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flightgear/src/AIModel/AIManager.cxx
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

402 lines
13 KiB
C++

// AIManager.cxx Based on David Luff's AIMgr:
// - a global management type for AI objects
//
// 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.
#include <simgear/misc/sg_path.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Airports/simple.hxx>
#include <Traffic/SchedFlight.hxx>
#include <Traffic/Schedule.hxx>
#include <Traffic/TrafficMgr.hxx>
#include <list>
#include "AIManager.hxx"
#include "AIAircraft.hxx"
#include "AIShip.hxx"
#include "AIBallistic.hxx"
#include "AIStorm.hxx"
#include "AIThermal.hxx"
#include "AICarrier.hxx"
SG_USING_STD(list);
FGAIManager::FGAIManager() {
initDone = false;
for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
numObjects[i] = 0;
_dt = 0.0;
dt_count = 9;
scenario_filename = "";
ai_list.clear();
}
FGAIManager::~FGAIManager() {
ai_list_iterator ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
(*ai_list_itr)->unbind();
delete (*ai_list_itr);
++ai_list_itr;
}
ai_list.clear();
ModelVecIterator i = loadedModels.begin();
while (i != loadedModels.end())
{
i->getModelId()->deRef();
}
}
void FGAIManager::init() {
root = fgGetNode("sim/ai", true);
enabled = root->getNode("enabled", true)->getBoolValue();
if (!enabled)
return;
wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
user_latitude_node = fgGetNode("/position/latitude-deg", true);
user_longitude_node = fgGetNode("/position/longitude-deg", true);
user_altitude_node = fgGetNode("/position/altitude-ft", true);
user_heading_node = fgGetNode("/orientation/heading-deg", true);
user_pitch_node = fgGetNode("/orientation/pitch-deg", true);
user_yaw_node = fgGetNode("/orientation/side-slip-deg", true);
user_speed_node = fgGetNode("/velocities/uBody-fps", true);
scenario_filename = root->getNode("scenario", true)->getStringValue();
if (scenario_filename != "") processScenario( scenario_filename );
initDone = true;
}
void FGAIManager::bind() {
root = globals->get_props()->getNode("ai/models", true);
root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
}
void FGAIManager::unbind() {
root->untie("count");
}
void FGAIManager::update(double dt) {
// initialize these for finding nearest thermals
range_nearest = 10000.0;
strength = 0.0;
FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager");
if (!enabled)
return;
_dt = dt;
ai_list_iterator ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getDie()) {
tmgr->release((*ai_list_itr)->getID());
--numObjects[(*ai_list_itr)->getType()];
--numObjects[0];
(*ai_list_itr)->unbind();
delete (*ai_list_itr);
if ( ai_list_itr == ai_list.begin() ) {
ai_list.erase(ai_list_itr);
ai_list_itr = ai_list.begin();
continue;
} else {
ai_list.erase(ai_list_itr--);
}
} else {
fetchUserState();
if ((*ai_list_itr)->isa(FGAIBase::otThermal)) {
processThermal((FGAIThermal*)*ai_list_itr);
} else {
(*ai_list_itr)->update(_dt);
}
}
++ai_list_itr;
}
wind_from_down_node->setDoubleValue( strength ); // for thermals
}
void*
FGAIManager::createAircraft( FGAIModelEntity *entity, FGAISchedule *ref) {
FGAIAircraft* ai_plane = new FGAIAircraft(this, ref);
ai_list.push_back(ai_plane);
++numObjects[0];
++numObjects[FGAIBase::otAircraft];
if (entity->m_class == "light") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
} else if (entity->m_class == "ww2_fighter") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
} else if (entity->m_class == "jet_transport") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
} else if (entity->m_class == "jet_fighter") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
} else if (entity->m_class == "tanker") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
ai_plane->SetTanker(true);
} else {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
}
ai_plane->setAcType(entity->acType);
ai_plane->setCompany(entity->company);
ai_plane->setHeading(entity->heading);
ai_plane->setSpeed(entity->speed);
ai_plane->setPath(entity->path.c_str());
ai_plane->setAltitude(entity->altitude);
ai_plane->setLongitude(entity->longitude);
ai_plane->setLatitude(entity->latitude);
ai_plane->setBank(entity->roll);
if ( entity->fp ) {
ai_plane->SetFlightPlan(entity->fp);
}
ai_plane->init();
ai_plane->bind();
return ai_plane;
}
void*
FGAIManager::createShip( FGAIModelEntity *entity ) {
// cout << "creating ship" << endl;
FGAIShip* ai_ship = new FGAIShip(this);
ai_list.push_back(ai_ship);
++numObjects[0];
++numObjects[FGAIBase::otShip];
ai_ship->setHeading(entity->heading);
ai_ship->setSpeed(entity->speed);
ai_ship->setPath(entity->path.c_str());
ai_ship->setAltitude(entity->altitude);
ai_ship->setLongitude(entity->longitude);
ai_ship->setLatitude(entity->latitude);
ai_ship->setBank(entity->rudder);
ai_ship->setName(entity->name);
if ( entity->fp ) {
ai_ship->setFlightPlan(entity->fp);
}
ai_ship->init();
ai_ship->bind();
return ai_ship;
}
void*
FGAIManager::createCarrier( FGAIModelEntity *entity ) {
// cout << "creating carrier" << endl;
FGAICarrier* ai_carrier = new FGAICarrier(this);
