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flightgear/src/AIModel/AIBase.cxx
ehofman ab83702c16 David Culp:
I added an AIStatic object to my OV-10 sim for use in putting city signs,
vehicles, or anything else that will be static, but that I don't want to put
in the scenery files.  It's inexpensive.  Before, I was making such things
from AIShip.

I also added the ability to set flight plans to repeat, so that when an
airplane reaches the end it just starts over at the beginning.  This is
useful for my OV-10 sim.  I have C-141 and KC-135 traffic flying approaches
to Ramstein, and I only have to define two AI objects to do this.

Also, I found an inefficiency in AIBase, where every AI object was calculating
Mach number at every dt.  Now only AIBallistic objects do this.
2005-06-04 09:38:52 +00:00

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// FGAIBase - abstract base class for AI objects
// Written by David Culp, started Nov 2003, based on
// David Luff's FGAIEntity class.
// - 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/compiler.h>
#include STL_STRING
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/math/point3d.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/model/location.hxx>
#include <simgear/scene/model/model.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/props/props.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include "AIBase.hxx"
#include "AIManager.hxx"
const double FGAIBase::e = 2.71828183;
const double FGAIBase::lbs_to_slugs = 0.031080950172; //conversion factor
FGAIBase::FGAIBase()
: fp( NULL ),
model( NULL ),
props( NULL ),
manager( NULL )
{
_type_str = "model";
tgt_roll = roll = tgt_pitch = tgt_yaw = tgt_vs = vs = pitch = 0.0;
bearing = elevation = range = rdot = 0.0;
x_shift = y_shift = rotation = 0.0;
in_range = false;
invisible = true;
no_roll = true;
life = 900;
model_path = "";
_otype = otNull;
index = 0;
delete_me = false;
}
FGAIBase::~FGAIBase() {
// Unregister that one at the scenery manager
globals->get_scenery()->unregister_placement_transform(aip.getTransform());
globals->get_scenery()->get_scene_graph()->removeKid(aip.getSceneGraph());
// unbind();
SGPropertyNode *root = globals->get_props()->getNode("ai/models", true);
root->removeChild(_type_str.c_str(), index);
if (fp) delete fp;
fp = NULL;
}
void FGAIBase::update(double dt) {
if (_otype == otStatic) return;
if (_otype == otBallistic) CalculateMach();
ft_per_deg_lat = 366468.96 - 3717.12 * cos(pos.lat()*SGD_DEGREES_TO_RADIANS);
ft_per_deg_lon = 365228.16 * cos(pos.lat()*SGD_DEGREES_TO_RADIANS);
}
void FGAIBase::Transform() {
if (!invisible) {
aip.setPosition(pos.lon(), pos.lat(), pos.elev() * SG_METER_TO_FEET);
if (no_roll) {
aip.setOrientation(0.0, pitch, hdg);
} else {
aip.setOrientation(roll, pitch, hdg);
}
aip.update( globals->get_scenery()->get_center() );
}
}
bool FGAIBase::init() {
SGPropertyNode *root = globals->get_props()->getNode("ai/models", true);
index = manager->getNum(_otype) - 1;
props = root->getNode(_type_str.c_str(), index, true);
if (model_path != "") {
model = load3DModel( globals->get_fg_root(),
SGPath(model_path).c_str(),
props,
globals->get_sim_time_sec() );
}
if (model) {
aip.init( model );
aip.setVisible(true);
invisible = false;
globals->get_scenery()->get_scene_graph()->addKid(aip.getSceneGraph());
// Register that one at the scenery manager
globals->get_scenery()->register_placement_transform(aip.getTransform());
} else {
if (model_path != "") {
SG_LOG(SG_INPUT, SG_WARN, "AIBase: Could not load model.");
}
}
setDie(false);
return true;
}
ssgBranch * FGAIBase::load3DModel(const string& fg_root,
const string &path,
SGPropertyNode *prop_root,
double sim_time_sec)
{
// some more code here to check whether a model with this name has already been loaded
// if not load it, otherwise, get the memory pointer and do something like
// SetModel as in ATC/AIEntity.cxx
//SSGBranch *model;
model = manager->getModel(path);
if (!(model))
{
model = sgLoad3DModel(fg_root,
path,
prop_root,
sim_time_sec);
manager->setModel(path, model);
model->ref();
}
//else
// {
// model->ref();
// aip.init(model);
// aip.setVisible(false);
// globals->get_scenery()->get_scene_graph()->addKid(aip.getSceneGraph());
// do some setModel stuff.
