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flightgear/src/Airports/groundnetwork.cxx
2006-02-21 01:16:04 +00:00

334 lines
8.4 KiB
C++

// groundnet.cxx - Implimentation of the FlightGear airport ground handling code
//
// Written by Durk Talsma, started June 2005.
//
// Copyright (C) 2004 Durk Talsma.
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <math.h>
#include <algorithm>
#include <simgear/compiler.h>
//#include <plib/sg.h>
//#include <plib/ul.h>
//#include <Environment/environment_mgr.hxx>
//#include <Environment/environment.hxx>
//#include <simgear/misc/sg_path.hxx>
//#include <simgear/props/props.hxx>
//#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/route/waypoint.hxx>
//#include <Main/globals.hxx>
//#include <Main/fg_props.hxx>
//#include <Airports/runways.hxx>
//#include STL_STRING
#include "groundnetwork.hxx"
SG_USING_STD(sort);
/**************************************************************************
* FGTaxiNode
*************************************************************************/
FGTaxiNode::FGTaxiNode()
{
}
/***************************************************************************
* FGTaxiSegment
**************************************************************************/
FGTaxiSegment::FGTaxiSegment()
{
}
void FGTaxiSegment::setStart(FGTaxiNodeVector *nodes)
{
FGTaxiNodeVectorIterator i = nodes->begin();
while (i != nodes->end())
{
if (i->getIndex() == startNode)
{
start = i->getAddress();
i->addSegment(this);
return;
}
i++;
}
}
void FGTaxiSegment::setEnd(FGTaxiNodeVector *nodes)
{
FGTaxiNodeVectorIterator i = nodes->begin();
while (i != nodes->end())
{
if (i->getIndex() == endNode)
{
end = i->getAddress();
return;
}
i++;
}
}
// There is probably a computationally cheaper way of
// doing this.
void FGTaxiSegment::setTrackDistance()
{
double course;
SGWayPoint first (start->getLongitude(),
start->getLatitude(),
0);
SGWayPoint second (end->getLongitude(),
end->getLatitude(),
0);
first.CourseAndDistance(second, &course, &length);
}
bool FGTaxiRoute::next(int *val)
{
//for (intVecIterator i = nodes.begin(); i != nodes.end(); i++)
// cerr << "FGTaxiRoute contains : " << *(i) << endl;
//cerr << "Offset from end: " << nodes.end() - currNode << endl;
//if (currNode != nodes.end())
// cerr << "true" << endl;
//else
// cerr << "false" << endl;
if (currNode == nodes.end())
return false;
*val = *(currNode);
currNode++;
return true;
};
/***************************************************************************
* FGGroundNetwork()
**************************************************************************/
FGGroundNetwork::FGGroundNetwork()
{
hasNetwork = false;
foundRoute = false;
totalDistance = 0;
maxDistance = 0;
}
void FGGroundNetwork::addSegment(const FGTaxiSegment &seg)
{
segments.push_back(seg);
}
void FGGroundNetwork::addNode(const FGTaxiNode &node)
{
nodes.push_back(node);
}
void FGGroundNetwork::addNodes(FGParkingVec *parkings)
{
FGTaxiNode n;
FGParkingVecIterator i = parkings->begin();
while (i != parkings->end())
{
n.setIndex(i->getIndex());
n.setLatitude(i->getLatitude());
n.setLongitude(i->getLongitude());
nodes.push_back(n);
i++;
}
}
void FGGroundNetwork::init()
{
hasNetwork = true;
FGTaxiSegmentVectorIterator i = segments.begin();
while(i != segments.end()) {
//cerr << "initializing node " << i->getIndex() << endl;
i->setStart(&nodes);
i->setEnd (&nodes);
i->setTrackDistance();
//cerr << "Track distance = " << i->getLength() << endl;
//cerr << "Track ends at" << i->getEnd()->getIndex() << endl;
i++;
}
//exit(1);
}
int FGGroundNetwork::findNearestNode(double lat, double lon)
{
double minDist = HUGE_VAL;