ai_list.push_back(ai_carrier);
++numObjects[0];
++numObjects[FGAIBase::otCarrier];
ai_carrier->setHeading(entity->heading);
ai_carrier->setSpeed(entity->speed);
ai_carrier->setPath(entity->path.c_str());
ai_carrier->setAltitude(entity->altitude);
ai_carrier->setLongitude(entity->longitude);
ai_carrier->setLatitude(entity->latitude);
ai_carrier->setBank(entity->rudder);
ai_carrier->setSolidObjects(entity->solid_objects);
ai_carrier->setWireObjects(entity->wire_objects);
ai_carrier->setCatapultObjects(entity->catapult_objects);
ai_carrier->setParkingPositions(entity->ppositions);
ai_carrier->setRadius(entity->radius);
ai_carrier->setSign(entity->pennant_number);
ai_carrier->setName(entity->name);
ai_carrier->setFlolsOffset(entity->flols_offset);
if ( entity->fp ) {
ai_carrier->setFlightPlan(entity->fp);
}
ai_carrier->init();
ai_carrier->bind();
return ai_carrier;
}
void*
FGAIManager::createBallistic( FGAIModelEntity *entity ) {
FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
ai_list.push_back(ai_ballistic);
++numObjects[0];
++numObjects[FGAIBase::otBallistic];
ai_ballistic->setAzimuth(entity->azimuth);
ai_ballistic->setElevation(entity->elevation);
ai_ballistic->setSpeed(entity->speed);
ai_ballistic->setPath(entity->path.c_str());
ai_ballistic->setAltitude(entity->altitude);
ai_ballistic->setLongitude(entity->longitude);
ai_ballistic->setLatitude(entity->latitude);
ai_ballistic->setDragArea(entity->eda);
ai_ballistic->setLife(entity->life);
ai_ballistic->setBuoyancy(entity->buoyancy);
ai_ballistic->setWind_from_east(entity->wind_from_east);
ai_ballistic->setWind_from_north(entity->wind_from_north);
ai_ballistic->setWind(entity->wind);
ai_ballistic->setRoll(entity->roll);
ai_ballistic->setCd(entity->cd);
ai_ballistic->setMass(entity->mass);
ai_ballistic->setStabilisation(entity->aero_stabilised);
ai_ballistic->init();
ai_ballistic->bind();
return ai_ballistic;
}
void*
FGAIManager::createStorm( FGAIModelEntity *entity ) {
FGAIStorm* ai_storm = new FGAIStorm(this);
++numObjects[0];
++numObjects[FGAIBase::otStorm];
ai_storm->setHeading(entity->heading);
ai_storm->setSpeed(entity->speed);
ai_storm->setPath(entity->path.c_str());
ai_storm->setAltitude(entity->altitude);
ai_storm->setDiameter(entity->diameter / 6076.11549);
ai_storm->setHeight(entity->height_msl);
ai_storm->setStrengthNorm(entity->strength);
ai_storm->setLongitude(entity->longitude);
ai_storm->setLatitude(entity->latitude);
ai_storm->init();
ai_storm->bind();
ai_list.push_back(ai_storm);
return ai_storm;
}
void*
FGAIManager::createThermal( FGAIModelEntity *entity ) {
FGAIThermal* ai_thermal = new FGAIThermal(this);
++numObjects[0];
++numObjects[FGAIBase::otThermal];
ai_thermal->setLongitude(entity->longitude);
ai_thermal->setLatitude(entity->latitude);
ai_thermal->setMaxStrength(entity->strength);
ai_thermal->setDiameter(entity->diameter / 6076.11549);
ai_thermal->setHeight(entity->height_msl);
ai_thermal->init();
ai_thermal->bind();
ai_list.push_back(ai_thermal);
return ai_thermal;
}
void FGAIManager::destroyObject( void* ID ) {
ai_list_iterator ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getID() == ID) {
--numObjects[0];
--numObjects[(*ai_list_itr)->getType()];
(*ai_list_itr)->unbind();
delete (*ai_list_itr);
ai_list.erase(ai_list_itr);
break;
}
++ai_list_itr;
}
}
void FGAIManager::fetchUserState( void ) {
user_latitude = user_latitude_node->getDoubleValue();
user_longitude = user_longitude_node->getDoubleValue();
user_altitude = user_altitude_node->getDoubleValue();
user_heading = user_heading_node->getDoubleValue();
user_pitch = user_pitch_node->getDoubleValue();
user_yaw = user_yaw_node->getDoubleValue();
user_speed = user_speed_node->getDoubleValue() * 0.592484;
}
// only keep the results from the nearest thermal
void FGAIManager::processThermal( FGAIThermal* thermal ) {
thermal->update(_dt);
if ( thermal->_getRange() < range_nearest ) {
range_nearest = thermal->_getRange();
strength = thermal->getStrength();
}
}
void FGAIManager::processScenario( string &filename ) {
FGAIScenario* s = new FGAIScenario( filename );
for (int i=0;i<s->nEntries();i++) {
FGAIModelEntity* en = s->getNextEntry();
if (en) {
if ( en->m_type == "aircraft") {
createAircraft( en );
} else if ( en->m_type == "ship") {
createShip( en );
} else if ( en->m_type == "carrier") {
createCarrier( en );
} else if ( en->m_type == "thunderstorm") {
createStorm( en );
} else if ( en->m_type == "thermal") {
createThermal( en );
} else if ( en->m_type == "ballistic") {
createBallistic( en );
}
}
}
delete s;
}
// This code keeps track of models that have already been loaded
// Eventually we'd prbably need to find a way to keep track of models
// that are unloaded again
ssgBranch * FGAIManager::getModel(const string& path)
{
ModelVecIterator i = loadedModels.begin();
while (i != loadedModels.end())
{
if (i->getPath() == path)
return i->getModelId();
i++;
}
return 0;
}
void FGAIManager::setModel(const string& path, ssgBranch *model)
{
loadedModels.push_back(FGModelID(path,model));
}
//end AIManager.cxx