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flightgear/src/AIModel/AIShip.cxx
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

289 lines
7.6 KiB
C++

// 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 <config.h>
#endif
#include <simgear/math/point3d.hxx>
#include <math.h>
#include "AIFlightPlan.hxx"
#include "AIShip.hxx"
FGAIShip::FGAIShip(object_type ot) : FGAIBase(ot) {
}
FGAIShip::~FGAIShip() {
}
void FGAIShip::readFromScenario(SGPropertyNode* scFileNode) {
if (!scFileNode)
return;
FGAIBase::readFromScenario(scFileNode);
setRudder(scFileNode->getFloatValue("rudder", 0.0));
setName(scFileNode->getStringValue("name", "Titanic"));
std::string flightplan = scFileNode->getStringValue("flightplan");
if (!flightplan.empty()){
FGAIFlightPlan* fp = new FGAIFlightPlan(flightplan);
setFlightPlan(fp);
}
}
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<float>(&rudder));
props->tie("controls/heading-lock",
SGRawValuePointer<bool>(&hdg_lock));
props->tie("controls/tgt-speed-kts",
SGRawValuePointer<double>(&tgt_speed));
props->tie("controls/tgt-heading-degs",
SGRawValuePointer<double>(&tgt_heading));
props->tie("controls/constants/rudder",
SGRawValuePointer<double>(&rudder_constant));
props->tie("controls/constants/roll",
SGRawValuePointer<double>(&roll_constant));
props->tie("controls/constants/rudder",
SGRawValuePointer<double>(&rudder_constant));
props->tie("controls/constants/speed",
SGRawValuePointer<double>(&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;
}