Пример #1
0
        /// <summary>
        /// Find the chain of TaxiNodes that represent this runway
        /// </summary>
        /// <param name="taxiNodes"></param>
        /// <param name="taxiEdges"></param>
        /// <returns></returns>
        private List <TaxiNode> FindNodeChain(IEnumerable <TaxiNode> taxiNodes, IEnumerable <TaxiEdge> taxiEdges)
        {
            List <TaxiNode> nodes = new List <TaxiNode>();

            // Start with the node nearest to the runway lat/lon
            TaxiNode currentNode = NearestNode;

            nodes.Add(currentNode);
            ulong previousNodeId = 0;

            do
            {
                // Now find an edge that is marked as 'runway' and that starts at the current node, but does not lead to the previous node
                IEnumerable <TaxiEdge> edgesToNext = taxiEdges.Where(e => e.IsRunway && (e.StartNode.Id == currentNode.Id && e.EndNode.Id != previousNodeId));
                if (edgesToNext.Count() == 0)
                {
                    break;
                }

                TaxiEdge edgeToNext = edgesToNext.First();
                if (edgesToNext.Count() > 1)
                {
                    double maxDeviation = double.MaxValue;

                    foreach (TaxiEdge candidate in edgesToNext)
                    {
                        double deviation = VortexMath.TurnAngle(this.Bearing, VortexMath.BearingRadians(currentNode, candidate.EndNode));
                        if (deviation < maxDeviation)
                        {
                            edgeToNext   = candidate;
                            maxDeviation = deviation;
                        }
                    }
                }

                // Keep the current Id as the previous Id
                previousNodeId = currentNode.Id;

                // And get the new current node
                currentNode = taxiNodes.Single(n => n.Id == edgeToNext.EndNode.Id);
                if (currentNode != null)
                {
                    nodes.Add(currentNode);
                }
            }while (currentNode != null);

            return(nodes);
        }
Пример #2
0
        internal void FindNearestLine(List <LineElement> _lines)
        {
            double      minDist = double.MaxValue;
            LineElement leBEst  = null;

            foreach (LineElement line in _lines)
            {
                LineElement from = line;
                foreach (LineElement seg in line.Segments)
                {
                    LineElement to = seg;

                    double dStart = VortexMath.DistanceKM(this, from);
                    if (dStart < minDist)
                    {
                        double lineBearing = VortexMath.BearingRadians(from, to);
                        double turn        = VortexMath.AbsTurnAngle(lineBearing, Bearing);

                        //if (turn < VortexMath.Deg005Rad || turn > VortexMath.PI - VortexMath.Deg005Rad)
                        {
                            leBEst  = line;
                            minDist = dStart;
                        }
                    }

                    from = to;
                }
            }

            if (leBEst != null)
            {
                Logger.Log($"{Name} has a line node at {minDist * 1000:0.000} meters: {leBEst.Latitude * VortexMath.Rad2Deg} {leBEst.Longitude * VortexMath.Rad2Deg}");
            }
            else
            {
                Logger.Log($"{Name} has no nearby line node");
            }
        }
Пример #3
0
        public bool Analyze(IEnumerable <TaxiNode> taxiNodes, IEnumerable <TaxiEdge> taxiEdges)
        {
            Logger.Log($"---------------------------------------------");
            Logger.Log($"Analyzing Runway {Designator}");
            Logger.Log($"---------------------------------------------");

            // Find the taxi nodes closest to the start of the runway and the displaced start
            double shortestDistance          = double.MaxValue;
            double shortestDisplacedDistance = double.MaxValue;

            IEnumerable <TaxiNode> runwayNodes = taxiEdges.Where(te => te.IsRunway).Select(te => te.StartNode).Concat(taxiEdges.Where(te => te.IsRunway).Select(te => te.EndNode)).Distinct();

            foreach (TaxiNode node in runwayNodes)
            {
                // Start with a few sanity cehcks to prevent runways without nodes in the apt.dat fro picking up nodes from nearby runways
                double angleFromStart = VortexMath.AbsTurnAngle(Bearing, VortexMath.BearingRadians(this, node));
                double d = VortexMath.DistanceKM(node.Latitude, node.Longitude, DisplacedLatitude, DisplacedLongitude);

