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flightgear/src/AIModel/AIMultiplayer.cxx
ThorstenB 0f7f7fce6b Expose vertical speed for MP planes
vertical speed of MP planes was always 0,
calculate their (average) vertical speed since
it's required for TCAS and TCAS display
2011-02-25 21:12:35 +01:00

509 lines
18 KiB
C++

// FGAIMultiplayer - FGAIBase-derived class creates an AI multiplayer aircraft
//
// Based on FGAIAircraft
// Written by David Culp, started October 2003.
// Also by Gregor Richards, started December 2005.
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
// Copyright (C) 2005 Gregor Richards
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <string>
#include "AIMultiplayer.hxx"
#include <simgear/scene/util/SGNodeMasks.hxx>
// #define SG_DEBUG SG_ALERT
FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(otMultiplayer) {
no_roll = false;
mTimeOffsetSet = false;
mAllowExtrapolation = true;
mLagAdjustSystemSpeed = 10;
mLastTimestamp = 0;
aip.getSceneGraph()->setNodeMask(~SG_NODEMASK_TERRAIN_BIT);
lastUpdateTime = 0;
}
FGAIMultiplayer::~FGAIMultiplayer() {
}
bool FGAIMultiplayer::init(bool search_in_AI_path) {
props->setStringValue("sim/model/path", model_path.c_str());
//refuel_node = fgGetNode("systems/refuel/contact", true);
isTanker = false; // do this until this property is
// passed over the net
string str1 = _getCallsign();
string str2 = "MOBIL";
string::size_type loc1= str1.find( str2, 0 );
if ( (loc1 != string::npos && str2 != "") ){
// cout << " string found " << str2 << " in " << str1 << endl;
isTanker = true;
// cout << "isTanker " << isTanker << " " << mCallSign <<endl;
}
// load model
bool result = FGAIBase::init(search_in_AI_path);
// propagate installation state (used by MP pilot list)
props->setBoolValue("model-installed", _installed);
return result;
}
void FGAIMultiplayer::bind() {
FGAIBase::bind();
props->tie("refuel/contact", SGRawValuePointer<bool>(&contact));
props->tie("tanker", SGRawValuePointer<bool>(&isTanker));
props->tie("controls/invisible",
SGRawValuePointer<bool>(&invisible));
#define AIMPROProp(type, name) \
SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
#define AIMPRWProp(type, name) \
SGRawValueMethods<FGAIMultiplayer, type>(*this, \
&FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)
//props->tie("callsign", AIMPROProp(const char *, CallSign));
props->tie("controls/allow-extrapolation",
AIMPRWProp(bool, AllowExtrapolation));
props->tie("controls/lag-adjust-system-speed",
AIMPRWProp(double, LagAdjustSystemSpeed));
#undef AIMPROProp
#undef AIMPRWProp
}
void FGAIMultiplayer::unbind() {
FGAIBase::unbind();
//props->untie("callsign");
props->untie("controls/allow-extrapolation");
props->untie("controls/lag-adjust-system-speed");
props->untie("controls/invisible");
props->untie("refuel/contact");
props->untie("tanker");
}
void FGAIMultiplayer::update(double dt)
{
using namespace simgear;
if (dt <= 0)
return;
FGAIBase::update(dt);
// Check if we already got data
if (mMotionInfo.empty())
return;
// The current simulation time we need to update for,
// note that the simulation time is updated before calling all the
// update methods. Thus it contains the time intervals *end* time
double curtime = globals->get_sim_time_sec();
// Get the last available time
MotionInfo::reverse_iterator it = mMotionInfo.rbegin();
double curentPkgTime = it->second.time;
// Dynamically optimize the time offset between the feeder and the client
// Well, 'dynamically' means that the dynamic of that update must be very
// slow. You would otherwise notice huge jumps in the multiplayer models.
