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.
277 lines
7.2 KiB
C++
277 lines
7.2 KiB
C++
// FGAIShip - FGAIBase-derived class creates an AI ship
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//
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// Written by David Culp, started October 2003.
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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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/math/point3d.hxx>
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#include <math.h>
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#include "AIShip.hxx"
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FGAIShip::FGAIShip(FGAIManager* mgr) {
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manager = mgr;
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_type_str = "ship";
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_otype = otShip;
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}
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FGAIShip::~FGAIShip() {
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}
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bool FGAIShip::init() {
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hdg_lock = false;
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rudder = 0.0;
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no_roll = false;
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rudder_constant = 0.5;
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roll_constant = 0.001;
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speed_constant = 0.05;
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hdg_constant = 0.01;
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return FGAIBase::init();
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}
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void FGAIShip::bind() {
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FGAIBase::bind();
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props->tie("surface-positions/rudder-pos-deg",
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SGRawValuePointer<float>(&rudder));
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props->tie("controls/heading-lock",
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SGRawValuePointer<bool>(&hdg_lock));
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props->tie("controls/tgt-speed-kts",
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SGRawValuePointer<double>(&tgt_speed));
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props->tie("controls/tgt-heading-degs",
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SGRawValuePointer<double>(&tgt_heading));
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props->tie("controls/constants/rudder",
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SGRawValuePointer<double>(&rudder_constant));
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props->tie("controls/constants/roll",
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SGRawValuePointer<double>(&roll_constant));
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props->tie("controls/constants/rudder",
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SGRawValuePointer<double>(&rudder_constant));
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props->tie("controls/constants/speed",
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SGRawValuePointer<double>(&speed_constant));
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props->setStringValue("name", name.c_str());
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}
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void FGAIShip::unbind() {
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FGAIBase::unbind();
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props->untie("surface-positions/rudder-pos-deg");
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props->untie("controls/heading-lock");
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props->untie("controls/tgt-speed-kts");
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props->untie("controls/tgt-heading-degs");
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props->untie("controls/constants/roll");
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props->untie("controls/constants/rudder");
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props->untie("controls/constants/speed");
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}
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void FGAIShip::update(double dt) {
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FGAIBase::update(dt);
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Run(dt);
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Transform();
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}
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void FGAIShip::Run(double dt) {
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if (fp) ProcessFlightPlan(dt);
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double sp_turn_radius_ft;
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double rd_turn_radius_ft;
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double speed_north_deg_sec;
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double speed_east_deg_sec;
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double dist_covered_ft;
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double alpha;
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double rudder_limit;
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double raw_roll;
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// adjust speed
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double speed_diff = tgt_speed - speed;
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if (fabs(speed_diff) > 0.1) {
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if (speed_diff > 0.0) speed += speed_constant * dt;
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if (speed_diff < 0.0) speed -= speed_constant * dt;
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}
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// convert speed to degrees per second
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speed_north_deg_sec = cos( hdg / SGD_RADIANS_TO_DEGREES )
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* speed * 1.686 / ft_per_deg_lat;
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speed_east_deg_sec = sin( hdg / SGD_RADIANS_TO_DEGREES )
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* speed * 1.686 / ft_per_deg_lon;
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// set new position
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pos.setlat( pos.lat() + speed_north_deg_sec * dt);
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pos.setlon( pos.lon() + speed_east_deg_sec * dt);
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// adjust heading based on current rudder angle
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if (rudder <= -0.25 or rudder >= 0.25) {
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/* turn_radius_ft = 0.088362 * speed * speed
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/ tan( fabs(rudder) / SG_RADIANS_TO_DEGREES );
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turn_circum_ft = SGD_2PI * turn_radius_ft;
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dist_covered_ft = speed * 1.686 * dt;
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alpha = dist_covered_ft / turn_circum_ft * 360.0;*/
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if (turn_radius_ft <= 0) turn_radius_ft = 0; // don't allow nonsense values
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if (rudder > 45) rudder = 45;
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if (rudder < -45) rudder = -45;
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// adjust turn radius for speed. The equation is very approximate.