                // A node more than 10m from the runway start should be near the centerline to be accepted
                if (d > 0.010 && angleFromStart > VortexMath.Deg005Rad)
                {
                    continue;
                }

                // Ignore node that are farther away from the runway coordinates than the length of the runway
                if (d > Length * 1.1)
                {
                    continue;
                }

                // Now see if this node is better than the best so far
                if (d < shortestDisplacedDistance)
                {
                    shortestDisplacedDistance = d;
                    DisplacedNode             = node;
                }

                d = VortexMath.DistanceKM(this, node);
                if (d < shortestDistance)
                {
                    shortestDistance = d;
                    NearestNode      = node;
                }
            }

            if (NearestNode == null)
            {
                // The KOKC runway 18 clause...
                Logger.Log($"No suitable nodes on the runway found.");
                AvailableForTakeOff = false;
                AvailableForLanding = false;
                return(false);
            }

            // Find the nodes that make up this runway: first find an edge connected to the nearest node
            IEnumerable <TaxiEdge> selectedEdges = taxiEdges.Where(te => te.IsRunway && (te.EndNode.Id == NearestNode.Id || te.StartNode.Id == NearestNode.Id));

            if (selectedEdges.Count() == 0)
            {
                Logger.Log($"No runway edges found.");
                AvailableForTakeOff = false;
                AvailableForLanding = false;
                return(false);
            }

            // The name of the link gives the name of the runway, use it to retrieve all edges for this runway
            string edgeKey = selectedEdges.First().LinkName;

            selectedEdges = taxiEdges.Where(te => te.LinkName == edgeKey);

            RunwayNodes = FindNodeChain(taxiNodes, selectedEdges);

            if (AvailableForTakeOff)
            {
                FindEntries();
            }
            else
            {
                Logger.Log("Not in use for take offs");
            }

            if (AvailableForLanding)
            {
                FindExits();
            }
            else
            {
                Logger.Log("Not in use for landing");
            }

            return(true);
        }
Пример #4
0
        public void DetermineTaxiOutLocation(IEnumerable <TaxiNode> taxiNodes)
        {
            double   shortestDistance      = double.MaxValue;
            double   bestPushBackLatitude  = 0;
            double   bestPushBackLongitude = 0;
            TaxiNode firstAfterPush        = null;
            TaxiNode alternateAfterPush    = null;
            TaxiNode fallback = null;

            // For gates use the indicated bearings (push back), for others add 180 degrees for straight out
            // Then convert to -180...180 range
            double adjustedBearing = (LocationType == StartUpLocationType.Gate) ? Bearing : (Bearing + Math.PI);

            if (adjustedBearing > Math.PI)
            {
                adjustedBearing -= (VortexMath.PI2);
            }

            // Compute the distance (arbitrary units) from each taxi node to the start location
            foreach (TaxiNode node in taxiNodes)
            {
                node.TemporaryDistance = VortexMath.DistanceKM(node, this);
            }

            // Select the 25 nearest, then from those select only the ones that are in the 180 degree arc of the direction
            // we intend to move in from the startpoint
            // todo: make both 25 and 180 parameters
            IEnumerable <TaxiNode> selectedNodes = taxiNodes.OrderBy(v => v.TemporaryDistance).Take(25);

            fallback = selectedNodes.First();

            if (fallback.TemporaryDistance < 0.0025)
            {
                // There is a atc taxi node really close to the parking, try to build pushback path from there
                if (fallback.IncomingEdges.Count == 1)
                {
                    TaxiEdge theEdge = fallback.IncomingEdges.FirstOrDefault();
                    if (theEdge != null)
                    {
                        fallback = theEdge.StartNode;
                        while (fallback.TemporaryDistance < 0.150 && fallback.IncomingEdges.Count <= 2)
                        {
                            TaxiEdge nextEdge = fallback.IncomingEdges.FirstOrDefault(e => e.StartNode != theEdge.EndNode);
                            if (nextEdge == null)
                            {
                                break;
                            }

