-// 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
//
#include <AIModel/AIScenario.hxx>
#include <AIModel/AIFlightPlan.hxx>
+#include <Traffic/SchedFlight.hxx>
+#include <Traffic/Schedule.hxx>
+
SG_USING_STD(list);
+SG_USING_STD(vector);
+
+class FGModelID
+{
+private:
+ ssgBranch * model;
+ string path;
+public:
+ FGModelID(const string& pth, ssgBranch * mdl) { path =pth; model=mdl;};
+ ssgBranch *getModelId() { return model;};
+ const string & getPath() { return path;};
+};
+
+typedef vector<FGModelID> ModelVec;
+typedef vector<FGModelID>::iterator ModelVecIterator;
+
class FGAIThermal;
// 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;
-
- // array of already-assigned ID's
- typedef vector <int> id_vector_type;
- id_vector_type ids;
- id_vector_type::iterator id_itr;
+ ModelVec loadedModels;
public:
~FGAIManager();
void init();
+ void reinit();
void bind();
void unbind();
void update(double dt);
- int assignID();
- void freeID(int ID);
-
- int createBallistic( FGAIModelEntity *entity );
- int createAircraft( FGAIModelEntity *entity );
- int createThermal( FGAIModelEntity *entity );
- int createStorm( FGAIModelEntity *entity );
- int createShip( FGAIModelEntity *entity );
+ 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_pitch() { return user_pitch; }
inline double get_user_yaw() { return user_yaw; }
inline double get_user_speed() {return user_speed; }
+ inline double get_wind_from_east() {return wind_from_east; }
+ inline double get_wind_from_north() {return wind_from_north; }
+
+ inline int getNum( FGAIBase::object_type ot ) {
+ return (0 < ot && ot < FGAIBase::MAX_OBJECTS) ? numObjects[ot] : numObjects[0];
+ }
- void processScenario( string filename );
- int getNum( FGAIBase::object_type ot);
+ void processScenario( const string &filename );
+
+ ssgBranch * getModel(const string& path);
+ void setModel(const string& path, ssgBranch *model);
+
+ static bool getStartPosition(const string& id, const string& pid,
+ Point3D& geodPos, double& hdng, sgdVec3 uvw);
private:
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_pitch;
double user_yaw;
double user_speed;
+ double wind_from_east;
+ double wind_from_north;
double _dt;
int dt_count;
void fetchUserState( void );