]> git.mxchange.org Git - flightgear.git/blobdiff - src/AIModel/AIMultiplayer.cxx
Support helipad names in the --runway startup option
[flightgear.git] / src / AIModel / AIMultiplayer.cxx
index caa45ce9f10c9a6391510d3915dbd396e38b162c..30843b7c48b3643b3a16bc9705d0035e0fdd4cac 100644 (file)
@@ -29,6 +29,7 @@
 
 #include "AIMultiplayer.hxx"
 
+using std::string;
 
 // #define SG_DEBUG SG_ALERT
 
@@ -54,8 +55,8 @@ bool FGAIMultiplayer::init(bool search_in_AI_path) {
     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 != "") ){
@@ -74,12 +75,15 @@ bool FGAIMultiplayer::init(bool search_in_AI_path) {
 void FGAIMultiplayer::bind() {
     FGAIBase::bind();
 
-    props->tie("refuel/contact", SGRawValuePointer<bool>(&contact));
-    props->tie("tanker", SGRawValuePointer<bool>(&isTanker));
+    tie("refuel/contact", SGRawValuePointer<bool>(&contact));
+    tie("tanker", SGRawValuePointer<bool>(&isTanker));
 
-    props->tie("controls/invisible",
+    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)
 
@@ -87,30 +91,18 @@ 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("controls/invisible");
-    props->untie("refuel/contact");
-    props->untie("tanker");
-
-}
-
 void FGAIMultiplayer::update(double dt)
 {
   using namespace simgear;
@@ -192,6 +184,7 @@ void FGAIMultiplayer::update(double dt)
 
   SGVec3d ecPos;
   SGQuatf ecOrient;
+  SGVec3f ecLinearVel;
 
   if (tInterp <= curentPkgTime) {
     // Ok, we need a time prevous to the last available packet,
@@ -205,7 +198,8 @@ void FGAIMultiplayer::update(double dt)
       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;
@@ -268,8 +262,8 @@ void FGAIMultiplayer::update(double dt)
       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()) {
@@ -354,18 +348,18 @@ void FGAIMultiplayer::update(double dt)
     // 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;
@@ -373,7 +367,7 @@ void FGAIMultiplayer::update(double dt)
 
     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) {
@@ -444,6 +438,11 @@ void FGAIMultiplayer::update(double dt)
   roll = rDeg;
   pitch = pDeg;
 
+  // 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);