                            // This catches the cases at the end of an apron where the only
                            // link is the actual taxipath already
                            if (VortexMath.AbsTurnAngle(theEdge.Bearing, nextEdge.Bearing) > VortexMath.Deg060Rad)
                            {
                                break;
                            }

                            // todo: each node should be added to the parking as 'push back trajectory'
                            fallback = nextEdge.StartNode;
                            theEdge  = nextEdge;
                        }

                        NearestNode            = fallback;
                        AlternateAfterPushBack = null;
                        PushBackLatitude       = fallback.Latitude;
                        PushBackLongitude      = fallback.Longitude;
                        return;
                    }
                }
            }


            selectedNodes = selectedNodes.Where(v => Math.Abs(adjustedBearing - VortexMath.BearingRadians(v, this)) < VortexMath.PI05);

            // For each qualifying node
            // Todo: check this part for tie downs
            foreach (TaxiNode v in selectedNodes)
            {
                // Look at each link coming into it from other nodes
                foreach (TaxiEdge incoming in v.IncomingEdges)
                {
                    double pushBackLatitude  = 0;
                    double pushBackLongitude = 0;

                    // Now find where the 'start point outgoing line' intersects with the taxi link we are currently checking
                    if (!VortexMath.Intersection(Latitude, Longitude, adjustedBearing,
                                                 incoming.StartNode.Latitude, incoming.StartNode.Longitude, incoming.Bearing,
                                                 ref pushBackLatitude, ref pushBackLongitude))
                    {
                        // If computation fails, try again but now with the link in the other direction.
                        // Ignoring one way links here, I just want a push back target for now that's close to A link.
                        if (!VortexMath.Intersection(Latitude, Longitude, adjustedBearing,
                                                     incoming.StartNode.Latitude, incoming.StartNode.Longitude, incoming.Bearing + Math.PI,
                                                     ref pushBackLatitude, ref pushBackLongitude))
                        {
                            // Lines might be parallel, can't find intersection, skip
                            continue;
                        }
                    }

                    // Great Circles cross twice, if we found the one on the back of the earth, convert it to the
                    // one on the airport
                    // Todo: check might fail for airports on the -180/+180 longitude line
                    if (Math.Abs(pushBackLongitude - Longitude) > 0.25 * Math.PI)
                    {
                        pushBackLatitude   = -pushBackLatitude;
                        pushBackLongitude += VortexMath.PI;
                        if (pushBackLongitude > VortexMath.PI)
                        {
                            pushBackLongitude -= VortexMath.PI2;
                        }
                    }

                    // To find the best spot we must know if the found intersection is actually
                    // on the link or if it is somewhere outside the actual link. These are
                    // still usefull in some cases
                    bool foundTargetIsOutsideSegment = false;

                    // Todo: check might fail for airports on the -180/+180 longitude line
                    if (pushBackLatitude - incoming.StartNode.Latitude > 0)
                    {
                        if (v.Latitude - pushBackLatitude <= 0)
                        {
                            foundTargetIsOutsideSegment = true;
                        }
                    }
                    else if (v.Latitude - pushBackLatitude > 0)
                    {
                        foundTargetIsOutsideSegment = true;
                    }

                    if (pushBackLongitude - incoming.StartNode.Longitude > 0)
                    {
                        if (v.Longitude - pushBackLongitude <= 0)
                        {
                            foundTargetIsOutsideSegment = true;
                        }
                    }
                    else if (v.Longitude - pushBackLongitude > 0)
                    {
                        foundTargetIsOutsideSegment = true;
                    }

                    // Ignore links where the taxiout line intercepts at too sharp of an angle if it is
                    // also outside the actual link.
                    // todo: Maybe ignore these links right away, saves a lot of calculations
                    double interceptAngleSharpness = Math.Abs(VortexMath.PI05 - Math.Abs((adjustedBearing - incoming.Bearing) % Math.PI)) / Math.PI;
                    if (foundTargetIsOutsideSegment && interceptAngleSharpness > 0.4)
                    {
                        continue;
                    }

