Exemple #1
0
//------------------------------------------------------------------------------
// atReleaseInit() -- Init weapon data at release
//------------------------------------------------------------------------------
void Missile::atReleaseInit()
{
   // First the base class will setup the initial conditions
   BaseClass::atReleaseInit();

   if (getDynamicsModel() == 0) {
      // set initial commands
      cmdPitch = (LCreal) getPitch();
      cmdHeading = (LCreal) getHeading();
      cmdVelocity = vpMax;

      if (getTargetTrack() != 0) {
         // Set initial range and range dot
         osg::Vec3 los = getTargetTrack()->getPosition();
         trng = los.length();
         trngT = trng;
      }
      else if (getTargetPlayer() != 0) {
         // Set initial range and range dot
         osg::Vec3 los = getTargetPosition();
         trng = los.length();
         trngT = trng;
      }
      else {
         trng = 0;
      }

      // Range dot
      trdot = 0;
      trdotT = 0;
   }
}
Exemple #2
0
// setTargetTrack() -- sets a pointer to the target track
bool Missile::setTargetTrack(Track* const trk, const bool pt)
{
   // if our track has changed, reset ground truth vals for weaponGuidance's fuzing logic
   if (trk!=0 && trk != getTargetTrack()) {
      trngT = (trk->getPosition()).length();
      trdotT = 0;
   }
   return BaseClass::setTargetTrack(trk, pt);
}
void PlaneState::updateState(const Basic::Component* const actor)
{
   const Simulation::AirVehicle* airVehicle = dynamic_cast<const Simulation::AirVehicle*>(actor);
   setAlive(false);
   if (airVehicle != nullptr && airVehicle->isActive()) {
      setAltitude(airVehicle->getAltitude());
      setAlive(airVehicle->getMode() == Simulation::Player::ACTIVE);
      setHeading(airVehicle->getHeading());
      setPitch(airVehicle->getPitch());
      setRoll(airVehicle->getRoll());
      osg::Vec3d angularVels = airVehicle->getAngularVelocities();
      setRollRate(angularVels.x());
      setPitchRate(angularVels.y());
      setYawRate(angularVels.z());
      setTracking(false);
      setTargetTrack(MAX_TRACKS);  // 0 is a valid target track, use MAX_TRACKS to
                                   // signal "no tgt track"
      setSpeed(airVehicle->getCalibratedAirspeed());
      setNumEngines(airVehicle->getNumberOfEngines());
      setIncomingMissile(false);
      setMissileFired(false);

      // determine if we have a missile to fire
#if 1
      const Simulation::StoresMgr* stores = airVehicle->getStoresManagement();
      if (stores == nullptr || stores->getNextMissile() == nullptr) {
         // either we have no SMS, or we have no more missile
         setMissileFired(true);
      }
      else {
         // we have an sms, and we have a missile available
         // loop through player list and attempt to find out if one of our missiles is active
         // if there is an active missile, then for the time being, we do not have a missile to fire
         const Simulation::Simulation* sim = airVehicle->getSimulation();
         const Basic::PairStream* players = sim->getPlayers();
         bool finished = false;
         for (const Basic::List::Item* item = players->getFirstItem(); item != nullptr && !finished; item = item->getNext()) {
            // Get the pointer to the target player
            const Basic::Pair* pair = static_cast<const Basic::Pair*>(item->getValue());
            const Simulation::Player* player = static_cast<const Simulation::Player*>(pair->object());
            if (player->isMajorType(Simulation::Player::WEAPON) && (player->isActive() || player->isMode(Simulation::Player::PRE_RELEASE)) && (player->getSide() == airVehicle->getSide())) {
               // our side has a weapon on-the-way/in-the-air;
               setMissileFired(true);
               finished=true;
            }
         }
      }
#else
      // this state class has no way to determine whether we've fired a missile other than checking to see if sms is out of missiles to fire.
      // which means, it will fire all its missiles at first target.
      const Simulation::StoresMgr* stores = airVehicle->getStoresManagement();
      if (stores != 0) {
         const Simulation::Missile* wpn = stores->getNextMissile();
         if (!wpn)
            setMissileFired(true);
      }
      else {
         // we have no SMS, we can't fire a missile;
         setMissileFired(true);
      }
#endif

      //const Basic::String* playerName = airVehicle->getName();
      // DH - DOES NOT COMPILE WITH CONST -- ????
      Simulation::AirVehicle* airVehicleX = const_cast<Simulation::AirVehicle*>(airVehicle);
      const Basic::Pair* sensorPair = airVehicleX->getSensorByType(typeid(Simulation::Radar));

      if (sensorPair != nullptr) {
         const Simulation::Radar* radar = static_cast<const Simulation::Radar*>(sensorPair->object());
         if (radar != nullptr) {
            const Simulation::TrackManager* trackManager = radar->getTrackManager();
            Basic::safe_ptr<Simulation::Track> trackList[50];
            unsigned int nTracks = trackManager->getTrackList(trackList, 50);

            for (int trackIndex = nTracks -1; trackIndex >= 0; trackIndex--) {
               setHeadingToTracked(trackIndex, trackList[trackIndex]->getRelAzimuth());
               setPitchToTracked(trackIndex, trackList[trackIndex]->getElevation());
               setDistanceToTracked(trackIndex, trackList[trackIndex]->getRange());