return model;
}
bool FGAIBase::isa( object_type otype ) {
if ( otype == _otype ) { return true; }
else { return false; }
}
void FGAIBase::bind() {
props->tie("id", SGRawValueMethods<FGAIBase,int>(*this,
&FGAIBase::_getID));
props->tie("velocities/true-airspeed-kt", SGRawValuePointer<double>(&speed));
props->tie("velocities/vertical-speed-fps",
SGRawValueMethods<FGAIBase,double>(*this,
&FGAIBase::_getVS_fps,
&FGAIBase::_setVS_fps));
props->tie("position/altitude-ft",
SGRawValueMethods<FGAIBase,double>(*this,
&FGAIBase::_getAltitude,
&FGAIBase::_setAltitude));
props->tie("position/latitude-deg",
SGRawValueMethods<FGAIBase,double>(*this,
&FGAIBase::_getLatitude,
&FGAIBase::_setLatitude));
props->tie("position/longitude-deg",
SGRawValueMethods<FGAIBase,double>(*this,
&FGAIBase::_getLongitude,
&FGAIBase::_setLongitude));
props->tie("orientation/pitch-deg", SGRawValuePointer<double>(&pitch));
props->tie("orientation/roll-deg", SGRawValuePointer<double>(&roll));
props->tie("orientation/true-heading-deg", SGRawValuePointer<double>(&hdg));
props->tie("radar/in-range", SGRawValuePointer<bool>(&in_range));
props->tie("radar/bearing-deg", SGRawValuePointer<double>(&bearing));
props->tie("radar/elevation-deg", SGRawValuePointer<double>(&elevation));
props->tie("radar/range-nm", SGRawValuePointer<double>(&range));
props->tie("radar/h-offset", SGRawValuePointer<double>(&horiz_offset));
props->tie("radar/v-offset", SGRawValuePointer<double>(&vert_offset));
props->tie("radar/x-shift", SGRawValuePointer<double>(&x_shift));
props->tie("radar/y-shift", SGRawValuePointer<double>(&y_shift));
props->tie("radar/rotation", SGRawValuePointer<double>(&rotation));
props->tie("controls/lighting/nav-lights",
SGRawValueFunctions<bool>(_isNight));
props->setBoolValue("controls/lighting/beacon", true);
props->setBoolValue("controls/lighting/strobe", true);
props->setBoolValue("controls/glide-path", true);
}
void FGAIBase::unbind() {
props->untie("id");
props->untie("velocities/true-airspeed-kt");
props->untie("velocities/vertical-speed-fps");
props->untie("position/altitude-ft");
props->untie("position/latitude-deg");
props->untie("position/longitude-deg");
props->untie("orientation/pitch-deg");
props->untie("orientation/roll-deg");
props->untie("orientation/true-heading-deg");
props->untie("radar/in-range");
props->untie("radar/bearing-deg");
props->untie("radar/elevation-deg");
props->untie("radar/range-nm");
props->untie("radar/h-offset");
props->untie("radar/v-offset");
props->untie("radar/x-shift");
props->untie("radar/y-shift");
props->untie("radar/rotation");
props->untie("controls/lighting/nav-lights");
}
double FGAIBase::UpdateRadar(FGAIManager* manager)
{
double radar_range_ft2 = fgGetDouble("/instrumentation/radar/range");
radar_range_ft2 *= SG_NM_TO_METER * SG_METER_TO_FEET * 1.1; // + 10%
radar_range_ft2 *= radar_range_ft2;
double user_latitude = manager->get_user_latitude();
double user_longitude = manager->get_user_longitude();
double lat_range = fabs(pos.lat() - user_latitude) * ft_per_deg_lat;
double lon_range = fabs(pos.lon() - user_longitude) * ft_per_deg_lon;
double range_ft2 = lat_range*lat_range + lon_range*lon_range;
//
// Test whether the target is within radar range.