                    // for the found location keep track of the distance to it from the start point
                    // also keep track of the distances to both nodes of the link we are inspecting now
                    double pushDistance   = 0.0;
                    double distanceSource = VortexMath.DistancePyth(incoming.StartNode.Latitude, incoming.StartNode.Longitude, pushBackLatitude, pushBackLongitude);
                    double distanceDest   = VortexMath.DistancePyth(v.Latitude, v.Longitude, pushBackLatitude, pushBackLongitude);

                    // If the found point is outside the link, add the distance to the nearest node of
                    // the link times 2 as a penalty to the actual distance. This prevents pushback point
                    // candidates that sneak up on the start because of a slight angle in remote link
                    // from being accepted as best.
                    TaxiNode nearestVertexIfPushBackOutsideSegment = null;
                    if (foundTargetIsOutsideSegment)
                    {
                        if (distanceSource < distanceDest)
                        {
                            pushDistance = distanceSource * 2.0;
                            nearestVertexIfPushBackOutsideSegment = incoming.StartNode;
                        }
                        else
                        {
                            pushDistance = distanceDest * 2.0;
                            nearestVertexIfPushBackOutsideSegment = v;
                        }
                    }

                    // How far is the candidate from the start point?
                    pushDistance += VortexMath.DistancePyth(Latitude, Longitude, pushBackLatitude, pushBackLongitude);

                    // See if it is a better candidate
                    if (pushDistance < shortestDistance)
                    {
                        bestPushBackLatitude  = pushBackLatitude;
                        bestPushBackLongitude = pushBackLongitude;
                        shortestDistance      = pushDistance;

                        // Setting things up for the path calculation that will follow later
                        if (foundTargetIsOutsideSegment)
                        {
                            // The taxi out route will start with a push to the best candidate
                            // Then move to the 'firstAfterPush' node and from there follow
                            // the 'shortest' path to the runway
                            firstAfterPush     = nearestVertexIfPushBackOutsideSegment;
                            alternateAfterPush = null;
                        }
                        else
                        {
                            // The taxi out route will start with a push to the best candidate
                            // Then, if the second node in the find 'shortest' path is the alternate
                            // the first point will be skipped. If the second point is not the alternate,
                            // the 'firstAfterPush' will be the first indeed and after that the found
                            // route will be followed.
                            if (distanceSource < distanceDest)
                            {
                                firstAfterPush     = incoming.StartNode;
                                alternateAfterPush = v;
                            }
                            else
                            {
                                firstAfterPush     = v;
                                alternateAfterPush = incoming.StartNode;
                            }
                        }
                    }
                }
            }

            // All candiates have been considered, post processing the winner:
            if (shortestDistance < double.MaxValue)
            {
                // If there is one, check if it is not too far away from the start. This catches cases where
                // a gate at the end of an apron with heading parallel to the apron entry would get a best
                // target on the taxiway outside the apron.
                double actualDistance = VortexMath.DistanceKM(Latitude, Longitude, bestPushBackLatitude, bestPushBackLongitude);
                if (actualDistance > 0.25)
                {
                    // Fix this by pushing to the end point of the entry link
                    // (If that is actually the nearest node to the parking, but alas...
                    //  this is the default WT3 behaviour anyway)
                    NearestNode            = selectedNodes.First();
                    AlternateAfterPushBack = null;
                    PushBackLatitude       = NearestNode.Latitude;
                    PushBackLongitude      = NearestNode.Longitude;
                }
                else
                {
                    // Store the results in the startpoint
                    PushBackLatitude       = bestPushBackLatitude;
                    PushBackLongitude      = bestPushBackLongitude;
                    NearestNode            = firstAfterPush;
                    AlternateAfterPushBack = alternateAfterPush;
                }
            }
            else
            {
                // Crude fallback to defautl WT behavoit if nothing was found.
                NearestNode            = fallback;
                AlternateAfterPushBack = null;
                PushBackLatitude       = NearestNode.Latitude;
                PushBackLongitude      = NearestNode.Longitude;
            }
        }
Пример #5
0
 public void Compute()
 {
     DistanceKM = VortexMath.DistanceKM(StartNode, EndNode);
     Bearing    = VortexMath.BearingRadians(StartNode, EndNode);
 }
Пример #6
0
        /// <summary>
        /// Dijkstra... goes through the full network finding shortest path from every node to the target so
        /// that afterwards we can cherrypick the starting nodes we are actually interested in.
        /// </summary>
        /// <param name="nodes">The node network</param>
        /// <param name="targetNode">Here do we go now</param>
        /// <param name="targetCategory">Minimum Cat (A-F) that needs to be supported by the route</param>
        private static void FindShortestPaths(IEnumerable <TaxiNode> nodes, TaxiNode targetNode, XPlaneAircraftCategory targetCategory)
        {
            List <TaxiNode> untouchedNodes = nodes.ToList();
            List <TaxiNode> touchedNodes   = new List <TaxiNode>();

