-// AIManager.hxx - experimental! - David Culp - based on:
+// AIManager.hxx - David Culp - based on:
// AIMgr.hxx - definition of FGAIMgr
// - a global management class for FlightGear generated AI traffic
//
#ifndef _FG_AIMANAGER_HXX
#define _FG_AIMANAGER_HXX
+#include <list>
+
#include <simgear/structure/subsystem_mgr.hxx>
+
#include <Main/fg_props.hxx>
-#include <list>
-#include "AIBase.hxx"
+
+#include <AIModel/AIBase.hxx>
+#include <AIModel/AIScenario.hxx>
+#include <AIModel/AIFlightPlan.hxx>
+
+#include <Traffic/SchedFlight.hxx>
+#include <Traffic/Schedule.hxx>
SG_USING_STD(list);
+SG_USING_STD(vector);
- struct PERF_STRUCT {
- double accel;
- double decel;
- double climb_rate;
- double descent_rate;
- double takeoff_speed;
- double climb_speed;
- double cruise_speed;
- double descent_speed;
- double land_speed;
- };
+class FGModelID
+{
+private:
+ ssgBranch * model;
+ string path;
+public:
+ FGModelID(const string& pth, ssgBranch * mdl) { path =pth; model=mdl;};
+ ssgBranch * const getModelId() const { return model;};
+ const string & getPath() const { return path;};
+};
+
+typedef vector<FGModelID> ModelVec;
+typedef vector<FGModelID>::const_iterator ModelVecIterator;
+
+class FGAIThermal;
class FGAIManager : public SGSubsystem
// Everything put in this list should be created dynamically
// on the heap and ***DELETED WHEN REMOVED!!!!!***
ai_list_type ai_list;
- ai_list_iterator ai_list_itr;
+ ModelVec loadedModels;
public:
- enum object_type { otAircraft, otShip, otBallistic, otRocket };
-
FGAIManager();
~FGAIManager();
void init();
+ void reinit();
void bind();
void unbind();
void update(double dt);
+ void* createBallistic( FGAIModelEntity *entity );
+ void* createAircraft( FGAIModelEntity *entity, FGAISchedule *ref=0 );
+ void* createThermal( FGAIModelEntity *entity );
+ void* createStorm( FGAIModelEntity *entity );
+ void* createShip( FGAIModelEntity *entity );
+ void* createCarrier( FGAIModelEntity *entity );
+ void* createStatic( FGAIModelEntity *entity );
+
+ void destroyObject( int ID );
+
+ inline double get_user_latitude() const { return user_latitude; }
+ inline double get_user_longitude() const { return user_longitude; }
+ inline double get_user_altitude() const { return user_altitude; }
+ inline double get_user_heading() const { return user_heading; }
+ inline double get_user_pitch() const { return user_pitch; }
+ inline double get_user_yaw() const { return user_yaw; }
+ inline double get_user_speed() const {return user_speed; }
+ inline double get_wind_from_east() const {return wind_from_east; }
+ inline double get_wind_from_north() const {return wind_from_north; }
+
+ inline int getNum( FGAIBase::object_type ot ) const {
+ return (0 < ot && ot < FGAIBase::MAX_OBJECTS) ? numObjects[ot] : numObjects[0];
+ }
+
+ void processScenario( const string &filename );
+
+ ssgBranch * getModel(const string& path) const;
+ void setModel(const string& path, ssgBranch *model);
+
+ static bool getStartPosition(const string& id, const string& pid,
+ Point3D& geodPos, double& hdng, sgdVec3 uvw);
private:
bool initDone;
+ bool enabled;
+ int numObjects[FGAIBase::MAX_OBJECTS];
+ SGPropertyNode* root;
+ SGPropertyNode* wind_from_down_node;
+ SGPropertyNode* user_latitude_node;
+ SGPropertyNode* user_longitude_node;
+ SGPropertyNode* user_altitude_node;
+ SGPropertyNode* user_heading_node;
+ SGPropertyNode* user_pitch_node;
+ SGPropertyNode* user_yaw_node;
+ SGPropertyNode* user_speed_node;
+ SGPropertyNode* wind_from_east_node ;
+ SGPropertyNode* wind_from_north_node ;
+
+ string scenario_filename;
+
+ double user_latitude;
+ double user_longitude;
+ double user_altitude;
+ double user_heading;
+ double user_pitch;
+ double user_yaw;
+ double user_speed;
+ double wind_from_east;
+ double wind_from_north;
+ double _dt;
+ int dt_count;
+ void fetchUserState( void );
+
+ // used by thermals
+ double range_nearest;
+ double strength;
+ void processThermal( FGAIThermal* thermal );
};