#include "AIMultiplayer.hxx"
+using std::string;
+
// #define SG_DEBUG SG_ALERT
-FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(otMultiplayer) {
+FGAIMultiplayer::FGAIMultiplayer() :
+ FGAIBase(otMultiplayer, false)
+{
no_roll = false;
mTimeOffsetSet = false;
mAllowExtrapolation = true;
mLagAdjustSystemSpeed = 10;
-}
+ mLastTimestamp = 0;
+ lastUpdateTime = 0;
+}
FGAIMultiplayer::~FGAIMultiplayer() {
}
isTanker = false; // do this until this property is
// passed over the net
- string str1 = _getCallsign();
- string str2 = "MOBIL";
+ const string& str1 = _getCallsign();
+ const string str2 = "MOBIL";
string::size_type loc1= str1.find( str2, 0 );
if ( (loc1 != string::npos && str2 != "") ){
isTanker = true;
// cout << "isTanker " << isTanker << " " << mCallSign <<endl;
}
- return FGAIBase::init(search_in_AI_path);
+
+ // load model
+ bool result = FGAIBase::init(search_in_AI_path);
+ // propagate installation state (used by MP pilot list)
+ props->setBoolValue("model-installed", _installed);
+ return result;
}
void FGAIMultiplayer::bind() {
FGAIBase::bind();
- props->tie("refuel/contact", SGRawValuePointer<bool>(&contact));
- props->setBoolValue("tanker",isTanker);
+ tie("refuel/contact", SGRawValuePointer<bool>(&contact));
+ tie("tanker", SGRawValuePointer<bool>(&isTanker));
+ tie("controls/invisible",
+ SGRawValuePointer<bool>(&invisible));
+ _uBodyNode = props->getNode("velocities/uBody-fps", true);
+ _vBodyNode = props->getNode("velocities/vBody-fps", true);
+ _wBodyNode = props->getNode("velocities/wBody-fps", true);
+
#define AIMPROProp(type, name) \
SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
SGRawValueMethods<FGAIMultiplayer, type>(*this, \
&FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)
- //props->tie("callsign", AIMPROProp(const char *, CallSign));
+ //tie("callsign", AIMPROProp(const char *, CallSign));
- props->tie("controls/allow-extrapolation",
- AIMPRWProp(bool, AllowExtrapolation));
- props->tie("controls/lag-adjust-system-speed",
- AIMPRWProp(double, LagAdjustSystemSpeed));
+ tie("controls/allow-extrapolation",
+ AIMPRWProp(bool, AllowExtrapolation));
+ tie("controls/lag-adjust-system-speed",
+ AIMPRWProp(double, LagAdjustSystemSpeed));
#undef AIMPROProp
#undef AIMPRWProp
}
-void FGAIMultiplayer::unbind() {
- FGAIBase::unbind();
-
- //props->untie("callsign");
- props->untie("controls/allow-extrapolation");
- props->untie("controls/lag-adjust-system-speed");
- props->untie("refuel/contact");
-}
-
void FGAIMultiplayer::update(double dt)
{
+ using namespace simgear;
+
if (dt <= 0)
return;
if ((!mAllowExtrapolation && offset + lag < mTimeOffset)
|| (offset - 10 > mTimeOffset)) {
mTimeOffset = offset;
- SG_LOG(SG_GENERAL, SG_DEBUG, "Resetting time offset adjust system to "
+ SG_LOG(SG_AI, SG_DEBUG, "Resetting time offset adjust system to "
"avoid extrapolation: time offset = " << mTimeOffset);
} else {
// the error of the offset, respectively the negative error to avoid
systemIncrement = err;
mTimeOffset += systemIncrement;
- SG_LOG(SG_GENERAL, SG_DEBUG, "Offset adjust system: time offset = "
+ SG_LOG(SG_AI, SG_DEBUG, "Offset adjust system: time offset = "
<< mTimeOffset << ", expected longitudinal position error due to "
" current adjustment of the offset: "
<< fabs(norm(it->second.linearVel)*systemIncrement));
SGVec3d ecPos;
SGQuatf ecOrient;
+ SGVec3f ecLinearVel;
if (tInterp <= curentPkgTime) {
// Ok, we need a time prevous to the last available packet,
// Find the first packet before the target time
MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);
if (nextIt == mMotionInfo.begin()) {
- SG_LOG(SG_GENERAL, SG_DEBUG, "Taking oldest packet!");
+ SG_LOG(SG_AI, SG_DEBUG, "Taking oldest packet!");
// We have no packet before the target time, just use the first one
MotionInfo::iterator firstIt = mMotionInfo.begin();