            // Reset previously found paths
            foreach (TaxiNode node in nodes)
            {
                node.DistanceToTarget = double.MaxValue;
                node.NextNodeToTarget = null;
            }

            // Setup the targetnode
            targetNode.DistanceToTarget = 0;
            targetNode.NextNodeToTarget = null;

            // Assign distances to all incoming edges of the target
            foreach (TaxiEdge incoming in targetNode.IncomingEdges)
            {
                // Skip taxiways that are too small
                if (targetCategory > incoming.MaxCategory)
                {
                    continue;
                }

                // Mark the other side of the incoming edge as touched...
                if (untouchedNodes.Contains(incoming.StartNode) && !touchedNodes.Contains(incoming.StartNode))
                {
                    untouchedNodes.Remove(incoming.StartNode);
                    touchedNodes.Add(incoming.StartNode);
                }

                // And set the properties of the path
                incoming.StartNode.DistanceToTarget = incoming.DistanceKM;
                incoming.StartNode.NextNodeToTarget = targetNode;
                incoming.StartNode.NameToTarget     = incoming.LinkName;
                incoming.StartNode.PathIsRunway     = incoming.IsRunway;
                incoming.StartNode.BearingToTarget  = VortexMath.BearingRadians(incoming.StartNode, targetNode);
            }

            // Remove the target node completely, it's done.
            untouchedNodes.Remove(targetNode);

            // instantiate the comparer for taxinode list sorting
            ShortestPathComparer spc = new ShortestPathComparer();

            // Now rinse and repeat will we still have 'touched nodes' (unprocessed nodes with a path to the target)
            while (touchedNodes.Count() > 0)
            {
                // Pick the next( touched but not finished) node to process, that is: the one which currently has the shortest path to the target
                touchedNodes.Sort(spc);
                TaxiNode currentNode = touchedNodes.First();

                // And set the distances for the nodes with link towards the current node
                foreach (TaxiEdge incoming in currentNode.IncomingEdges)
                {
                    // Skip taxiways that are too small
                    if (targetCategory > incoming.MaxCategory)
                    {
                        continue;
                    }

                    // Avoid runways unless they are the only option.
                    double distanceToCurrent = incoming.DistanceKM;
                    if (incoming.IsRunway)
                    {
                        distanceToCurrent += 2.0;
                    }

                    // If the incoming link + the distance from the current node to the target is smaller
                    // than the so far shortest distance from the node on the otherside of the incoming link to
                    // the target... reroute the path from the otherside through the current node.
                    if ((distanceToCurrent + currentNode.DistanceToTarget) < incoming.StartNode.DistanceToTarget)
                    {
                        if (untouchedNodes.Contains(incoming.StartNode) && !touchedNodes.Contains(incoming.StartNode))
                        {
                            // The 'otherside' node is now ready to be processed
                            untouchedNodes.Remove(incoming.StartNode);
                            touchedNodes.Add(incoming.StartNode);
                        }

                        // Update the path properties
                        incoming.StartNode.DistanceToTarget = (currentNode.DistanceToTarget + distanceToCurrent);
                        incoming.StartNode.NextNodeToTarget = currentNode;
                        incoming.StartNode.NameToTarget     = incoming.LinkName;
                        incoming.StartNode.PathIsRunway     = incoming.IsRunway;
                        incoming.StartNode.BearingToTarget  = incoming.Bearing;
                    }
                }

                // And the current is done.
                touchedNodes.Remove(currentNode);
            }
        }