// Based on FGAIAircraft
// Written by David Culp, started October 2003.
// Also by Gregor Richards, started December 2005.
-// With additions by Vivian Meazza, January 2006
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
// Copyright (C) 2005 Gregor Richards
//
// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
-#include <simgear/math/point3d.hxx>
-#include <Main/fg_props.hxx>
-#include <Main/globals.hxx>
-#include <Main/viewer.hxx>
-#include <Scenery/scenery.hxx>
-#include <Scenery/tilemgr.hxx>
-#include <simgear/route/waypoint.hxx>
#include <string>
-#include <math.h>
-#include <time.h>
-#ifdef _MSC_VER
-# include <float.h>
-# define finite _finite
-#elif defined(__sun) || defined(sgi)
-# include <ieeefp.h>
-#endif
-
-SG_USING_STD(string);
#include "AIMultiplayer.hxx"
- static string tempReg;
-
-
-FGAIMultiplayer::FGAIMultiplayer(FGAIManager* mgr) {
- manager = mgr;
- _type_str = "multiplayer";
- _otype = otMultiplayer;
-
- _time_node = fgGetNode("/sim/time/elapsed-sec", true);
-
- //initialise values
- speedN = speedE = rateH = rateR = rateP = 0.0;
- raw_hdg = hdg;
- raw_roll = roll;
- raw_pitch = pitch;
- raw_speed_east_deg_sec = speedE / ft_per_deg_lon;
- raw_speed_north_deg_sec = speedN / ft_per_deg_lat;
- raw_lon = damp_lon = pos.lon();
- raw_lat = damp_lat = pos.lat();
- raw_alt = damp_alt = pos.elev() / SG_FEET_TO_METER;
-
- //Exponentially weighted moving average time constants
- speed_north_deg_sec_constant = speed_east_deg_sec_constant = 0.1;
- alt_constant = 0.1;
- lat_constant = 0.05;
- lon_constant = 0.05;
- hdg_constant = 0.1;
- roll_constant = 0.1;
- pitch_constant = 0.1;
+
+#include <simgear/scene/util/SGNodeMasks.hxx>
+
+// #define SG_DEBUG SG_ALERT
+
+FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(otMultiplayer) {
+ no_roll = false;
+
+ mTimeOffsetSet = false;
+ mAllowExtrapolation = true;
+ mLagAdjustSystemSpeed = 10;
+
+ aip.getSceneGraph()->setNodeMask(~SG_NODEMASK_TERRAIN_BIT);
+
}
FGAIMultiplayer::~FGAIMultiplayer() {
}
+bool FGAIMultiplayer::init(bool search_in_AI_path) {
+ props->setStringValue("sim/model/path", model_path.c_str());
+ //refuel_node = fgGetNode("systems/refuel/contact", true);
+ isTanker = false; // do this until this property is
+ // passed over the net
+
+ string str1 = _getCallsign();
+ string str2 = "MOBIL";
-bool FGAIMultiplayer::init() {
- return FGAIBase::init();
+ string::size_type loc1= str1.find( str2, 0 );
+ if ( (loc1 != string::npos && str2 != "") ){
+ // cout << " string found " << str2 << " in " << str1 << endl;
+ isTanker = true;
+ // cout << "isTanker " << isTanker << " " << mCallSign <<endl;
+ }
+ return FGAIBase::init(search_in_AI_path);
}
void FGAIMultiplayer::bind() {
FGAIBase::bind();
- props->setStringValue("callsign", company.c_str());
-
- props->tie("controls/constants/roll",
- SGRawValuePointer<double>(&roll_constant));
- props->tie("controls/constants/pitch",
- SGRawValuePointer<double>(&pitch_constant));
- props->tie("controls/constants/hdg",
- SGRawValuePointer<double>(&hdg_constant));
- props->tie("controls/constants/altitude",
- SGRawValuePointer<double>(&alt_constant));
- /*props->tie("controls/constants/speedE",
- SGRawValuePointer<double>(&speed_east_deg_sec_constant));
- props->tie("controls/constants/speedN",
- SGRawValuePointer<double>(&speed_north_deg_sec_constant));*/
- props->tie("controls/constants/lat",
- SGRawValuePointer<double>(&lat_constant));
- props->tie("controls/constants/lon",
- SGRawValuePointer<double>(&lon_constant));
- props->tie("surface-positions/rudder-pos-norm",
- SGRawValuePointer<double>(&rudder));
- props->tie("surface-positions/elevator-pos-norm",
- SGRawValuePointer<double>(&elevator));
- props->tie("velocities/speedE-fps",
- SGRawValuePointer<double>(&speedE));
-
-
- props->setDoubleValue("sim/current-view/view-number", 1);