// The reason is that we want to avoid huge extrapolation times since
// extrapolation is highly error prone. For that we need something
// approaching the average latency of the packets. This first order lag
// component will provide this. We just take the error of the currently
// requested time to the most recent available packet. This is the
// target we want to reach in average.
double lag = it->second.lag;
if (!mTimeOffsetSet) {
mTimeOffsetSet = true;
mTimeOffset = curentPkgTime - curtime - lag;
} else {
double offset = curentPkgTime - curtime - lag;
if ((!mAllowExtrapolation && offset + lag < mTimeOffset)
|| (offset - 10 > mTimeOffset)) {
mTimeOffset = offset;
SG_LOG(SG_GENERAL, SG_DEBUG, "Resetting time offset adjust system to "
"avoid extrapolation: time offset = " << mTimeOffset);
} else {
// the error of the offset, respectively the negative error to avoid
// a minus later ...
double err = offset - mTimeOffset;
// limit errors leading to shorter lag values somehow, that is late
// arriving packets will pessimize the overall lag much more than
// early packets will shorten the overall lag
double sysSpeed;
if (err < 0) {
// Ok, we have some very late packets and nothing newer increase the
// lag by the given speedadjust
sysSpeed = mLagAdjustSystemSpeed*err;
} else {
// We have a too pessimistic display delay shorten that a small bit
sysSpeed = SGMiscd::min(0.1*err*err, 0.5);
}
// simple euler integration for that first order system including some
// overshooting guard to prevent to aggressive system speeds
// (stiff systems) to explode the systems state
double systemIncrement = dt*sysSpeed;
if (fabs(err) < fabs(systemIncrement))
systemIncrement = err;
mTimeOffset += systemIncrement;
SG_LOG(SG_GENERAL, SG_DEBUG, "Offset adjust system: time offset = "
<< mTimeOffset << ", expected longitudinal position error due to "
" current adjustment of the offset: "
<< fabs(norm(it->second.linearVel)*systemIncrement));
}
}
// Compute the time in the feeders time scale which fits the current time
// we need to
double tInterp = curtime + mTimeOffset;
SGVec3d ecPos;
SGQuatf ecOrient;
if (tInterp <= curentPkgTime) {
// Ok, we need a time prevous to the last available packet,
// that is good ...
// Find the first packet before the target time
MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);
if (nextIt == mMotionInfo.begin()) {
SG_LOG(SG_GENERAL, SG_DEBUG, "Taking oldest packet!");
// We have no packet before the target time, just use the first one
MotionInfo::iterator firstIt = mMotionInfo.begin();
ecPos = firstIt->second.position;
ecOrient = firstIt->second.orientation;
speed = norm(firstIt->second.linearVel) * SG_METER_TO_NM * 3600.0;
std::vector<FGPropertyData*>::const_iterator firstPropIt;
std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
firstPropIt = firstIt->second.properties.begin();
firstPropItEnd = firstIt->second.properties.end();
while (firstPropIt != firstPropItEnd) {
//cout << " Setting property..." << (*firstPropIt)->id;
PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
if (pIt != mPropertyMap.end())
{
//cout << "Found " << pIt->second->getPath() << ":";
switch ((*firstPropIt)->type) {
case props::INT:
case props::BOOL:
case props::LONG:
pIt->second->setIntValue((*firstPropIt)->int_value);
//cout << "Int: " << (*firstPropIt)->int_value << "\n";
break;
case props::FLOAT:
case props::DOUBLE:
pIt->second->setFloatValue((*firstPropIt)->float_value);
//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
break;
case props::STRING:
case props::UNSPECIFIED:
pIt->second->setStringValue((*firstPropIt)->string_value);