               // do we have a live "target track"? (shootlist is 1-based)
               if (getTargetTrack()==MAX_TRACKS && (trackList[trackIndex]->getShootListIndex() == 1) && trackList[trackIndex]->getTarget()->isActive()  ) {
                  setTargetTrack(trackIndex);
               }
               setTracking(true);
               setNumTracks(nTracks);

               // hack to implement "missile warning"
               if (isIncomingMissile() == false) {
                  // is this track a weapon, and if so, is it targeting me?
                  Simulation::Player* target = trackList[trackIndex]->getTarget();
                  Simulation::Weapon* weapon = dynamic_cast<Simulation::Weapon*> (target);
                  if (weapon!=nullptr && !weapon->isDead()) {
                     Simulation::Player* wpntgt = weapon->getTargetPlayer();
                     if (wpntgt == airVehicle) {
                        setIncomingMissile(true);
                     }
                  }
               }

            }
         }
      }

      const Simulation::OnboardComputer* oc = airVehicle->getOnboardComputer();
      if (oc != nullptr) {
         const Simulation::TrackManager* rtm = oc->getTrackManagerByType(typeid(Simulation::RwrTrkMgr));
         if(rtm !=nullptr) {
            Basic::safe_ptr<Simulation::Track> trackList[50];
            unsigned int nTracks = rtm->getTrackList(trackList, 50);
            int newTracks = 0;
            for (unsigned int trackIndex = 0; trackIndex < nTracks; trackIndex++) {
               Simulation::Player* target = trackList[trackIndex]->getTarget();
               bool alreadyTracked = false;
               for (unsigned int currTracks = 0; currTracks>getNumTracks(); currTracks++) {
                  // tracks are the same if the associated players are the same
                  if(trackList[currTracks]->getTarget()==target) {
                     alreadyTracked = true;
                     break;
                  }
               }

               if (!alreadyTracked && (getNumTracks() + newTracks) < MAX_TRACKS) {
                  int newTrackIndex = getNumTracks() + newTracks;
                  newTracks++;
                  setHeadingToTracked(newTrackIndex, trackList[trackIndex]->getRelAzimuth());
                  setPitchToTracked(newTrackIndex, trackList[trackIndex]->getElevation());
                  setDistanceToTracked(newTrackIndex, trackList[trackIndex]->getRange());
                  setTracking(true);

                  // update numTracks to new sum of radar + rwr tracks
                  setNumTracks(getNumTracks()+newTracks);
               }

               // do we have a live "target track"? (shootlist is 1-based)
               if (getTargetTrack()==MAX_TRACKS && (trackList[trackIndex]->getShootListIndex() == 1) && trackList[trackIndex]->getTarget()->isActive()  ) {
                  setTargetTrack(trackIndex);
               }

               // hack to implement "missile warning"
               if (isIncomingMissile() == false) {
                  // is this track a weapon, and if so, is it targeting me?
                  Simulation::Weapon* weapon = dynamic_cast<Simulation::Weapon*> (target);
                  if (weapon!=nullptr && !weapon->isDead()) {
                     Simulation::Player* wpntgt = weapon->getTargetPlayer();
                     if (wpntgt == airVehicle) {
                        setIncomingMissile(true);
                     }
                  }
               }

            }
         }
      }
   }
   BaseClass::updateState(actor);
}
Exemple #4
0
//------------------------------------------------------------------------------
// weaponGuidance() -- default guidance; using Robot Aircraft (RAC) guidance
//------------------------------------------------------------------------------
void Missile::weaponGuidance(const LCreal dt)
{

   // ---
   // Control velocity:  During burn time, accel to max velocity,
   //  after burn time, deaccelerate to min velocity.
   // ---
   if (isEngineBurnEnabled()) cmdVelocity = vpMax;
   else cmdVelocity = vpMin;

   // ---
   // If the target's already dead,
   //    then don't go away mad, just go away.
   // ---
   const Player* tgt = getTargetPlayer();
   const Track* trk = getTargetTrack();
   if (trk != 0) tgt = trk->getTarget();

   if (tgt != 0 && !tgt->isActive()) return;

   osg::Vec3 los; // Target Line of Sight
   osg::Vec3 vel; // Target velocity

   // ---
   // Basic guidance
   // ---
   {
      // ---
      // Get position and velocity vectors from the target/track
      // ---
      osg::Vec3 posx;
      calculateVectors(tgt, trk, &los, &vel, &posx);

