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Author SHA1 Message Date
frohlich
7e73a87882 Improove FGTileMgr::scenery_available for small ranges.
Use SGGeod in FGTileMgr, FGScenery apis.

Modified Files:
	src/AIModel/AIBallistic.cxx src/Main/main.cxx
	src/Scenery/scenery.cxx src/Scenery/scenery.hxx
	src/Scenery/tilemgr.cxx src/Scenery/tilemgr.hxx
	src/Scripting/NasalSys.cxx
2009-03-18 08:00:07 +01:00
Tim Moore
9bb896dd20 Merge branch 'maint' into next 2009-01-18 23:22:06 +01:00
timoore
51b686a796 Division by zero fixes from Vivian Meazza. 2009-01-18 23:17:23 +01:00
jmt
0f4f044a94 Kill off many Point3D includes, and a couple of uses in the HUD code.
Requires a SimGear update to get some new SGGeodesy helpers.
2008-12-26 12:28:05 +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
timoore
b2b35568d7 Ballistics underslung load changes from Vivian Meazza 2008-01-04 22:31:18 +00:00
timoore
7aee6b0a60 Ballistics fix from Vivian Meazza 2007-12-28 22:05:14 +00:00
timoore
9ecc3415fb Experimental patch for applying force to ballistic objects
From Vivian Meazza
2007-12-21 23:37:05 +00:00
mfranz
aacabde342 remove material name from the class 2007-07-14 07:35:12 +00:00
mfranz
b4cdfed406 Vivian MEAZZA:
simulate rotational moment of inertia by using a filter
2007-06-11 20:47:20 +00:00
mfranz
d39432ea6c Vivian MEAZZA:
- let sumodels without subsubmodels die on impact
- remove "sub-id" tying

mf: move variable declarations to better places, variable renaming
2007-06-10 18:24:48 +00:00
mfranz
2e1756156f another secret commit to sneak in stuff:
- cleanup
2007-06-07 22:48:37 +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
bbb1d2d0c3 - add heading-deg, pitch-deg, roll-deg to impact/
- if no <impact-reports> node is defined for a particular submodel, then
  write the path to /ai/models/model-impact instead
- don't tie() properties that are only ever set a single time, if at all!
- better variable names
2007-05-31 18:08:12 +00:00
mfranz
b0fd3deeb0 reverting a small part; shouldn't make a difference, though 2007-05-15 21:37:16 +00:00
mfranz
b727604591 drop /ai/models/ballistic[]/impact/signal node, and allow instead to define
a report node in the submodels config:

  <impact-reports>/sim/model/cow/impact</impact-reports>

When an impact happens, then the path of the submodel will be written to
this node. An attached listener function can evaluate the impact properties.
2007-05-15 19:45:41 +00:00
mfranz
4de2c7619a - add leading underscores to class member variables
- initialize ht_agl_ft with high value to avoid premature impact animation
- cosmetics
2007-05-15 17:22:49 +00:00
mfranz
7d5952b185 Vivian MEAZZA: add terrain collision for submodels on request
(set <impact>1</impact> in the submodel config)

mf: minor modifications & cleanup; more to come
2007-05-15 16:19:11 +00:00
mfranz
bec023b43c Vivian MEAZZA:
"""
"Flight plans" which can start at a given time (gmt)

WAITUNTIL tokens which pause the flight plans until a given time (gmt)

Submodels can now be attached to any AI objects (except submodels - it can
be done, but in my experimental code it's too expensive in frame rate atm)

"No-roll" attribute added to Ballistic objects - useful for wakes and the
like

"Random" attribute added to Ballistic objects (adds =- 5% to the Cd) -
useful for smoke, exhausts

If the <trigger> tag is not specified the Ballistic object/s will be
released at start-up (cannot be stopped)

Submodels are not released from AI Objects if the AI Object is more than 15
miles away.
"""


mf: minor code and formatting fixes; submodels.?xx were FUBAR and are thus
    astyle formatted;

    NOTE that <name> tags END, EOF, WAIT, WAITUNTIL are *depreciated*.
    Don't get too used to them. This will have to be moved from the "name"
    to regular engries.
2007-03-30 22:51:52 +00:00
mfranz
747b1e11cc Maik JUSTUS: fix bug in previous commit 2007-01-13 16:04:28 +00:00
curt
e7ed073c68 - Make two variable name modification to clarify units: altitude -> altitude_ft
and tgt_altitude -> tgt_altitude_ft.  Also fix a comment in AIBase.hxx
  indicating that the altitude is in meters, even though the usage throughout the
  code was most definitely feet.