//cout << "Str: " << (*firstPropIt)->string_value << "\n";
break;
default:
// FIXME - currently defaults to float values
pIt->second->setFloatValue((*firstPropIt)->float_value);
//cout << "Unknown: " << (*firstPropIt)->float_value << "\n";
break;
}
}
else
{
SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
}
++firstPropIt;
}
} else {
// Ok, we have really found something where our target time is in between
// do interpolation here
MotionInfo::iterator prevIt = nextIt;
--prevIt;
// Interpolation coefficient is between 0 and 1
double intervalStart = prevIt->second.time;
double intervalEnd = nextIt->second.time;
double intervalLen = intervalEnd - intervalStart;
double tau = (tInterp - intervalStart)/intervalLen;
SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle interpolation: ["
<< intervalStart << ", " << intervalEnd << "], intervalLen = "
<< intervalLen << ", interpolation parameter = " << tau);
// Here we do just linear interpolation on the position
ecPos = ((1-tau)*prevIt->second.position + tau*nextIt->second.position);
ecOrient = interpolate((float)tau, prevIt->second.orientation,
nextIt->second.orientation);
speed = norm((1-tau)*prevIt->second.linearVel
+ tau*nextIt->second.linearVel) * SG_METER_TO_NM * 3600.0;
if (prevIt->second.properties.size()
== nextIt->second.properties.size()) {
std::vector<FGPropertyData*>::const_iterator prevPropIt;
std::vector<FGPropertyData*>::const_iterator prevPropItEnd;
std::vector<FGPropertyData*>::const_iterator nextPropIt;
std::vector<FGPropertyData*>::const_iterator nextPropItEnd;
prevPropIt = prevIt->second.properties.begin();
prevPropItEnd = prevIt->second.properties.end();
nextPropIt = nextIt->second.properties.begin();
nextPropItEnd = nextIt->second.properties.end();
while (prevPropIt != prevPropItEnd) {
PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id);
//cout << " Setting property..." << (*prevPropIt)->id;
if (pIt != mPropertyMap.end())
{
//cout << "Found " << pIt->second->getPath() << ":";
int ival;
float val;
switch ((*prevPropIt)->type) {
case props::INT:
case props::BOOL:
case props::LONG:
ival = (int) (0.5+(1-tau)*((double) (*prevPropIt)->int_value) +
tau*((double) (*nextPropIt)->int_value));
pIt->second->setIntValue(ival);
//cout << "Int: " << ival << "\n";
break;
case props::FLOAT:
case props::DOUBLE:
val = (1-tau)*(*prevPropIt)->float_value +
tau*(*nextPropIt)->float_value;
//cout << "Flo: " << val << "\n";
pIt->second->setFloatValue(val);
break;
case props::STRING:
case props::UNSPECIFIED:
//cout << "Str: " << (*nextPropIt)->string_value << "\n";
pIt->second->setStringValue((*nextPropIt)->string_value);
break;
default:
// FIXME - currently defaults to float values
val = (1-tau)*(*prevPropIt)->float_value +
tau*(*nextPropIt)->float_value;
//cout << "Unk: " << val << "\n";
pIt->second->setFloatValue(val);
break;
}
}
else
{
SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
}
++prevPropIt;
++nextPropIt;
}
}
// Now throw away too old data
if (prevIt != mMotionInfo.begin())
{
--prevIt;
mMotionInfo.erase(mMotionInfo.begin(), prevIt);
}
}
} else {
// Ok, we need to predict the future, so, take the best data we can have
// and do some eom computation to guess that for now.
FGExternalMotionData& motionInfo = it->second;
// The time to predict, limit to 5 seconds
double t = tInterp - motionInfo.time;
t = SGMisc<double>::min(t, 5);
SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle extrapolation: "
"extrapolation time = " << t);
// Do a few explicit euler steps with the constant acceleration's
// This must be sufficient ...