      // compute range to target
      LCreal trng0 = trng;
      trng = los.length();

      // compute range rate,
      LCreal trdot0 = trdot;
      if (dt > 0)
         trdot = (trng - trng0)/dt;
      else
         trdot = 0;

      // Target total velocit
      LCreal totalVel = vel.length();

      // compute target velocity parallel to LOS,
      LCreal vtplos = (los * vel/trng);

      // ---
      // guidance - fly to intercept point
      // ---

      // if we have guidance ...
      if ( isGuidanceEnabled() && trng > 0) {

         // get missile velocity (must be faster than target),
         LCreal v = vpMax;
         if (v < totalVel) v = totalVel + 1;

         // compute target velocity normal to LOS squared,
         LCreal tgtVp = totalVel;
         LCreal vtnlos2 = tgtVp*tgtVp - vtplos*vtplos;

         // and compute missile velocity parallex to LOS.
         LCreal vmplos = lcSqrt( v*v - vtnlos2 );

         // Now, use both velocities parallel to LOS to compute
         //  closure rate.
         LCreal vclos = vmplos - vtplos;

         // Use closure rate and range to compute time to intercept.
         LCreal dt1 = 0;
         if (vclos > 0) dt1 = trng/vclos;

         // Use time to intercept to extrapolate target position.
         osg::Vec3 p1 = (los + (vel * dt1));

         // Compute missile commanded heading and
         cmdHeading = lcAtan2(p1.y(),p1.x());

         // commanded pitch.
         LCreal grng = lcSqrt(p1.x()*p1.x() + p1.y()*p1.y());
         cmdPitch = -lcAtan2(p1.z(),grng);

      }
   }

   // ---
   // fuzing logic  (let's see if we've scored a hit)
   //  (compute range at closest point and compare to max burst radius)
   //  (use target truth data)
   // ---
   {
      // ---
      // Get position and velocity vectors from the target (truth)
      // (or default to the values from above)
      // ---
      if (tgt != 0) {
         calculateVectors(tgt, 0, &los, &vel, 0);
      }

      // compute range to target
      LCreal trng0 = trngT;
      trngT = los.length();

      // compute range rate,
      LCreal trdot0 = trdotT;
      if (dt > 0)
         trdotT = (trngT - trng0)/dt;
      else
         trdotT = 0;

      // when we've just passed the target ...
      if (trdotT > 0 && trdot0 < 0 && !isDummy() && getTOF() > 2.0f) {
         bool missed = true;   // assume the worst

         // compute relative velocity vector.
         osg::Vec3 velRel = (vel - getVelocity());

         // compute missile velocity squared,
         LCreal vm2 = velRel.length2();
         if (vm2 > 0) {

            // relative range (dot) relative velocity
            LCreal rdv = los * velRel;

            // interpolate back to closest point
            LCreal ndt = -rdv/vm2;
            osg::Vec3 p0 = los + (velRel*ndt);

            // range squared at closest point
            LCreal r2 = p0.length2();

            // compare to burst radius squared
            if (r2 <= (getMaxBurstRng()*getMaxBurstRng()) ) {

               // We've detonated
               missed = false;
               setMode(DETONATED);
               setDetonationResults( DETONATE_ENTITY_IMPACT );

               // compute location of the detonation relative to the target
               osg::Vec3 p0n = -p0;
               if (tgt != 0) p0n = tgt->getRotMat() * p0n;
               setDetonationLocation(p0n);

               // Did we hit anyone?
               checkDetonationEffect();

               // Log the event
               LCreal detRange = getDetonationRange();
               if (isMessageEnabled(MSG_INFO)) {
                  std::cout << "DETONATE_ENTITY_IMPACT rng = " << detRange << std::endl;
               }
               if (getAnyEventLogger() != 0) {
                  TabLogger::TabLogEvent* evt = new TabLogger::LogWeaponActivity(2, getLaunchVehicle(), this, getTargetPlayer(), DETONATE_ENTITY_IMPACT, detRange); // type 2 for "detonate"
                  getAnyEventLogger()->log(evt);
                  evt->unref();
               }
            }
         }

         // Did we miss the target?
         if (missed) {
            // We've detonated ...
            setMode(DETONATED);
            setDetonationResults( DETONATE_DETONATION );

            // because we've just missed the target
            setTargetPlayer(0,false);
            setTargetTrack(0,false);

            // Log the event
            LCreal detRange = trngT;
            if (isMessageEnabled(MSG_INFO)) {
               std::cout << "DETONATE_OTHER rng = " << detRange << std::endl;
            }
            if (getAnyEventLogger() != 0) {
               TabLogger::TabLogEvent* evt = new TabLogger::LogWeaponActivity(2, getLaunchVehicle(), this, getTargetPlayer(), DETONATE_DETONATION, getDetonationRange()); // type 2 for "detonate"
               getAnyEventLogger()->log(evt);
               evt->unref();
            }
         }

      }
   }
}