- In AIMultiplayer.cxx, update the altitude_ft variable so that the altitude
  is reported correctly in the entity's property subtree.

- In AIMultiplayer.cxx, compute a velocity value in kts to fill in the speed
  entry in the entity's property subtree.  Note, this is not an earth centered
  reference speed, not an indicated speed and not a speed relative to the local
  airmass (that would be much harder to do.)
2006-06-24 00:00:27 +00:00
frohlich
c2d8dcc18b More use of SGGeo[dc]. 2006-06-15 08:29:43 +00:00
mfranz
c9813d1b5d new FSF address 2006-02-21 01:16:04 +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
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
1d081cdd93 Move the calculations of Mach to the base class. 2004-10-02 13:34:06 +00:00
ehofman
0304651a9b Add the Mach vaiable. 2004-10-02 12:05:59 +00:00
ehofman
1af8736df6 Vivian Meazza:
I've finished the variation of Cd with Mach number.
The calculations are only applicable to ballistic
objects, and then strictly one shape: non boat-tailed bullets/shells, so
I've put them in AIBallistic rather than AIBAase. For all inputs, Cd
should be the sub-sonic value, so bullets will need changing.

I've just posted a graphical analysis here:

http://myweb.tiscali.co.uk/vmeazza/FlightGear/cd_mach.pdf
2004-10-02 12:02:04 +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
e0e5b325cb Vivian Meazza:
The value of rho (air density) varies with height. (Including the upper
stratosphere, ust in case someone wants to model ICBMs.) The standard
atmosphere is used (based on a sea-level temperature of 15 deg C.).


Erik Hofman:
I moved this code over the AIBase::update() so all AIModels can make
use of rho, temperature, pressure, etc.
2004-09-22 19:11:36 +00:00
ehofman
26e6b0edcb Vivian Meazza:
I have added <Cd> and <weight> to the input parameters in the submodels.xml
script. Raw data may be used, thus avoiding the need to guestimate <eda>.
Eda remains, but should now be used to enter the proper cross-sectional
area.
2004-09-22 08:47:05 +00:00
ehofman
6d76e9da80 Vivian Meazza:
I had to reverse a number of signs to get it right. I took the opportunity
to add roll to the submodel so that droptanks will come off with the right
orientation. I have neither added the rotational speed to the submodel, nor
yaw, so if you release droptanks with  significant roll rate or yaw angle on
the aircraft the submodel will not be quite right. Straight and level, or
nearly so, is fine.
2004-09-17 16:32:58 +00:00
ehofman
2f581faf3e Vivan Meazza:
The maths, so far, is now correct. Roll and pitch are now both in the
correct sense. The aircraft velocity is added correctly to the
submodel velocity, and the submodel is now visible when instantiated.

However, the velocity is measured at the aircraft centre. To be totally
correct we ought to take into account the aircraft's rotational
velocity. We have pitch rate and roll rate available, but not yaw rate
(small anyway).
2004-09-14 08:27:55 +00:00
ehofman
c542be5330 Make sure the pointer is not being used after deletion, and tie the elapsed time to the particular class instance. 2004-09-08 14:02:25 +00:00
ehofman
af7c5e48be Internally keep track of the number of models per type. This really speeds up searching for the number of submodels of one type. 2004-09-07 19:56:22 +00:00
ehofman
fed4a2c25a Vivian Meazza:
I've added another parameter to the submodel - wind.