ecPos = motionInfo.position;
ecOrient = motionInfo.orientation;
SGVec3f linearVel = motionInfo.linearVel;
SGVec3f angularVel = motionInfo.angularVel;
while (0 < t) {
double h = 1e-1;
if (t < h)
h = t;
SGVec3d ecVel = toVec3d(ecOrient.backTransform(linearVel));
ecPos += h*ecVel;
ecOrient += h*ecOrient.derivative(angularVel);
linearVel += h*(cross(linearVel, angularVel) + motionInfo.linearAccel);
angularVel += h*motionInfo.angularAccel;
t -= h;
}
std::vector<FGPropertyData*>::const_iterator firstPropIt;
std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
speed = norm(linearVel) * SG_METER_TO_NM * 3600.0;
firstPropIt = it->second.properties.begin();
firstPropItEnd = it->second.properties.end();
while (firstPropIt != firstPropItEnd) {
PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
//cout << " Setting property..." << (*firstPropIt)->id;
if (pIt != mPropertyMap.end())
{
switch ((*firstPropIt)->type) {
case props::INT:
case props::BOOL:
case props::LONG:
pIt->second->setIntValue((*firstPropIt)->int_value);
//cout << "Int: " << (*firstPropIt)->int_value << "\n";
break;
case props::FLOAT:
case props::DOUBLE:
pIt->second->setFloatValue((*firstPropIt)->float_value);
//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
break;
case props::STRING:
case props::UNSPECIFIED:
pIt->second->setStringValue((*firstPropIt)->string_value);
//cout << "Str: " << (*firstPropIt)->string_value << "\n";
break;
default:
// FIXME - currently defaults to float values
pIt->second->setFloatValue((*firstPropIt)->float_value);
//cout << "Unk: " << (*firstPropIt)->float_value << "\n";
break;
}
}
else
{
SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
}
++firstPropIt;
}
}
// extract the position
pos = SGGeod::fromCart(ecPos);
double recent_alt_ft = altitude_ft;
altitude_ft = pos.getElevationFt();
// expose a valid vertical speed
if (lastUpdateTime != 0)
{
double dT = curtime - lastUpdateTime;
double Weighting=1;
if (dt < 1.0)
Weighting = dt;
// simple smoothing over 1 second
vs = (1.0-Weighting)*vs + Weighting * (altitude_ft - recent_alt_ft) / dT * 60;
}
lastUpdateTime = curtime;
// The quaternion rotating from the earth centered frame to the
// horizontal local frame
SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(),
(float)pos.getLatitudeRad());
// The orientation wrt the horizontal local frame
SGQuatf hlOr = conj(qEc2Hl)*ecOrient;
float hDeg, pDeg, rDeg;
hlOr.getEulerDeg(hDeg, pDeg, rDeg);
hdg = hDeg;
roll = rDeg;
pitch = pDeg;
SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer position and orientation: "
<< ecPos << ", " << hlOr);
//###########################//
// do calculations for radar //
//###########################//
double range_ft2 = UpdateRadar(manager);
//************************************//
// Tanker code //
//************************************//
if ( isTanker) {
//cout << "IS tanker ";
if ( (range_ft2 < 250.0 * 250.0) &&
(y_shift > 0.0) &&
(elevation > 0.0) ){
// refuel_node->setBoolValue(true);
//cout << "in contact" << endl;
contact = true;
} else {
// refuel_node->setBoolValue(false);
//cout << "not in contact" << endl;
contact = false;
}
} else {
//cout << "NOT tanker " << endl;
contact = false;
}
Transform();
}
void
FGAIMultiplayer::addMotionInfo(FGExternalMotionData& motionInfo,
long stamp)
{
mLastTimestamp = stamp;
if (!mMotionInfo.empty()) {
double diff = motionInfo.time - mMotionInfo.rbegin()->first;
// packet is very old -- MP has probably reset (incl. his timebase)
if (diff < -10.0)
mMotionInfo.clear();
// drop packets arriving out of order
else if (diff < 0.0)
return;
}
mMotionInfo[motionInfo.time] = motionInfo;
// We just copied the property (pointer) list - they are ours now. Clear the
// properties list in given/returned object, so former owner won't deallocate them.
motionInfo.properties.clear();
}
void
FGAIMultiplayer::setDoubleProperty(const std::string& prop, double val)
{
SGPropertyNode* pNode = props->getChild(prop.c_str(), true);
pNode->setDoubleValue(val);
}