double course, dist;
int index;
SGWayPoint first (lon,
lat,
0);
for (FGTaxiNodeVectorIterator
itr = nodes.begin();
itr != nodes.end(); itr++)
{
double course;
SGWayPoint second (itr->getLongitude(),
itr->getLatitude(),
0);
first.CourseAndDistance(second, &course, &dist);
if (dist < minDist)
{
minDist = dist;
index = itr->getIndex();
//cerr << "Minimum distance of " << minDist << " for index " << index << endl;
}
}
return index;
}
FGTaxiNode *FGGroundNetwork::findNode(int idx)
{
for (FGTaxiNodeVectorIterator
itr = nodes.begin();
itr != nodes.end(); itr++)
{
if (itr->getIndex() == idx)
return itr->getAddress();
}
return 0;
}
FGTaxiRoute FGGroundNetwork::findShortestRoute(int start, int end)
{
foundRoute = false;
totalDistance = 0;
FGTaxiNode *firstNode = findNode(start);
FGTaxiNode *lastNode = findNode(end);
//prevNode = prevPrevNode = -1;
//prevNode = start;
routes.clear();
traceStack.clear();
trace(firstNode, end, 0, 0);
FGTaxiRoute empty;
if (!foundRoute)
{
SG_LOG( SG_GENERAL, SG_INFO, "Failed to find route from waypoint " << start << " to " << end );
exit(1);
}
sort(routes.begin(), routes.end());
//for (intVecIterator i = route.begin(); i != route.end(); i++)
// {
// rte->push_back(*i);
// }
if (routes.begin() != routes.end())
return *(routes.begin());
else
return empty;
}
void FGGroundNetwork::trace(FGTaxiNode *currNode, int end, int depth, double distance)
{
traceStack.push_back(currNode->getIndex());
totalDistance += distance;
//cerr << "Starting trace " << depth << " total distance: " << totalDistance<< endl;
//<< currNode->getIndex() << endl;
// If the current route matches the required end point we found a valid route
// So we can add this to the routing table
if (currNode->getIndex() == end)
{
//cerr << "Found route : " << totalDistance << "" << " " << *(traceStack.end()-1) << endl;
routes.push_back(FGTaxiRoute(traceStack,totalDistance));
traceStack.pop_back();
if (!(foundRoute))
maxDistance = totalDistance;
else
if (totalDistance < maxDistance)
maxDistance = totalDistance;
foundRoute = true;
totalDistance -= distance;
return;
}
// search if the currentNode has been encountered before
// if so, we should step back one level, because it is
// rather rediculous to proceed further from here.
// if the current node has not been encountered before,
// i should point to traceStack.end()-1; and we can continue
// if i is not traceStack.end, the previous node was found,
// and we should return.
// This only works at trace levels of 1 or higher though
if (depth > 0) {
intVecIterator i = traceStack.begin();
while ((*i) != currNode->getIndex()) {
//cerr << "Route so far : " << (*i) << endl;
i++;
}
if (i != traceStack.end()-1) {
traceStack.pop_back();
totalDistance -= distance;
return;
}
// If the total distance from start to the current waypoint
// is longer than that of a route we can also stop this trace
// and go back one level.
if ((totalDistance > maxDistance) && foundRoute)
{
//cerr << "Stopping rediculously long trace: " << totalDistance << endl;
traceStack.pop_back();
totalDistance -= distance;
return;
}
}
//cerr << "2" << endl;
if (currNode->getBeginRoute() != currNode->getEndRoute())
{
//cerr << "3" << endl;
for (FGTaxiSegmentPointerVectorIterator
i = currNode->getBeginRoute();
i != currNode->getEndRoute();
i++)
{
//cerr << (*i)->getLenght() << endl;
trace((*i)->getEnd(), end, depth+1, (*i)->getLength());
// {
// // cerr << currNode -> getIndex() << " ";
// route.push_back(currNode->getIndex());
// return true;
// }
}
}
else
{
SG_LOG( SG_GENERAL, SG_DEBUG, "4" );
}
traceStack.pop_back();
totalDistance -= distance;
return;
}