ecPos = firstIt->second.position;
ecOrient = firstIt->second.orientation;
- speed = norm(firstIt->second.linearVel) * SG_METER_TO_NM * 3600.0;
+ ecLinearVel = firstIt->second.linearVel;
+ speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
std::vector<FGPropertyData*>::const_iterator firstPropIt;
std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
{
//cout << "Found " << pIt->second->getPath() << ":";
switch ((*firstPropIt)->type) {
- case SGPropertyNode::INT:
- case SGPropertyNode::BOOL:
- case SGPropertyNode::LONG:
+ case props::INT:
+ case props::BOOL:
+ case props::LONG:
pIt->second->setIntValue((*firstPropIt)->int_value);
//cout << "Int: " << (*firstPropIt)->int_value << "\n";
break;
- case SGPropertyNode::FLOAT:
- case SGPropertyNode::DOUBLE:
+ case props::FLOAT:
+ case props::DOUBLE:
pIt->second->setFloatValue((*firstPropIt)->float_value);
//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
break;
- case SGPropertyNode::STRING:
- case SGPropertyNode::UNSPECIFIED:
+ case props::STRING:
+ case props::UNSPECIFIED:
pIt->second->setStringValue((*firstPropIt)->string_value);
//cout << "Str: " << (*firstPropIt)->string_value << "\n";
break;
}
else
{
- SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
+ SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
}
++firstPropIt;
}
double intervalLen = intervalEnd - intervalStart;
double tau = (tInterp - intervalStart)/intervalLen;
- SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle interpolation: ["
+ SG_LOG(SG_AI, SG_DEBUG, "Multiplayer vehicle interpolation: ["
<< intervalStart << ", " << intervalEnd << "], intervalLen = "
<< intervalLen << ", interpolation parameter = " << tau);
ecPos = ((1-tau)*prevIt->second.position + tau*nextIt->second.position);
ecOrient = interpolate((float)tau, prevIt->second.orientation,
nextIt->second.orientation);
- speed = norm((1-tau)*prevIt->second.linearVel
- + tau*nextIt->second.linearVel) * SG_METER_TO_NM * 3600.0;
+ ecLinearVel = ((1-tau)*prevIt->second.linearVel + tau*nextIt->second.linearVel);
+ speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
if (prevIt->second.properties.size()
== nextIt->second.properties.size()) {
int ival;
float val;
switch ((*prevPropIt)->type) {
- case SGPropertyNode::INT:
- case SGPropertyNode::BOOL:
- case SGPropertyNode::LONG:
+ case props::INT:
+ case props::BOOL:
+ case props::LONG:
ival = (int) (0.5+(1-tau)*((double) (*prevPropIt)->int_value) +
tau*((double) (*nextPropIt)->int_value));
pIt->second->setIntValue(ival);
//cout << "Int: " << ival << "\n";
break;
- case SGPropertyNode::FLOAT:
- case SGPropertyNode::DOUBLE:
+ case props::FLOAT:
+ case props::DOUBLE:
val = (1-tau)*(*prevPropIt)->float_value +
tau*(*nextPropIt)->float_value;
//cout << "Flo: " << val << "\n";
pIt->second->setFloatValue(val);
break;
- case SGPropertyNode::STRING:
- case SGPropertyNode::UNSPECIFIED:
+ case props::STRING:
+ case props::UNSPECIFIED:
//cout << "Str: " << (*nextPropIt)->string_value << "\n";
pIt->second->setStringValue((*nextPropIt)->string_value);
break;
}
else
{
- SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
+ SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
}
++prevPropIt;
if (prevIt != mMotionInfo.begin())
{
--prevIt;
-
- MotionInfo::iterator delIt;
- delIt = mMotionInfo.begin();
-
- while (delIt != prevIt)
- {
- std::vector<FGPropertyData*>::const_iterator propIt;
- std::vector<FGPropertyData*>::const_iterator propItEnd;
- propIt = delIt->second.properties.begin();
- propItEnd = delIt->second.properties.end();
-
- //cout << "Deleting data\n";
-
- while (propIt != propItEnd)
- {
- delete *propIt;
- propIt++;
- }
-
- delIt++;
- }
-
mMotionInfo.erase(mMotionInfo.begin(), prevIt);
}
}
} else {
// Ok, we need to predict the future, so, take the best data we can have
// and do some eom computation to guess that for now.