-
-}
-void FGAIMultiplayer::setCompany(string comp) {
- company = comp;
- if (props)
- props->setStringValue("callsign", company.c_str());
+ props->tie("refuel/contact", SGRawValuePointer<bool>(&contact));
+ props->setBoolValue("tanker",isTanker);
-}
+#define AIMPROProp(type, name) \
+SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
-void FGAIMultiplayer::unbind() {
- FGAIBase::unbind();
-
- props->untie("controls/constants/roll");
- props->untie("controls/constants/pitch");
- props->untie("controls/constants/hdg");
- props->untie("controls/constants/altitude");
- /*props->untie("controls/constants/speedE");
- props->untie("controls/constants/speedN");*/
- props->untie("controls/constants/lat");
- props->untie("controls/constants/lon");
- props->untie("surface-positions/rudder-pos-norm");
- props->untie("surface-positions/elevator-pos-norm");
- props->untie("velocities/speedE-fps");
-}
+#define AIMPRWProp(type, name) \
+SGRawValueMethods<FGAIMultiplayer, type>(*this, \
+ &FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)
+ //props->tie("callsign", AIMPROProp(const char *, CallSign));
-void FGAIMultiplayer::update(double dt) {
+ props->tie("controls/allow-extrapolation",
+ AIMPRWProp(bool, AllowExtrapolation));
+ props->tie("controls/lag-adjust-system-speed",
+ AIMPRWProp(double, LagAdjustSystemSpeed));
- FGAIBase::update(dt);
- Run(dt);
- Transform();
+
+#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::Run(double dt) {
-
- // strangely, this is called with a dt of 0 quite often
-
- SG_LOG( SG_GENERAL, SG_DEBUG, "AIMultiplayer::main loop dt " << dt ) ;
-
- //if (dt == 0) return;
-
- //FGAIMultiplayer::dt = dt;
-
- //double rhr, rha; // "real" heading radius/angle
-
- // get the current sim elapsed time
- double time =_time_node->getDoubleValue(); //secs
-
- dt = 0;
-
- //calulate the time difference, dt. Then use this value to extrapolate position and orientation
- dt = time - time_stamp;
-
- SG_LOG(SG_GENERAL, SG_DEBUG, "time: "
- << time << " timestamp: " << time_stamp << " dt: " << dt << " freq Hz: " << 1/dt);
-
- // change heading/roll/pitch
- raw_hdg = hdg + rateH * dt;
- raw_roll = roll + rateR * dt;
- raw_pitch = pitch + rateP * dt;
+void FGAIMultiplayer::update(double dt)
+{
+ using namespace simgear;
+
+ if (dt <= 0)
+ return;
+
+ FGAIBase::update(dt);
+
+ // Check if we already got data
+ if (mMotionInfo.empty())
+ return;
+
+ // The current simulation time we need to update for,
+ // note that the simulation time is updated before calling all the
+ // update methods. Thus it contains the time intervals *end* time
+ double curtime = globals->get_sim_time_sec();
+
+ // Get the last available time
+ MotionInfo::reverse_iterator it = mMotionInfo.rbegin();
+ double curentPkgTime = it->second.time;
+
+ // Dynamically optimize the time offset between the feeder and the client
+ // Well, 'dynamically' means that the dynamic of that update must be very
+ // slow. You would otherwise notice huge jumps in the multiplayer models.
+ // The reason is that we want to avoid huge extrapolation times since
+ // extrapolation is highly error prone. For that we need something
+ // approaching the average latency of the packets. This first order lag
+ // component will provide this. We just take the error of the currently
+ // requested time to the most recent available packet. This is the
+ // target we want to reach in average.
+ double lag = it->second.lag;
+ if (!mTimeOffsetSet) {
+ mTimeOffsetSet = true;
+ mTimeOffset = curentPkgTime - curtime - lag;
+ } else {
+ double offset = curentPkgTime - curtime - lag;
+ if ((!mAllowExtrapolation && offset + lag < mTimeOffset)
+ || (offset - 10 > mTimeOffset)) {
+ mTimeOffset = offset;
+ SG_LOG(SG_GENERAL, 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
+ // a minus later ...