It's activated by the entry <wind>true</wind> in the ../submodel.xml file.
If true, the submodel is affected by the local wind, otherwise not. The
parameter defaults to false. This is useful for exhausts and smoke, and
possibly all objects.
2004-09-05 09:45:34 +00:00
ehofman
1853012d90 Vivian Meazza:
Attached are the modified files to add buoyancy as a parameter for a
ballistic object. It may be set by adding

<buoyancy>x</buoyancy> to the submodel .xml file, where x is the appropriate
value (ft per sec2):

	32   neutral buoyancy - contrails
	>32  positive buoyancy - exhaust plumes
	(0   non-op - default value)

If <buoyancy>x</buoyancy> is not used, then there is no effect on the
current ballistic model
2004-09-01 08:32:54 +00:00
ehofman
d2d27f2d76 Tie the count into the property tree instead of using snprintf every frame. Add the life-timer to the property tree under sim/time/elapsed-sec for AI object animation (blending and/or scaling). 2004-08-30 11:13:29 +00:00
ehofman
af284e4bb9 David Culp: Here are small changes that allow one to set a life-span for submodels. 2004-08-30 09:11:59 +00:00
ehofman
cfc05f5f0d David Culp:
Silly me.  I was starting the timer at zero, so the first tracer didn't fly
until 0.25 seconds after pulling the trigger.  Now the timer starts at the
same value as "delay", so the first round comes out immediately.

Also, I've added an optional configuration attribute that allows you to change
the ballistics of the submodel.  This allows parachutes, or anything else
that has ballistics different from a bullet.  The attribute is called "eda",
which is the equivalent drag area.  Default value is 0.007, which gives the
same ballistics as the current tracers.  Increasing this value gives more
drag.  A value of 2.0 looks good for a parachute.


math stuff
########################################################################
The deceleration of the ballictic object is now given by:

[ (rho) (Cd) ] / [ (1/2) (m) ] * A * (V * V)

where rho is sea-level air density, and Cd and m are fixed, bullet-like
values. So the calculation is:

0.0116918 * A * (V * V)

The value "A" is what I'm calling the "eda" (equivalent drag area).
########################################################################


A parachute model will have to be built so that the parachutist's feet
are in the forward x-direction.
Here is the submodel.xml config I use for "parachutes":

  <submodel>
    <name>flares</name>
    <model>Models/Geometry/flare.ac</model>
    <trigger>systems/submodels/submodel[0]/trigger</trigger>
    <speed>0.0</speed>
    <repeat>true</repeat>
    <delay>0.85</delay>
    <count>4</count>
    <x-offset>0.0</x-offset>
    <y-offset>0.0</y-offset>
    <z-offset>-4.0</z-offset>
    <yaw-offset>0.0</yaw-offset>
    <pitch-offset>0.0</pitch-offset>
    <eda>2.0</eda>
  </submodel>
2004-08-26 16:25:54 +00:00
ehofman
72b201d96c David Culp:
The AIBase code was updated to fix an uninitialized pointer, and the
AIBallistic code has an improved FDM.
2004-08-21 12:24:54 +00:00
ehofman
c43e514e87 No need to do he calculations twice. FGAIBAse::update() handles them already. 2004-06-12 11:34:05 +00:00
ehofman
24820e6d5a Move the radar update code to the AIBase class. There seems to be a problem where all targets disappear whenever one of them disappears, but that was present in the previous update also. 2004-06-11 13:49:07 +00:00
ehofman
6a08c79fcc David Culp:
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one.  Now, only the data from the nearest thermal is kept.  This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect.  This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.

I moved the enumerated object_type to the base class.  When an AI object is
created it now sets the _otype variable in the base class.  This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer.  I also added a function isa() to the base class, so the manager can
process objects differently based on their type.

The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept.  After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
2004-03-07 12:08:46 +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
2d7a6e475d Split up model[] into ship[], aircraft[], ballistic[] and model[] (for unspecified models). 2003-12-22 12:30:35 +00:00
ehofman
298f53edef Tidy up the code a bit more, move /ai/model[] to /ai/models/model[] and make sure there can be more than one model subtree. 2003-12-22 10:24:15 +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
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