- FGExternalMotionData motionInfo = it->second;
+ FGExternalMotionData& motionInfo = it->second;
// The time to predict, limit to 5 seconds
double t = tInterp - motionInfo.time;
t = SGMisc<double>::min(t, 5);
- SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle extrapolation: "
+ SG_LOG(SG_AI, SG_DEBUG, "Multiplayer vehicle extrapolation: "
"extrapolation time = " << t);
// Do a few explicit euler steps with the constant acceleration's
// This must be sufficient ...
ecPos = motionInfo.position;
ecOrient = motionInfo.orientation;
- SGVec3f linearVel = motionInfo.linearVel;
+ ecLinearVel = motionInfo.linearVel;
SGVec3f angularVel = motionInfo.angularVel;
while (0 < t) {
double h = 1e-1;
if (t < h)
h = t;
- SGVec3d ecVel = toVec3d(ecOrient.backTransform(linearVel));
+ SGVec3d ecVel = toVec3d(ecOrient.backTransform(ecLinearVel));
ecPos += h*ecVel;
ecOrient += h*ecOrient.derivative(angularVel);
- linearVel += h*(cross(linearVel, angularVel) + motionInfo.linearAccel);
+ ecLinearVel += h*(cross(ecLinearVel, angularVel) + motionInfo.linearAccel);
angularVel += h*motionInfo.angularAccel;
t -= h;
std::vector<FGPropertyData*>::const_iterator firstPropIt;
std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
- speed = norm(linearVel) * SG_METER_TO_NM * 3600.0;
+ speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
firstPropIt = it->second.properties.begin();
firstPropItEnd = it->second.properties.end();
while (firstPropIt != firstPropItEnd) {
if (pIt != mPropertyMap.end())
{
switch ((*firstPropIt)->type) {
- case SGPropertyNode::INT:
- case SGPropertyNode::BOOL:
- case SGPropertyNode::LONG:
+ case props::INT:
+ case props::BOOL:
+ case props::LONG:
pIt->second->setIntValue((*firstPropIt)->int_value);
//cout << "Int: " << (*firstPropIt)->int_value << "\n";
break;
- case SGPropertyNode::FLOAT:
- case SGPropertyNode::DOUBLE:
+ case props::FLOAT:
+ case props::DOUBLE:
pIt->second->setFloatValue((*firstPropIt)->float_value);
//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
break;
- case SGPropertyNode::STRING:
- case SGPropertyNode::UNSPECIFIED:
+ case props::STRING:
+ case props::UNSPECIFIED:
pIt->second->setStringValue((*firstPropIt)->string_value);
//cout << "Str: " << (*firstPropIt)->string_value << "\n";
break;
}
else
{
- SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
+ SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
}
++firstPropIt;
// extract the position
pos = SGGeod::fromCart(ecPos);
+ double recent_alt_ft = altitude_ft;
altitude_ft = pos.getElevationFt();
+ // expose a valid vertical speed
+ if (lastUpdateTime != 0)
+ {
+ double dT = curtime - lastUpdateTime;
+ double Weighting=1;
+ if (dt < 1.0)
+ Weighting = dt;
+ // simple smoothing over 1 second
+ vs = (1.0-Weighting)*vs + Weighting * (altitude_ft - recent_alt_ft) / dT * 60;
+ }
+ lastUpdateTime = curtime;
+
// The quaternion rotating from the earth centered frame to the
// horizontal local frame
SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(),
roll = rDeg;
pitch = pDeg;
- SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer position and orientation: "
+ // expose velocities/u,v,wbody-fps in the mp tree
+ _uBodyNode->setValue(ecLinearVel[0] * SG_METER_TO_FEET);
+ _vBodyNode->setValue(ecLinearVel[1] * SG_METER_TO_FEET);
+ _wBodyNode->setValue(ecLinearVel[2] * SG_METER_TO_FEET);
+
+ SG_LOG(SG_AI, SG_DEBUG, "Multiplayer position and orientation: "
<< ecPos << ", " << hlOr);
//###########################//
if ( isTanker) {
+ //cout << "IS tanker ";
if ( (range_ft2 < 250.0 * 250.0) &&
(y_shift > 0.0) &&
(elevation > 0.0) ){
// refuel_node->setBoolValue(true);
+ //cout << "in contact" << endl;
contact = true;
} else {
// refuel_node->setBoolValue(false);
+ //cout << "not in contact" << endl;
contact = false;
}
} else {
+ //cout << "NOT tanker " << endl;
contact = false;
}
}
void
-FGAIMultiplayer::addMotionInfo(const FGExternalMotionData& motionInfo,
+FGAIMultiplayer::addMotionInfo(FGExternalMotionData& motionInfo,
long stamp)
{
mLastTimestamp = stamp;
return;
}
mMotionInfo[motionInfo.time] = motionInfo;
+ // We just copied the property (pointer) list - they are ours now. Clear the
+ // properties list in given/returned object, so former owner won't deallocate them.
+ motionInfo.properties.clear();
}
void