wave-off lights.
2004-11-30 12:34:11 +00:00
ehofman
c537267f96 Durk Talsma:
Okay, here's the latest update to the tarffic manager/AI Manager. AITraffic
can now fly multiple routes and be initialized while sitting statically at
airports.
2004-11-29 09:41:43 +00:00
ehofman
63c1f4b613 Mathias Fröhlich:
This patch makes the aircraft carrier's hardware  appear in the scenegraph.
2004-11-26 10:24:48 +00:00
ehofman
9a8eaae03d commit some pending updates from Vivian 2004-11-16 09:33:21 +00:00
ehofman
670ea7c881 David Culp:
Here's code to support a new AICarrier class, which I think will be
sufficiently different from a basic AIShip that it should have its own class.
2004-10-28 08:33:55 +00:00
ehofman
e5b1ab4831 Vivian Meazza:
As a result of recent requests, I've implemented the ability to switch off
aerodynamic stabilisation:

This has to be added to the submodel.xml files:

<aero-stabilised>false</aero-stabilised>

When false the submodel retains the pitch given at instantiation.

It defaults to true.
2004-10-28 08:29:15 +00:00
ehofman
77d3a549a7 It's usually not a good idea to assign a const char* to a node of a temporary property tree, use string instead. 2004-10-14 09:49:46 +00:00
ehofman
328053fe23 Vivian Meazza:
The calculation of submodel mass from weight has been moved from AIBallistic
to Submodel so that it is calculated only once, rather than on every
iteration as a present. The parameter <contents> has been added, primarily
so that droptanks will have the proper mass. It is the path to an
appropriate property containing a weight in lbs.

Care has to be taken with the use of <contents> because after a reset there
appears to be a delay in submodel instantiation (dt not properly reset???)
and the weight property is not always picked up before it is set to zero in
the key bindings. Slightly hard to explain. It works fine if FGFS has not
been reset though. There is a partial solution which involves the rejigging
of the fuel and gui nasal scripts, but there is still the visible delay in
instantiation to be resolved. I've nearly done the nasal fixes, which will
form part of an update to the Hunter only. I'll probably complete those
later today.
2004-09-27 14:24:20 +00:00
ehofman
1974be7faf Make the scenerio's work again (now for real) and a small number of updates. 2004-09-23 09:39:55 +00:00
ehofman
4b5d84d7fb Don't forget to unbind() before deleting the class. 2004-09-23 08:57:46 +00:00