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Author SHA1 Message Date
James Turner
4915b7d3a5 Merge /u/dancliff/flightgear/ branch fix_for_AI_radius into next
https://sourceforge.net/p/flightgear/flightgear/merge-requests/163/
2019-05-18 15:41:28 +00:00
Dan Wickstrom
c6e91d8751 Check for valid value when updating AI lod radius. 2019-05-18 11:30:37 -04:00
James Turner
910bd2c0fd Fix for sub-model initial offsets
The offset in body coordinates is needed by the FGAIBallistic in some
cases, restore this.
2019-05-18 16:20:31 +01:00
Dan Wickstrom
35c24ce5d4 Update radius of AI model after model data is loaded - prevents rendering artifacts at near/far camera boundary. 2019-05-18 07:10:40 -04:00
Stuart Buchanan
5f2f72a4eb Fix AI Scenarios
Due to e43fe82094 models in AI scenarios were
being searched down the AI/Aircraft and Aircraft paths, where in fact
they are by default a full path from FGDATA.

This fixes the problem by setting DATA_ONLY as the search order.
Other search orders can be set in the scenario file by setting
the search-order tag to "DATA_ONLY", "PREFER_AI", "PREFER_DATA"
2019-05-15 21:09:49 +01:00
Stuart Buchanan
1d1096d6f7 All start from parking position with no ground net
Fix for https://sourceforge.net/p/flightgear/codetickets/2125/

Previously, selecting a non-pushback parking position from the l
auncher that did not have a ground network resulted in the
aircraft being placed in the center of the airport.

This resolves the problem by creating a default segment simply
moving forward 2m.
2019-05-04 17:43:33 +01:00
James Turner
b2bedfd485 Fix typo in submodels commit 2019-04-22 11:58:55 +01:00
James Turner
ea336af4dc Submodel offset supports pitch/yaw values
Reported by Stewart Andreason
2019-04-19 10:15:36 +01:00
Stuart Buchanan
ff12994554 Execute load/unload Nasal for both detailed and AI
Previously only the first of a detailed/bare AI model tuple's Nasal
would be executed when the model is loaded.  This loads both.
2019-04-06 22:22:02 +01:00
Torsten Dreyer
d1116b0e25 fix "error: use of ‘n’ before deduction of ‘auto’" 2019-02-06 09:45:45 +01:00
James Turner
1e0e7f7ffa Rename {ai}/controls/flight/longitude-mode
Assuming this should have been ‘vertical-mode’ all along, since the
corresponding other mode property is called ‘lateral-mode’. Make an
alias to the old name to keep existing scripts working.
2019-02-03 13:38:51 +00:00
James Turner
49c4dc5213 Scenarios from FG_HOME, aircraft and add-ons
Enhancements suggested by Nikolai Verner-Christensen - support loading
scenarios from {FG_HOME}/Scenarios, {aircraft-dir}/Scenarios and
{add-on}/Scenarios. 

Additionally, allow passing the path to a scenario file to
 —ai-scenario, eg —ai-scenario=/home/jmt/FGFS/my-test-scenario.xml

When a scenario defines a carrier, and —carrier is used to request a
carrier start, we now auto-load the corresponding scenario, to give
a nicer user experience.
2019-02-03 12:12:00 +00:00
ThomasS
2d5d26260e 1) model search order property in super class AIBase and overridden by sub classes.
2) model search order stored as the enum type in AIBase.
2019-01-06 13:57:22 +00:00
James Turner
c3cd7b3978 Remove public use of sglog()::would_log() 2018-12-14 15:41:53 +00:00
Richard Harrison
015742b28d LOD: Multiplayer fix
The problem was using FLT_MAX, FLT_MAX to disable a model; this tricked OSG into thinking that FLT_MAX was a valid range and therefore didn't do the update traversal (found by Stuart).

The correct technique to disable a model is to set the min/max range to 0,0

Also generally improved the way that the ranges are managed.
2018-12-03 06:19:04 +01:00
Richard Harrison
c09f49e70c LOD: use FLT_MAX as the maximum value in setRange (rather than 100k)
- This is one/the reason for the carrier not being visible when viewing it closely (e.g on cat-1 when view zoomed in)
2018-11-26 21:54:48 +01:00
ThomasS
a8b550ee95 fgcommands "add-aiobject" and "remove-aiobject" for adding/removing objects to the AI subsystem. 2018-11-21 09:28:44 +01:00
James Turner
31f8f86e12 Fix an inverted flag in Radar calculation
https://sourceforge.net/p/flightgear/codetickets/2083/

Thanks to Jean Pellotier for spotting.
2018-11-08 09:43:29 +01:00
Richard Harrison
88720a031b Changes to the model interior LOD management.
If a model is marked as <usage>interior</usage> there were a number of problems.

