X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FAIModel%2FAIMultiplayer.cxx;h=30843b7c48b3643b3a16bc9705d0035e0fdd4cac;hb=9d995907db00728da7eac9297ecbab93ed8a7400;hp=caa45ce9f10c9a6391510d3915dbd396e38b162c;hpb=b16338598afd886e8aed8da2da5085d65effbc28;p=flightgear.git diff --git a/src/AIModel/AIMultiplayer.cxx b/src/AIModel/AIMultiplayer.cxx index caa45ce9f..30843b7c4 100644 --- a/src/AIModel/AIMultiplayer.cxx +++ b/src/AIModel/AIMultiplayer.cxx @@ -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(&contact)); - props->tie("tanker", SGRawValuePointer(&isTanker)); + tie("refuel/contact", SGRawValuePointer(&contact)); + tie("tanker", SGRawValuePointer(&isTanker)); - props->tie("controls/invisible", + tie("controls/invisible", SGRawValuePointer(&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(*this, &FGAIMultiplayer::get##name) @@ -87,30 +91,18 @@ SGRawValueMethods(*this, &FGAIMultiplayer::get##name) SGRawValueMethods(*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::const_iterator firstPropIt; std::vector::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::const_iterator firstPropIt; std::vector::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);