b92f034550
Some quite extensive changes to the AIModel code: 1. Mathias has made major changes to the AICarrier code to provide better alignment of an aircraft on deck with the carrier - this feature is a major improvement on the existing, but has a bug which might cause it to fail when the computer carries out other tasks - changing window size is a known example. This bug is outwith this code. 2. I have made significant changes to the AIShip code to enable a ship the turn and roll smoothly. 3. I have added some simple AI which enables the carrier to remain within, or return to, an operating box. 4. An automated turn into wind for flying operations. 5. A simplistic implementation of TACAN within AICarrier. I am in the course of implementing this as a generic instrument, but this is some time off completion.
168 lines
5.7 KiB
C++
168 lines
5.7 KiB
C++
// groundcache.hxx -- carries a small subset of the scenegraph near the vehicle
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//
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// Written by Mathias Froehlich, started Nov 2004.
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//
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// Copyright (C) 2004 Mathias Froehlich - Mathias.Froehlich@web.de
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _GROUNDCACHE_HXX
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#define _GROUNDCACHE_HXX
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/compiler.h>
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#include <simgear/constants.h>
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class FGGroundCache {
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public:
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FGGroundCache();
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~FGGroundCache();
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//////////////////////////////////////////////////////////////////////////
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// Ground handling routines
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//////////////////////////////////////////////////////////////////////////
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// Prepare the ground cache for the wgs84 position pt_*.
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// That is take all vertices in the ball with radius rad around the
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// position given by the pt_* and store them in a local scene graph.
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bool prepare_ground_cache(double ref_time, const double pt[3],
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double rad);
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// Returns true if the cache is valid.
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// Also the reference time, point and radius values where the cache
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// is valid for are returned.
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bool is_valid(double *ref_time, double pt[3], double *rad);
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// Return the nearest catapult to the given point
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// pt in wgs84 coordinates.
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double get_cat(double t, const double pt[3],
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double end[2][3], double vel[2][3]);
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// Return the altitude above ground below the wgs84 point pt
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// Search for highest triangle not higher than pt + max_altoff.
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// Return ground properties like the ground type, the maximum load
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// this kind kind of ground can carry, the friction factor between
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// 0 and 1 which can be used to model lower friction with wet runways
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// and finally the altitude above ground.
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bool get_agl(double t, const double pt[3], double max_altoff,
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double contact[3], double normal[3], double vel[3],
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int *type, double *loadCapacity,
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double *frictionFactor, double *agl);
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// Return 1 if the hook intersects with a wire.
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// That test is done by checking if the quad spanned by the points pt*
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// intersects with the line representing the wire.
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// If the wire is caught, the cache will trace this wires endpoints until
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// the FDM calls release_wire().
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bool caught_wire(double t, const double pt[4][3]);
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// Return the location and speed of the wire endpoints.
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bool get_wire_ends(double t, double end[2][3], double vel[2][3]);
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// Tell the cache code that it does no longer need to care for
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// the wire end position.
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void release_wire(void);
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private:
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struct Triangle {
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// The edge vertices.
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sgdVec3 vertices[3];
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// The surface normal.
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sgdVec4 plane;
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// The bounding shpere.
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sgdSphere sphere;
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// The linear and angular velocity.
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sgdVec3 velocity;
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sgdVec3 rotation;
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sgdVec3 rotation_pivot;
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// Ground type
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int type;
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};
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struct Catapult {
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sgdVec3 start;
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sgdVec3 end;
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sgdVec3 velocity;
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sgdVec3 rotation;
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sgdVec3 rotation_pivot;
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};
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struct Wire {
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sgdVec3 ends[2];
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sgdVec3 velocity;
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sgdVec3 rotation;
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sgdVec3 rotation_pivot;
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int wire_id;
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};
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// The center of the cache.
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sgdVec3 cache_center;
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// Approximate ground radius.
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// In case the aircraft is too high above ground.
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double ground_radius;
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// The time reference for later call to intersection test routines.
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// Is required since we will have moving triangles in carriers.
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double cache_ref_time;
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// The wire identifier to track.
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int wire_id;
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// Containers which hold all the essential information about this cache.
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std::vector<Triangle> triangles;
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std::vector<Catapult> catapults;
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std::vector<Wire> wires;
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// The point and radius where the cache is built around.
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// That are the arguments that were given to prepare_ground_cache.
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sgdVec3 reference_wgs84_point;
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double reference_vehicle_radius;
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bool found_ground;
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// Fills the environment cache with everything inside the sphere sp.
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void cache_fill(ssgBranch *branch, sgdMat4 xform,
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sgdSphere* sp, sgdVec3 down, sgdSphere* wsp);
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// compute the ground property of this leaf.
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void putSurfaceLeafIntoCache(const sgdSphere *sp, const sgdMat4 xform,
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bool sphIsec, sgdVec3 down, ssgLeaf *l);
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void putLineLeafIntoCache(const sgdSphere *wsp, const sgdMat4 xform,
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ssgLeaf *l);
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// Helper class to hold some properties of the ground triangle.
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struct GroundProperty {
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GroundProperty() : type(0) {}
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int type;
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int wire_id;
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sgdVec3 vel;
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sgdVec3 rot;
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sgdVec3 pivot;
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// not yet implemented ...
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// double loadCapacity;
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};
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// compute the ground property of this leaf.
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static GroundProperty extractGroundProperty( ssgLeaf* leaf );
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static void velocityTransformTriangle(double dt, Triangle& dst,
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const Triangle& src);
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};
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#endif
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