+ double err = offset - mTimeOffset;
+ // limit errors leading to shorter lag values somehow, that is late
+ // arriving packets will pessimize the overall lag much more than
+ // early packets will shorten the overall lag
+ double sysSpeed;
+ if (err < 0) {
+ // Ok, we have some very late packets and nothing newer increase the
+ // lag by the given speedadjust
+ sysSpeed = mLagAdjustSystemSpeed*err;
+ } else {
+ // We have a too pessimistic display delay shorten that a small bit
+ sysSpeed = SGMiscd::min(0.1*err*err, 0.5);
+ }
+
+ // simple euler integration for that first order system including some
+ // overshooting guard to prevent to aggressive system speeds
+ // (stiff systems) to explode the systems state
+ double systemIncrement = dt*sysSpeed;
+ if (fabs(err) < fabs(systemIncrement))
+ systemIncrement = err;
+ mTimeOffset += systemIncrement;
+
+ SG_LOG(SG_GENERAL, 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));
+ }
+ }
+
+
+ // Compute the time in the feeders time scale which fits the current time
+ // we need to
+ double tInterp = curtime + mTimeOffset;
+
+ SGVec3d ecPos;
+ SGQuatf ecOrient;
+
+ if (tInterp <= curentPkgTime) {
+ // Ok, we need a time prevous to the last available packet,
+ // that is good ...
+
+ // 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!");
+ // 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;
+
+ std::vector<FGPropertyData*>::const_iterator firstPropIt;
+ std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
+ firstPropIt = firstIt->second.properties.begin();
+ firstPropItEnd = firstIt->second.properties.end();
+ while (firstPropIt != firstPropItEnd) {
+ //cout << " Setting property..." << (*firstPropIt)->id;
+ PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
+ if (pIt != mPropertyMap.end())
+ {
+ //cout << "Found " << pIt->second->getPath() << ":";
+ switch ((*firstPropIt)->type) {
+ case props::INT:
+ case props::BOOL:
+ case props::LONG:
+ pIt->second->setIntValue((*firstPropIt)->int_value);
+ //cout << "Int: " << (*firstPropIt)->int_value << "\n";
+ break;
+ case props::FLOAT:
+ case props::DOUBLE:
+ pIt->second->setFloatValue((*firstPropIt)->float_value);
+ //cout << "Flo: " << (*firstPropIt)->float_value << "\n";
+ break;
+ case props::STRING:
+ case props::UNSPECIFIED:
+ pIt->second->setStringValue((*firstPropIt)->string_value);
+ //cout << "Str: " << (*firstPropIt)->string_value << "\n";
+ break;
+ default:
+ // FIXME - currently defaults to float values
+ pIt->second->setFloatValue((*firstPropIt)->float_value);
+ //cout << "Unknown: " << (*firstPropIt)->float_value << "\n";
+ break;
+ }
+ }
+ else
+ {
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
+ }
+ ++firstPropIt;
+ }
+
+ } else {
+ // Ok, we have really found something where our target time is in between
+ // do interpolation here
+ MotionInfo::iterator prevIt = nextIt;
+ --prevIt;
+
+ // Interpolation coefficient is between 0 and 1
+ double intervalStart = prevIt->second.time;
+ double intervalEnd = nextIt->second.time;
+ double intervalLen = intervalEnd - intervalStart;
+ double tau = (tInterp - intervalStart)/intervalLen;
+
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle interpolation: ["
+ << intervalStart << ", " << intervalEnd << "], intervalLen = "
+ << intervalLen << ", interpolation parameter = " << tau);
+
+ // Here we do just linear interpolation on the position
+ 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;
+
+ if (prevIt->second.properties.size()
+ == nextIt->second.properties.size()) {
+ std::vector<FGPropertyData*>::const_iterator prevPropIt;
+ std::vector<FGPropertyData*>::const_iterator prevPropItEnd;
+ std::vector<FGPropertyData*>::const_iterator nextPropIt;
+ std::vector<FGPropertyData*>::const_iterator nextPropItEnd;
+ prevPropIt = prevIt->second.properties.begin();
+ prevPropItEnd = prevIt->second.properties.end();
+ nextPropIt = nextIt->second.properties.begin();
+ nextPropItEnd = nextIt->second.properties.end();
