6a08c79fcc
I added some things to the AI stuff to improve the AIThermal processing. Before, all the thermals were processed in order, and the last one overwrote the prior one. Now, only the data from the nearest thermal is kept. This way a tile can be populated with many thermals, and (as long as they have the same diameter) the one nearest the airplane correctly takes effect. This will make us ready for the next step, "auto-thermaling", where FlightGear's tile manager can cover a tile with thermals, and set the thermal strength based on land-use type. I moved the enumerated object_type to the base class. When an AI object is created it now sets the _otype variable in the base class. This lets the AI manager find out what kind of AI object it is dealing with, using the base pointer. I also added a function isa() to the base class, so the manager can process objects differently based on their type. The AI manager now sends AIThermal processing to a different function, where only the data from the nearest thermal is kept. After the manager processes all the AI objects, then the results from the nearest thermal are applied to wind-from-down.
175 lines
5.7 KiB
C++
175 lines
5.7 KiB
C++
// FGAIBase - 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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#include STL_STRING
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/model/location.hxx>
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#include <simgear/scene/model/model.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/props/props.hxx>
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#include <Main/globals.hxx>
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#include <Scenery/scenery.hxx>
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#include "AIBase.hxx"
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FGAIBase *FGAIBase::_self = NULL;
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FGAIBase::FGAIBase() {
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_self = this;
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_type_str = "model";
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tgt_roll = roll = tgt_pitch = tgt_yaw = tgt_vs = vs = pitch = 0.0;
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bearing = elevation = range = rdot = 0.0;
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x_shift = y_shift = rotation = 0.0;
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invisible = true;
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model_path = "";
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_otype = otNull;
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}
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FGAIBase::~FGAIBase() {
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unbind();
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_self = NULL;
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}
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void FGAIBase::update(double dt) {
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}
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void FGAIBase::Transform() {
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if (!invisible) {
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aip.setPosition(pos.lon(), pos.lat(), pos.elev() * SG_METER_TO_FEET);
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aip.setOrientation(roll, pitch, hdg);
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aip.update( globals->get_scenery()->get_center() );
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}
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}
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bool FGAIBase::init() {
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SGPropertyNode *root = globals->get_props()->getNode("ai/models", true);
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vector<SGPropertyNode_ptr> p_vec = root->getChildren(_type_str);
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unsigned num = p_vec.size();
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p_vec.clear();
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props = root->getNode(_type_str, num, true);
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ssgBranch *model = 0;
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if (model_path != "") {
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model = sgLoad3DModel( globals->get_fg_root(),
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model_path.c_str(),
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props,
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globals->get_sim_time_sec() );
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}
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if (model) {
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aip.init( model );
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aip.setVisible(true);
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invisible = false;
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globals->get_scenery()->get_scene_graph()->addKid(aip.getSceneGraph());
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} else {
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if (model_path != "") {
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SG_LOG(SG_INPUT, SG_WARN, "AIBase: Could not load model.");
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}
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}
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setDie(false);
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return true;
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}
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bool FGAIBase::isa( object_type otype ) {
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if ( otype == _otype ) { return true; }
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else { return false; }
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}
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void FGAIBase::bind() {
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props->tie("id", SGRawValuePointer<int>(&id));
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props->tie("velocities/true-airspeed-kt", SGRawValuePointer<double>(&speed));
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props->tie("velocities/vertical-speed-fps",
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SGRawValueFunctions<double>(FGAIBase::_getVS_fps,
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FGAIBase::_setVS_fps));
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props->tie("position/altitude-ft",
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SGRawValueFunctions<double>(FGAIBase::_getAltitude,
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FGAIBase::_setAltitude));
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props->tie("position/latitude-deg",
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SGRawValueFunctions<double>(FGAIBase::_getLatitude,
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FGAIBase::_setLatitude));
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props->tie("position/longitude-deg",
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SGRawValueFunctions<double>(FGAIBase::_getLongitude,
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FGAIBase::_setLongitude));
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props->tie("orientation/pitch-deg", SGRawValuePointer<double>(&pitch));
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props->tie("orientation/roll-deg", SGRawValuePointer<double>(&roll));
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props->tie("orientation/true-heading-deg", SGRawValuePointer<double>(&hdg));
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props->tie("radar/bearing-deg", SGRawValueFunctions<double>(FGAIBase::_getBearing));
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props->tie("radar/elevation-deg", SGRawValueFunctions<double>(FGAIBase::_getElevation));
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props->tie("radar/range-nm", SGRawValueFunctions<double>(FGAIBase::_getRange));
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// props->tie("radar/rdot-kts", SGRawValueFunctions<double>(FGAIBase::_getRdot));
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props->tie("radar/h-offset", SGRawValueFunctions<double>(FGAIBase::_getH_offset));
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props->tie("radar/v-offset", SGRawValueFunctions<double>(FGAIBase::_getV_offset));
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props->tie("radar/x-shift", SGRawValueFunctions<double>(FGAIBase::_getX_shift));
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props->tie("radar/y-shift", SGRawValueFunctions<double>(FGAIBase::_getY_shift));
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props->tie("radar/rotation", SGRawValueFunctions<double>(FGAIBase::_getRotation));
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props->tie("controls/lighting/nav-lights",
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SGRawValueFunctions<bool>(FGAIBase::_isNight));
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props->setBoolValue("controls/lighting/beacon", true);
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props->setBoolValue("controls/lighting/strobe", true);
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}
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void FGAIBase::unbind() {
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props->untie("id");
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props->untie("velocities/true-airspeed-kt");
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props->untie("velocities/vertical-speed-fps");
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props->untie("position/altitude-ft");
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props->untie("position/latitude-deg");
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props->untie("position/longitude-deg");
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props->untie("orientation/pitch-deg");
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props->untie("orientation/roll-deg");
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props->untie("orientation/true-heading-deg");
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props->untie("radar/bearing-deg");
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props->untie("radar/elevation-deg");
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props->untie("radar/range-nm");
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// props->untie("radar/rdot-kts");
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props->untie("radar/h-offset");
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props->untie("radar/v-offset");
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props->untie("radar/x-shift");
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props->untie("radar/y-shift");
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props->untie("radar/rotation");
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props->untie("controls/controls/lighting/nav-lights");
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}
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