//
in_range = (range_ft2 && (range_ft2 <= radar_range_ft2));
if ( in_range )
{
props->setBoolValue("radar/in-range", true);
// copy values from the AIManager
double user_altitude = manager->get_user_altitude();
double user_heading = manager->get_user_heading();
double user_pitch = manager->get_user_pitch();
double user_yaw = manager->get_user_yaw();
double user_speed = manager->get_user_speed();
// calculate range to target in feet and nautical miles
double range_ft = sqrt( range_ft2 );
range = range_ft / 6076.11549;
// calculate bearing to target
if (pos.lat() >= user_latitude) {
bearing = atan2(lat_range, lon_range) * SG_RADIANS_TO_DEGREES;
if (pos.lon() >= user_longitude) {
bearing = 90.0 - bearing;
} else {
bearing = 270.0 + bearing;
}
} else {
bearing = atan2(lon_range, lat_range) * SG_RADIANS_TO_DEGREES;
if (pos.lon() >= user_longitude) {
bearing = 180.0 - bearing;
} else {
bearing = 180.0 + bearing;
}
}
// calculate look left/right to target, without yaw correction
horiz_offset = bearing - user_heading;
if (horiz_offset > 180.0) horiz_offset -= 360.0;
if (horiz_offset < -180.0) horiz_offset += 360.0;
// calculate elevation to target
elevation = atan2( altitude * SG_METER_TO_FEET - user_altitude, range_ft )
* SG_RADIANS_TO_DEGREES;
// calculate look up/down to target
vert_offset = elevation + user_pitch;
/* this calculation needs to be fixed, but it isn't important anyway
// calculate range rate
double recip_bearing = bearing + 180.0;
if (recip_bearing > 360.0) recip_bearing -= 360.0;
double my_horiz_offset = recip_bearing - hdg;
if (my_horiz_offset > 180.0) my_horiz_offset -= 360.0;
if (my_horiz_offset < -180.0) my_horiz_offset += 360.0;
rdot = (-user_speed * cos( horiz_offset * SG_DEGREES_TO_RADIANS ))
+(-speed * 1.686 * cos( my_horiz_offset * SG_DEGREES_TO_RADIANS ));
*/
// now correct look left/right for yaw
horiz_offset += user_yaw;
// calculate values for radar display
y_shift = range * cos( horiz_offset * SG_DEGREES_TO_RADIANS);
x_shift = range * sin( horiz_offset * SG_DEGREES_TO_RADIANS);
rotation = hdg - user_heading;
if (rotation < 0.0) rotation += 360.0;
}
return range_ft2;
}
/*
* getters and Setters
*/
void FGAIBase::_setLongitude( double longitude ) {
pos.setlon(longitude);
}
void FGAIBase::_setLatitude ( double latitude ) {
pos.setlat(latitude);
}
double FGAIBase::_getLongitude() const {
return pos.lon();
}
double FGAIBase::_getLatitude () const {
return pos.lat();
}
double FGAIBase::_getRdot() const {
return rdot;
}
double FGAIBase::_getVS_fps() const {
return vs*60.0;
}
void FGAIBase::_setVS_fps( double _vs ) {
vs = _vs/60.0;
}
double FGAIBase::_getAltitude() const {
return altitude;
}
void FGAIBase::_setAltitude( double _alt ) {
setAltitude( _alt );
}
bool FGAIBase::_isNight() {
return (fgGetFloat("/sim/time/sun-angle-rad") > 1.57);
}
int FGAIBase::_getID() const {
return (int)(this);
}
void FGAIBase::CalculateMach() {
// Calculate rho at altitude, using standard atmosphere
// For the temperature T and the pressure p,
if (altitude < 36152) { // curve fits for the troposphere
T = 59 - 0.00356 * altitude;
p = 2116 * pow( ((T + 459.7) / 518.6) , 5.256);
} else if ( 36152 < altitude && altitude < 82345 ) { // lower stratosphere
T = -70;
p = 473.1 * pow( e , 1.73 - (0.000048 * altitude) );
} else { // upper stratosphere
T = -205.05 + (0.00164 * altitude);
p = 51.97 * pow( ((T + 459.7) / 389.98) , -11.388);
}
rho = p / (1718 * (T + 459.7));
// calculate the speed of sound at altitude
// a = sqrt ( g * R * (T + 459.7))
// where:
// a = speed of sound [ft/s]
// g = specific heat ratio, which is usually equal to 1.4
// R = specific gas constant, which equals 1716 ft-lb/slug/<2F>R
a = sqrt ( 1.4 * 1716 * (T + 459.7));
// calculate Mach number
Mach = speed/a;
// cout << "Speed(ft/s) "<< speed <<" Altitude(ft) "<< altitude << " Mach " << Mach;
}