1 - the LOD setting AI/MP interior used the distance from the aircraft; this obviously doesn't quite work for when using the model view.
2 - with the way that models are now loaded as two LOD levels only the interior from the first model loaded (usually the lowest detail) would be considered or processed because the model loader had marked itself as already run (which it had, but not for the model that was actually just loaded.

(2) above could also be the cause of other things not working because the nasal model loaded would not be called, nor would the sound path be setup. There could be other things that aren't working properly because the assumption is that there is just one model.

The fix for (1) is to use the standard OSG PagedLOD and let it handle the details, so I've changed the interior to use this and removed the distane from ownship checks.

The fix for (2) is to use a map to decide if the model that has just finished loading has already been processed, and if not then proceed as normal.
2018-11-06 18:42:07 +01:00
Richard Harrison
e970db3c61 LOD ranges:
Change the single model case to always set the range on the only model rather than the constant modelHighDetail. This is a regressions caused by the change from 0 to modelHighDetail and the reordering the list. When there is only one model the setRange must always refer to model range index 0.

- This could have caused models to not display correctly.
2018-11-05 19:29:20 +01:00
Richard Harrison
c99ea20883 LOD ranges rework.
Rework the LOD ranges.

1. The scenery ranges are now deltas (avoids overlapping values)
2. The AI/MP pixel mode now has a default radius that is 20 for Aircraft, 200 for ships, 350 for carriers. This is a simple constant in a virtual function.
3. Added the ability to set the AI/MP ranges equal which means use the low detail model.
4. Changed high detail only to be indicated by a -ve number in maxRangeDetail
5. Re-ordered the range list to go from lowest detail at [0] to highest detail at the end. This is because OSG always loads the models starting from zero on the assumption that the detail increases with the index.

This fixes the pixel mode, which previously would use the radius of the parent which would be confusingly large, and unrelated to the actual size of the model. With the simple defaults that we have the pixel values set in the ranges won't exactly match the rendered size of the model on screen, but it will be a lot closer and more importantly meaningful.
2018-10-30 21:05:55 +01:00
Richard Harrison
54ba92afd8 Fix null pointer dereference during startup
(may happen at other times, but definitely happened to me on startup)
2018-09-25 16:53:06 +02:00
James Turner
8b25244d90 Performance: cache TCAS nodes on AI aircraft
Removes some remaining hot property lookups each frame
2018-09-24 15:34:20 +01:00
James Turner
14a1390a68 Crash fix: warn doing fallback for heliport runways
Due to an apt.dat bug, EGEL (Coll) is actually a heliport (Eddystone
lighthouse) with zero runways. Guard against this case to avoid a
crash.
2018-09-10 10:44:49 +01:00
James Turner
ef98b667b4 AI: cache radar properties as nodes
When many AI objects, the cost of looking up the radar properties
for each object, each frame, is significant.
2018-09-09 15:24:52 +01:00
Ganael Laplanche
63d6f0218b Use nullptr instead of NULL 2018-09-02 14:17:26 +02:00
Ganael Laplanche
ff69754756 Fix build with clang 7 on FreeBSD 12-CURRENT:
src/AIModel/AIFlightPlanCreatePushBack.cxx:96:48: error: ordered comparison between pointer and zero ('FGTaxiNode *' and 'int')

(see: https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=230502)
2018-09-01 22:27:07 +02:00
James Turner
a419a80de4 Clang/C++11 warning fixes 2018-08-20 02:59:23 +01:00
Richard Harrison
6513dc1137 Added better AI handling of replay - part of the new carrier handling in replays. 2018-08-07 18:54:29 +02:00
Stuart Buchanan
e43fe82094 Fallback AI model implementation
Aircraft can now set a /sim/model/fallback-model-index property that is transmitted over the MP network.

Receiving clients use this as an index into AI/Aircraft/fallback_models.xml to determine a model to use if the model path (/sim/model/path) cannot be found under Aircraft or AI/Aircraft.  This allows aircraft developers to identify a suitable fallback model to be used for those who do not have their aircraft installed.
2018-07-27 19:51:37 +01:00
Edward d'Auvergne
acb3307a1a TestSuite: Migration of the AeroMesh tests into the CppUnit infrastructure. 2018-07-26 15:52:06 +02:00
Stuart Buchanan
236b7c0f83 Multiple LoD levels of MP Aircraft
At a basic level, the implementation supports two levels of LoD:

FAR from /sim/rendering/static-lod/ai-range-bare to /sim/rendering/static-lod/ai-range-detailed.
NEAR from /sim/rendering/static-lod/ai-range-detailed to 0.

(First of many digressions:  If /sim/rendering/static-lod/ai-range-mode-pixel=true then instead of measuring LOD distance in meters, the size of the object in pixels is used, so the ranges are different)

The models that are loaded for FAR and NEAR depend on a combination of the availability of a model in /AI/AIrcraft/ and FG_AIRCRAFT directories.