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sp_turn_radius_ft = 10 * pow ((speed - 15),2) + turn_radius_ft;
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// cout << " speed turn radius " << sp_turn_radius_ft ;
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// adjust turn radius for rudder angle. The equation is even more approximate.
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float a = 19;
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float b = -0.2485;
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float c = 0.543;
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rd_turn_radius_ft = (a * exp(b * fabs(rudder)) + c) * sp_turn_radius_ft;
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// cout <<" rudder turn radius " << rd_turn_radius_ft << endl;
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// calculate the angle, alpha, subtended by the arc traversed in time dt
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alpha = ((speed * 1.686 * dt)/rd_turn_radius_ft) * SG_RADIANS_TO_DEGREES;
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// make sure that alpha is applied in the right direction
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hdg += alpha * sign( rudder );
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if ( hdg > 360.0 ) hdg -= 360.0;
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if ( hdg < 0.0) hdg += 360.0;
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//adjust roll for rudder angle and speed. Another bit of voodoo
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raw_roll = -0.0166667 * speed * rudder;
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}
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else
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{
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// rudder angle is 0
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raw_roll = 0;
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// cout << " roll "<< roll << endl;
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}
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//low pass filter
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roll = (raw_roll * roll_constant) + (roll * (1 - roll_constant));
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cout << " rudder: " << rudder << " raw roll: "<< raw_roll<<" roll: " << roll ;
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cout << " hdg: " << hdg << endl ;
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// adjust target rudder angle if heading lock engaged
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if (hdg_lock) {
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double rudder_sense = 0.0;
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double diff = fabs(hdg - tgt_heading);
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if (diff > 180) diff = fabs(diff - 360);
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double sum = hdg + diff;
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if (sum > 360.0) sum -= 360.0;
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if (fabs(sum - tgt_heading) < 1.0) {
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rudder_sense = 1.0;
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} else {
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rudder_sense = -1.0;
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}
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if (diff < 15){
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tgt_rudder = diff * rudder_sense;
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}
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else
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{
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tgt_rudder = 45 * rudder_sense;
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}
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}
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// adjust rudder angle
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double rudder_diff = tgt_rudder - rudder;
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// set the rudder limit by speed
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if (speed <= 40 ){
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rudder_limit = (-0.825 * speed) + 35;
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}else{
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rudder_limit = 2;
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}
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if (fabs(rudder_diff) > 0.1) {
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if (rudder_diff > 0.0){
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rudder += rudder_constant * dt;
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if (rudder > rudder_limit) rudder = rudder_limit;// apply the rudder limit
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} else if (rudder_diff < 0.0){
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rudder -= rudder_constant * dt;
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if (rudder < -rudder_limit) rudder = -rudder_limit;
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}
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}
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}//end function
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void FGAIShip::AccelTo(double speed) {
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tgt_speed = speed;
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}
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void FGAIShip::PitchTo(double angle) {
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tgt_pitch = angle;
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}
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void FGAIShip::RollTo(double angle) {
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tgt_roll = angle;
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}
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void FGAIShip::YawTo(double angle) {
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}
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void FGAIShip::ClimbTo(double altitude) {
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}
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void FGAIShip::TurnTo(double heading) {
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tgt_heading = heading;
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hdg_lock = true;
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}
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double FGAIShip::sign(double x) {
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if ( x < 0.0 ) { return -1.0; }
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else { return 1.0; }
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}
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void FGAIShip::setFlightPlan(FGAIFlightPlan* f) {
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fp = f;
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}
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void FGAIShip::setName(const string& n) {
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name = n;
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}
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void FGAIShip::ProcessFlightPlan(double dt) {
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// not implemented yet
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}
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void FGAIShip::setRudder(float r) {
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rudder = r;
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}
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void FGAIShip::setRoll(double rl) {
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roll = rl;
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}
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