+ while (prevPropIt != prevPropItEnd) {
+ PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id);
+ //cout << " Setting property..." << (*prevPropIt)->id;
+
+ if (pIt != mPropertyMap.end())
+ {
+ //cout << "Found " << pIt->second->getPath() << ":";
+
+ int ival;
+ float val;
+ switch ((*prevPropIt)->type) {
+ 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 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 props::STRING:
+ case props::UNSPECIFIED:
+ //cout << "Str: " << (*nextPropIt)->string_value << "\n";
+ pIt->second->setStringValue((*nextPropIt)->string_value);
+ break;
+ default:
+ // FIXME - currently defaults to float values
+ val = (1-tau)*(*prevPropIt)->float_value +
+ tau*(*nextPropIt)->float_value;
+ //cout << "Unk: " << val << "\n";
+ pIt->second->setFloatValue(val);
+ break;
+ }
+ }
+ else
+ {
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
+ }
+
+ ++prevPropIt;
+ ++nextPropIt;
+ }
+ }
+
+ // Now throw away too old data
+ if (prevIt != mMotionInfo.begin())
+ {
+ --prevIt;
- //apply lowpass filters
- hdg = (raw_hdg * hdg_constant) + (hdg * (1 - hdg_constant));
- roll = (raw_roll * roll_constant) + (roll * (1 - roll_constant));
- pitch = (raw_pitch * pitch_constant) + (pitch * (1 - pitch_constant));
-
- /*cout << "raw roll " << raw_roll <<" damp hdg " << roll << endl;
- cout << "raw hdg" << raw_hdg <<" damp hdg " << hdg << endl;
- cout << "raw pitch " << raw_pitch <<" damp pitch " << pitch << endl;*/
-
- // sanitize HRP
- while (hdg < 0) hdg += 360;
- while (hdg >= 360) hdg -= 360;
- while (roll <= -180) roll += 360;
- while (roll > 180) roll -= 360;
- while (pitch <= -180) pitch += 360;
- while (pitch > 180) pitch -= 360;
-
- // calculate the new accelerations by change in the rate of heading
- /*rhr = sqrt(pow(accN,2) + pow(accE,2));
- rha = atan2(accN, accE);
- rha += rateH * dt;
- accN = sin(rha);
- accE = cos(rha);*/
-
- // calculate new speed by acceleration
- speedN += accN * dt;
- speedE += accE * dt;
- speedD += accD * dt;
-
- // convert speed to degrees per second
- // 1.686
- speed_north_deg_sec = speedN / ft_per_deg_lat;
- speed_east_deg_sec = speedE / ft_per_deg_lon;
-
- // calculate new position by speed
- raw_lat = pos.lat() + speed_north_deg_sec * dt;
- raw_lon = pos.lon() + speed_east_deg_sec * dt ;
- raw_alt = (pos.elev() / SG_FEET_TO_METER) + (speedD * dt);
-
- //apply lowpass filters if the difference is small
- if ( fabs ( pos.lat() - raw_lat) < 0.001 ) {
- SG_LOG(SG_GENERAL, SG_DEBUG,"lat lowpass filter");
- damp_lat = (raw_lat * lat_constant) + (damp_lat * (1 - lat_constant));
- }else {
- // skip the filter
- SG_LOG(SG_GENERAL, SG_DEBUG,"lat high pass filter");
- damp_lat = raw_lat;
+ 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);
+ }
}
-
- if ( fabs ( pos.lon() - raw_lon) < 0.001 ) {
- SG_LOG(SG_GENERAL, SG_DEBUG,"lon lowpass filter");
- damp_lon = (raw_lon * lon_constant) + (damp_lon * (1 - lon_constant));
- }else {
- // skip the filter
- SG_LOG(SG_GENERAL, SG_DEBUG,"lon high pass filter");
- damp_lon = raw_lon;
+ } 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;
+
+ // 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: "
+ "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;
+ SGVec3f angularVel = motionInfo.angularVel;
+ while (0 < t) {
+ double h = 1e-1;
+ if (t < h)
+ h = t;
+
+ SGVec3d ecVel = toVec3d(ecOrient.backTransform(linearVel));
+ ecPos += h*ecVel;
+ ecOrient += h*ecOrient.derivative(angularVel);
+
+ linearVel += h*(cross(linearVel, angularVel) + motionInfo.linearAccel);
+ angularVel += h*motionInfo.angularAccel;
+
+ t -= h;
}
- if ( fabs ( (pos.elev()/SG_FEET_TO_METER) - raw_alt) < 10 ) {
- SG_LOG(SG_GENERAL, SG_DEBUG,"alt lowpass filter");
- damp_alt = (raw_alt * alt_constant) + (damp_alt * (1 - alt_constant));
- }else {
- // skip the filter
- SG_LOG(SG_GENERAL, SG_DEBUG,"alt high pass filter");
- damp_alt = raw_alt;
+ std::vector<FGPropertyData*>::const_iterator firstPropIt;
+ std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
