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.
267 lines
8.4 KiB
C++
267 lines
8.4 KiB
C++
// FGAIBase.hxx - abstract base class for AI objects
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// Written by David Culp, started Nov 2003, based on
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// David Luff's FGAIEntity class.
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// - davidculp2@comcast.net
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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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#ifndef _FG_AIBASE_HXX
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#define _FG_AIBASE_HXX
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#include <string>
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#include <list>
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#include <simgear/constants.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <Main/fg_props.hxx>
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SG_USING_STD(string);
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SG_USING_STD(list);
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class FGAIManager;
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class FGAIFlightPlan;
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typedef struct {
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string callsign;
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// can be aircraft, ship, storm, thermal, static or ballistic
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string m_type;
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string m_class;
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string path;
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string flightplan;
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FGAIFlightPlan *fp;
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double repeat; // in seconds
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double latitude; // used if no flightplan defined
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double longitude; // used if no flightplan defined
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double altitude; // used if no flightplan defined
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double speed; // used if no flightplan defined
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double heading; // used if no flightplan defined
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double roll; // used if no flightplan defined
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double azimuth; // used by ballistic objects
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double elevation; // used by ballistic objects
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double rudder; // used by ship objects
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double strength; // used by thermal and storm objects
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double diameter; // used by thermal and storm objects
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double height_msl; // used by thermal and storm objects
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double eda; // used by ballistic objects
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double life; // life span in seconds
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double buoyancy; // acceleration in ft per sec2
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double wind_from_east; // in feet per second
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double wind_from_north; // in feet per second
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double cd; // coefficient of drag
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bool wind; // if true, model reacts to parent wind
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double mass; // in slugs
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bool aero_stabilised; // if true, ballistic object aligns with trajectory
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list<string> solid_objects; // List of solid object names
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list<string> wire_objects; // List of wire object names
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list<string> catapult_objects; // List of catapult object names
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list<Point3D> ppositions; // List of positions on a carrier where an aircraft can start.
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Point3D flols_offset; // used by carrier objects, in meters
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double radius; // used by ship objects, in feet
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string name; // used by carrier objects
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string pennant_number; // used by carrier objects
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string acType; // used by aircraft objects
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string company; // used by aircraft objects
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} FGAIModelEntity;
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class FGAIBase {
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public:
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FGAIBase();
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virtual ~FGAIBase();
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virtual void update(double dt);
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inline Point3D GetPos() { return(pos); }
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enum object_type { otNull = 0, otAircraft, otShip, otCarrier, otBallistic,
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otRocket, otStorm, otThermal, otStatic,
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MAX_OBJECTS }; // Needs to be last!!!
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virtual bool init();
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virtual void bind();
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virtual void unbind();
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void setPath( const char* model );
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void setSpeed( double speed_KTAS );
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void setAltitude( double altitude_ft );
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void setHeading( double heading );
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void setLatitude( double latitude );
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void setLongitude( double longitude );
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void setBank( double bank );
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void setRadius ( double radius );
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void setXoffset( double x_offset );
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void setYoffset( double y_offset );
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void setZoffset( double z_offset );
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void* getID();
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void setDie( bool die );
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bool getDie();
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protected:
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SGPropertyNode *props;
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FGAIManager* manager;
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// these describe the model's actual state
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Point3D pos; // WGS84 lat & lon in degrees, elev above sea-level in meters
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double hdg; // True heading in degrees
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double roll; // degrees, left is negative
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double pitch; // degrees, nose-down is negative
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double speed; // knots true airspeed
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double altitude; // meters above sea level
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double vs; // vertical speed, feet per minute
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double turn_radius_ft; // turn radius ft at 15 kts rudder angle 15 degrees
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double ft_per_deg_lon;
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double ft_per_deg_lat;
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// these describe the model's desired state
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double tgt_heading; // target heading, degrees true
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double tgt_altitude; // target altitude, *feet* above sea level
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double tgt_speed; // target speed, KTAS
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double tgt_roll;
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double tgt_pitch;
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double tgt_yaw;
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double tgt_vs;
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// these describe radar information for the user
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bool in_range; // true if in range of the radar, otherwise false
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double bearing; // true bearing from user to this model
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double elevation; // elevation in degrees from user to this model
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double range; // range from user to this model, nm
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double rdot; // range rate, in knots
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double horiz_offset; // look left/right from user to me, deg
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double vert_offset; // look up/down from user to me, deg
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double x_shift; // value used by radar display instrument
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double y_shift; // value used by radar display instrument
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double rotation; // value used by radar display instrument
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string model_path; //Path to the 3D model
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ssgBranch * model; //The 3D model object
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SGModelPlacement aip;
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bool delete_me;
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bool invisible;
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bool no_roll;
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double life;
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FGAIFlightPlan *fp;
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void Transform();
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void CalculateMach();
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double UpdateRadar(FGAIManager* manager);
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string _type_str;
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object_type _otype;
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int index;
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public:
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object_type getType();
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bool isa( object_type otype );
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double _getVS_fps() const;
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void _setVS_fps( double _vs );
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double _getAltitude() const;
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void _setAltitude( double _alt );
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void _setLongitude( double longitude );
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void _setLatitude ( double latitude );
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double _getLongitude() const;
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double _getLatitude () const;
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double _getBearing() const;
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double _getElevation() const;
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double _getRdot() const;
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double _getH_offset() const;
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double _getV_offset() const;
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double _getX_shift() const;
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double _getY_shift() const;
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double _getRotation() const;
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double rho;
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double T; // temperature, degs farenheit
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double p; // pressure lbs/sq ft
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double a; // speed of sound at altitude (ft/s)
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double Mach; // Mach number
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static const double e;
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static const double lbs_to_slugs;
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int _getID() const;
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inline double _getRange() { return range; };
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ssgBranch * load3DModel(const string& fg_root,
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const string &path,
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SGPropertyNode *prop_root,
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double sim_time_sec);
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static bool _isNight();
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};
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inline void FGAIBase::setPath( const char* model ) {
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model_path.append(model);
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}
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inline void FGAIBase::setSpeed( double speed_KTAS ) {
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speed = tgt_speed = speed_KTAS;
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}
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inline void FGAIBase::setRadius( double radius ) {
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turn_radius_ft = radius;
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}
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inline void FGAIBase::setHeading( double heading ) {
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hdg = tgt_heading = heading;
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}
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inline void FGAIBase::setAltitude( double altitude_ft ) {
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altitude = tgt_altitude = altitude_ft;
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pos.setelev(altitude * SG_FEET_TO_METER);
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}
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inline void FGAIBase::setBank( double bank ) {
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roll = tgt_roll = bank;
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no_roll = false;
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}
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inline void FGAIBase::setLongitude( double longitude ) {
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pos.setlon( longitude );
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}
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inline void FGAIBase::setLatitude ( double latitude ) {
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pos.setlat( latitude );
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}
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inline void FGAIBase::setDie( bool die ) { delete_me = die; }
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inline bool FGAIBase::getDie() { return delete_me; }
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inline FGAIBase::object_type FGAIBase::getType() { return _otype; }
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inline void* FGAIBase::getID() { return this; }
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#endif // _FG_AIBASE_HXX
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