If /sim/rendering/static-lod/ai-range-detailed=false then an AI aircraft will be used in preference for both NEAR and FAR.

If /sim/rendering/static-lod/ai-range-detailed=true then an AI aircraft will be used for FAR, and an FG_AIRCRAFT for NEAR.

Obviously if only an AI or a FG_AIRCRAFT model are available, that will be used for the entire NEAR+FAR range.
2018-06-05 21:58:03 +01:00
Stuart Buchanan
9de3672b62 Property to toggle between preferred MP models
/sim/multiplay/use-detailed-models can be used to set whether
we will prefer models from Aircraft/ (true) or from AI/ (false).

Default (set in defaults.xml in fgdata) is true.
2018-05-28 20:54:09 +01:00
James Turner
dc6a884928 Generalise AI-model search ordering in AIBase
Make the policy of using models in FGData/AI more flexible, with the
option to prefer normal data sources. Keep the existing behaviour for
everything except multiplayer aircraft, where we now prefer the data
model (presumably, an installed aircraft) over the AI one.
2018-05-23 09:46:05 +01:00
Richard Harrison
d6556f5c94 Multiplayer: consistent callsign in properties.
To ensure consistent properties also tie the callsign to where it would be in a local model.
2018-05-13 06:45:44 +02:00
James Turner
13857e001e Add override decls in AIManager
(Done while tracing another crash, but committing separately)
2018-04-29 10:12:40 +01:00
James Turner
2a31893862 Fix a crash when updating the user aircraft 2018-04-27 23:32:28 +01:00
ThomasS
3dcac53952 camelCase identifier in code and hyphenated property names. Suffix "-sec" is used because it complies to other timestamp properties in the property tree. Suffix "utc" is not used because the property just reflects an internal value used by the AI system. Whether it is UTC (currently it is) is up to the AI system and cannot be defined by the property name. 2018-04-24 09:54:35 +02:00
ThomasS
94f82c47ef Additional departure airport/time and arrival airport/time information in the property tree for AI aircraft. 2018-04-24 06:20:28 +02:00
James Turner
22cf6bd5e4 Fix a crash found by a space cowboy :)
Thanks to Tobias Dammers
2018-04-12 17:38:12 +02:00
James Turner
9000185b92 Improve AI parking-pushback warning message
Specify the airport when a parking has no associated pushback route.
Improvement from WKitty42
2018-04-05 12:58:58 +01:00
Richard Harrison
48563acdd2 Multiplayer: lag adjustment clock mode initialization.
Ensure the property is initialized to zero during AI MP model binding.
2018-02-17 12:22:14 +01:00
jean pellotier
b9b280abd1 a new clock following real time pace, for mp protocol
the current timestamp used in mp protocol and in AImultiplayer is not a good one:
it can pause, or even change speed if we change warp value.
we want it to be used for network protocol lag and jitter estimation, and
a time flowing linearly on both side is needed, here's a first introduction
of this timestamp relates to real elapsed time.
here it's initialised to the system clock, then follow the monotonic clock.
in future improvement, it will allow time synchronisation betwen mp players,
to have a very good close formation flight experience.
2018-01-29 12:51:43 +01:00
jean pellotier
2e919544b9 warning removal, forgot to remove ival when addressing bug 1885
it was the commit  2f84be16f9
2018-01-28 14:49:07 +01:00
Richard Harrison
2f84be16f9 Multiplayer: Do not interpolate integer values:
Jean Pellotier, 2018-01-02 : we don't want interpolation for integer values, they are mostly used
for non linearly changing values (e.g. transponder etc ...)
ref: https://sourceforge.net/p/flightgear/codetickets/1885/
2018-01-04 03:54:23 +01:00
Florent Rougon
a2254d891a Add missing include <algorithm> for std::max() and std::min()
<algorithm> was missing in src/AIModel/AIFlightPlanCreate.cxx and
src/Navaids/routePath.cxx. Thanks again to Alan Teeder for the reports!
2017-11-16 12:54:49 +01:00
James Turner
b7a2e993b6 Fix crash in traffic code
Hit an exception where no runway node was found creating the landing taxi.
Probably should not happen but anyway let's not crash
2017-09-29 12:49:22 +01:00
James Turner
a8e1fd4fd0 Move the user aircraft proxy into the AIManger
This should ensure there is always a proxy for the user in the AI
world for parking and ATC purposes.
2017-09-26 16:52:48 +01:00
James Turner
bb6510ad68 De-Boost-ify the AIManger, modernise to C++11 2017-09-26 16:52:48 +01:00
James Turner
66eb3d2690 Use a unique_ptr to manage FGAIFlightPlan 2017-09-21 18:37:14 +01:00