+ speed = norm(linearVel) * SG_METER_TO_NM * 3600.0;
+ firstPropIt = it->second.properties.begin();
+ firstPropItEnd = it->second.properties.end();
+ while (firstPropIt != firstPropItEnd) {
+ PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
+ //cout << " Setting property..." << (*firstPropIt)->id;
+
+ if (pIt != mPropertyMap.end())
+ {
+ switch ((*firstPropIt)->type) {
+ case props::INT:
+ case props::BOOL:
+ case props::LONG:
+ pIt->second->setIntValue((*firstPropIt)->int_value);
+ //cout << "Int: " << (*firstPropIt)->int_value << "\n";
+ break;
+ case props::FLOAT:
+ case props::DOUBLE:
+ pIt->second->setFloatValue((*firstPropIt)->float_value);
+ //cout << "Flo: " << (*firstPropIt)->float_value << "\n";
+ break;
+ case props::STRING:
+ case props::UNSPECIFIED:
+ pIt->second->setStringValue((*firstPropIt)->string_value);
+ //cout << "Str: " << (*firstPropIt)->string_value << "\n";
+ break;
+ default:
+ // FIXME - currently defaults to float values
+ pIt->second->setFloatValue((*firstPropIt)->float_value);
+ //cout << "Unk: " << (*firstPropIt)->float_value << "\n";
+ break;
+ }
+ }
+ else
+ {
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
+ }
+
+ ++firstPropIt;
+ }
+ }
+
+ // extract the position
+ pos = SGGeod::fromCart(ecPos);
+ altitude_ft = pos.getElevationFt();
+
+ // The quaternion rotating from the earth centered frame to the
+ // horizontal local frame
+ SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(),
+ (float)pos.getLatitudeRad());
+ // The orientation wrt the horizontal local frame
+ SGQuatf hlOr = conj(qEc2Hl)*ecOrient;
+ float hDeg, pDeg, rDeg;
+ hlOr.getEulerDeg(hDeg, pDeg, rDeg);
+ hdg = hDeg;
+ roll = rDeg;
+ pitch = pDeg;
+
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer position and orientation: "
+ << ecPos << ", " << hlOr);
+
+ //###########################//
+ // do calculations for radar //
+ //###########################//
+ double range_ft2 = UpdateRadar(manager);
+
+ //************************************//
+ // Tanker code //
+ //************************************//
+
+
+ if ( isTanker) {
+ if ( (range_ft2 < 250.0 * 250.0) &&
+ (y_shift > 0.0) &&
+ (elevation > 0.0) ){
+ // refuel_node->setBoolValue(true);
+ contact = true;
+ } else {
+ // refuel_node->setBoolValue(false);
+ contact = false;
+ }
+ } else {
+ contact = false;
}
-
- // cout << "raw lat" << raw_lat <<" damp lat " << damp_lat << endl;
- //cout << "raw lon" << raw_lon <<" damp lon " << damp_lon << endl;
- //cout << "raw alt" << raw_alt <<" damp alt " << damp_alt << endl;
-
- // set new position
- pos.setlat( damp_lat );
- pos.setlon( damp_lon );
- pos.setelev( damp_alt * SG_FEET_TO_METER );
-
- //save the values
- time_stamp = time;
-
- //###########################//
- // do calculations for radar //
- //###########################//
- //double range_ft2 = UpdateRadar(manager);
+
+ Transform();
}
-void FGAIMultiplayer::setTimeStamp()
-{
- // this function sets the timestamp as the sim elapsed time
- time_stamp = _time_node->getDoubleValue(); //secs
-
- //calculate the elapsed time since the latst update for display purposes only
- double elapsed_time = time_stamp - last_time_stamp;
-
- SG_LOG( SG_GENERAL, SG_DEBUG, " net input time s" << time_stamp << " freq Hz: " << 1/elapsed_time ) ;
-
- //save the values
- last_time_stamp = time_stamp;
+
+void
+FGAIMultiplayer::addMotionInfo(const FGExternalMotionData& motionInfo,
+ long stamp)
+{
+ mLastTimestamp = stamp;
+
+ if (!mMotionInfo.empty()) {
+ double diff = motionInfo.time - mMotionInfo.rbegin()->first;
+
+ // packet is very old -- MP has probably reset (incl. his timebase)
+ if (diff < -10.0)
+ mMotionInfo.clear();
+
+ // drop packets arriving out of order
+ else if (diff < 0.0)
+ return;
+ }
+ mMotionInfo[motionInfo.time] = motionInfo;
}
+void
+FGAIMultiplayer::setDoubleProperty(const std::string& prop, double val)
+{
+ SGPropertyNode* pNode = props->getChild(prop.c_str(), true);
+ pNode->setDoubleValue(val);
+}