#include <vector>
#include <list>
-#include <simgear/math/point3d.hxx>
+#include <simgear/math/SGMath.hxx>
#include <simgear/misc/sgstream.hxx>
-#include <simgear/math/sg_geodesy.hxx>
#include <simgear/props/props.hxx>
#include "ATC.hxx"
#include "ATCProjection.hxx"
-#include STL_STRING
+#include <string>
class FGAIEntity;
class FGATCMgr;
~node();
unsigned int nodeID; //each node in an airport needs a unique ID number - this is ZERO-BASED to match array position
- Point3D pos;
- Point3D orthoPos;
+ SGGeod pos;
+ SGVec3d orthoPos;
std::string name;
node_type type;
arc_array_type arcs;
// A more specialist plane rec to include ground information
struct GroundRec {
- FGAIEntity* planePtr; // This might move to the planeRec eventually
+ FGAIEntity* planePtr; // This might move to the planeRec eventually
PlaneRec plane;
- Point3D current_pos;
node* destination;
node* last_clearance;
- bool taxiRequestOutstanding; // Plane has requested taxi and we haven't responded yet
- double clearanceCounter; // Hack for communication timing - counter since clearance requested in seconds
+ bool taxiRequestOutstanding; // Plane has requested taxi and we haven't responded yet
+ double clearanceCounter; // Hack for communication timing - counter since clearance requested in seconds
bool cleared; // set true when the plane has been cleared to somewhere
bool incoming; //true for arrivals, false for departures
typedef ground_rec_list::iterator ground_rec_list_itr;
typedef ground_rec_list::const_iterator ground_rec_list_const_itr;
-//////////////////////////////////////////////////////////////////////////////////////////
-
-// Hack
-// perhaps we could use an FGRunway instead of this
-struct GRunwayDetails {
- Point3D threshold_pos;
- Point3D end1ortho; // ortho projection end1 (the threshold ATM)
- Point3D end2ortho; // ortho projection end2 (the take off end in the current hardwired scheme)
- double hdg; // true runway heading
- double length; // In *METERS*
- std::string rwyID;
-};
-
///////////////////////////////////////////////////////////////////////////////
//
// FGGround