// FGAIShip - FGAIBase-derived class creates an AI ship // // Written by David Culp, started October 2003. // - davidculp2@comcast.net // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. #ifdef HAVE_CONFIG_H # include #endif #include #include #include "AIShip.hxx" FGAIShip::FGAIShip(FGAIManager* mgr) { manager = mgr; _type_str = "ship"; _otype = otShip; } FGAIShip::~FGAIShip() { } bool FGAIShip::init() { hdg_lock = false; rudder = 0.0; no_roll = false; rudder_constant = 0.5; roll_constant = 0.001; speed_constant = 0.05; hdg_constant = 0.01; return FGAIBase::init(); } void FGAIShip::bind() { FGAIBase::bind(); props->tie("surface-positions/rudder-pos-deg", SGRawValuePointer(&rudder)); props->tie("controls/heading-lock", SGRawValuePointer(&hdg_lock)); props->tie("controls/tgt-speed-kts", SGRawValuePointer(&tgt_speed)); props->tie("controls/tgt-heading-degs", SGRawValuePointer(&tgt_heading)); props->tie("controls/constants/rudder", SGRawValuePointer(&rudder_constant)); props->tie("controls/constants/roll", SGRawValuePointer(&roll_constant)); props->tie("controls/constants/rudder", SGRawValuePointer(&rudder_constant)); props->tie("controls/constants/speed", SGRawValuePointer(&speed_constant)); props->setStringValue("name", name.c_str()); } void FGAIShip::unbind() { FGAIBase::unbind(); props->untie("surface-positions/rudder-pos-deg"); props->untie("controls/heading-lock"); props->untie("controls/tgt-speed-kts"); props->untie("controls/tgt-heading-degs"); props->untie("controls/constants/roll"); props->untie("controls/constants/rudder"); props->untie("controls/constants/speed"); } void FGAIShip::update(double dt) { FGAIBase::update(dt); Run(dt); Transform(); } void FGAIShip::Run(double dt) { if (fp) ProcessFlightPlan(dt); double sp_turn_radius_ft; double rd_turn_radius_ft; double speed_north_deg_sec; double speed_east_deg_sec; double dist_covered_ft; double alpha; double rudder_limit; double raw_roll; // adjust speed double speed_diff = tgt_speed - speed; if (fabs(speed_diff) > 0.1) { if (speed_diff > 0.0) speed += speed_constant * dt; if (speed_diff < 0.0) speed -= speed_constant * dt; } // convert speed to degrees per second speed_north_deg_sec = cos( hdg / SGD_RADIANS_TO_DEGREES ) * speed * 1.686 / ft_per_deg_lat; speed_east_deg_sec = sin( hdg / SGD_RADIANS_TO_DEGREES ) * speed * 1.686 / ft_per_deg_lon; // set new position pos.setlat( pos.lat() + speed_north_deg_sec * dt); pos.setlon( pos.lon() + speed_east_deg_sec * dt); // adjust heading based on current rudder angle if (rudder <= -0.25 || rudder >= 0.25) { /* turn_radius_ft = 0.088362 * speed * speed / tan( fabs(rudder) / SG_RADIANS_TO_DEGREES ); turn_circum_ft = SGD_2PI * turn_radius_ft; dist_covered_ft = speed * 1.686 * dt; alpha = dist_covered_ft / turn_circum_ft * 360.0;*/ if (turn_radius_ft <= 0) turn_radius_ft = 0; // don't allow nonsense values if (rudder > 45) rudder = 45; if (rudder < -45) rudder = -45; // adjust turn radius for speed. The equation is very approximate. sp_turn_radius_ft = 10 * pow ((speed - 15),2) + turn_radius_ft; // cout << " speed turn radius " << sp_turn_radius_ft ; // adjust turn radius for rudder angle. The equation is even more approximate. float a = 19; float b = -0.2485; float c = 0.543; rd_turn_radius_ft = (a * exp(b * fabs(rudder)) + c) * sp_turn_radius_ft; // cout <<" rudder turn radius " << rd_turn_radius_ft << endl; // calculate the angle, alpha, subtended by the arc traversed in time dt alpha = ((speed * 1.686 * dt)/rd_turn_radius_ft) * SG_RADIANS_TO_DEGREES; // make sure that alpha is applied in the right direction hdg += alpha * sign( rudder ); if ( hdg > 360.0 ) hdg -= 360.0; if ( hdg < 0.0) hdg += 360.0; //adjust roll for rudder angle and speed. Another bit of voodoo raw_roll = -0.0166667 * speed * rudder; } else { // rudder angle is 0 raw_roll = 0; // cout << " roll "<< roll << endl; } //low pass filter roll = (raw_roll * roll_constant) + (roll * (1 - roll_constant)); cout << " rudder: " << rudder << " raw roll: "<< raw_roll<<" roll: " << roll ; cout << " hdg: " << hdg << endl ; // adjust target rudder angle if heading lock engaged if (hdg_lock) { double rudder_sense = 0.0; double diff = fabs(hdg - tgt_heading); if (diff > 180) diff = fabs(diff - 360); double sum = hdg + diff; if (sum > 360.0) sum -= 360.0; if (fabs(sum - tgt_heading) < 1.0) { rudder_sense = 1.0; } else { rudder_sense = -1.0; } if (diff < 15){ tgt_rudder = diff * rudder_sense; } else { tgt_rudder = 45 * rudder_sense; } } // adjust rudder angle double rudder_diff = tgt_rudder - rudder; // set the rudder limit by speed if (speed <= 40 ){ rudder_limit = (-0.825 * speed) + 35; }else{ rudder_limit = 2; } if (fabs(rudder_diff) > 0.1) { if (rudder_diff > 0.0){ rudder += rudder_constant * dt; if (rudder > rudder_limit) rudder = rudder_limit;// apply the rudder limit } else if (rudder_diff < 0.0){ rudder -= rudder_constant * dt; if (rudder < -rudder_limit) rudder = -rudder_limit; } } }//end function void FGAIShip::AccelTo(double speed) { tgt_speed = speed; } void FGAIShip::PitchTo(double angle) { tgt_pitch = angle; } void FGAIShip::RollTo(double angle) { tgt_roll = angle; } void FGAIShip::YawTo(double angle) { } void FGAIShip::ClimbTo(double altitude) { } void FGAIShip::TurnTo(double heading) { tgt_heading = heading; hdg_lock = true; } double FGAIShip::sign(double x) { if ( x < 0.0 ) { return -1.0; } else { return 1.0; } } void FGAIShip::setFlightPlan(FGAIFlightPlan* f) { fp = f; } void FGAIShip::setName(const string& n) { name = n; } void FGAIShip::ProcessFlightPlan(double dt) { // not implemented yet } void FGAIShip::setRudder(float r) { rudder = r; } void FGAIShip::setRoll(double rl) { roll = rl; }