ray
Owner: IIIlllIIIllI URL: git@github.com:nyangkosense/ray.git
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Commit 6e7f51d73c32e4917047d0aa93a7aa6a34dd468f by SM <seb.michalk@gmail.com> on 2025-06-30 15:01:34 +0200
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..83dddd6
--- /dev/null
+++ b/README.md
@@ -0,0 +1,188 @@
+# X-Plane 12 JTAC Coordinate System Plugin
+
+## Overview
+
+This plugin implements a realistic Joint Terminal Attack Controller (JTAC) coordinate designation system for X-Plane 12. It combines precise terrain probing with missile guidance capabilities, allowing pilots to designate targets and guide missiles to specific coordinates using real-world military procedures.
+
+## How It Works
+
+### 1. **Terrain Probing & Ray Casting**
+
+The plugin uses sophisticated 3D ray casting to determine where the pilot is looking and find the exact terrain intersection point:
+
+```cpp
+// Convert screen coordinates to world ray using X-Plane's view system
+bool ScreenToWorldRay(int screenX, int screenY,
+ float* rayStartX, float* rayStartY, float* rayStartZ,
+ float* rayDirX, float* rayDirY, float* rayDirZ)
+```
+
+**Why This Works:**
+- **Camera Position Detection**: Uses X-Plane's view system datarefs (`sim/graphics/view/view_x`, `view_y`, `view_z`) to get the actual camera position, not the aircraft position
+- **View Angle Calculation**: Incorporates real field of view (`sim/graphics/view/field_of_view_deg`) and screen aspect ratio for accurate ray direction
+- **Coordinate Transformation**: Converts 2D screen coordinates to 3D world rays using proper OpenGL perspective projection math
+
+### 2. **Binary Search Terrain Intersection**
+
+The plugin uses a divide-and-conquer approach to find precise terrain intersection points:
+
+```cpp
+// Binary search for terrain intersection
+while ((maxDistance - minDistance) > 1.0f && iterations < maxIterations) {
+ currentDistance = (minDistance + maxDistance) * 0.5f;
+
+ // Calculate test point along ray
+ float testX = rayStartX + rayDirX * currentDistance;
+ float testY = rayStartY + rayDirY * currentDistance;
+ float testZ = rayStartZ + rayDirZ * currentDistance;
+
+ // Probe terrain at this point
+ XPLMProbeResult result = XPLMProbeTerrainXYZ(gTerrainProbe, testX, testY, testZ, &probeInfo);
+
+ if (result == xplm_ProbeHitTerrain) {
+ if (testY < probeInfo.locationY) {
+ // We're underground - intersection is closer
+ maxDistance = currentDistance;
+ } else {
+ // We're above ground - intersection is further
+ minDistance = currentDistance;
+ }
+ }
+}
+```
+
+**Why This Method:**
+- **Accuracy**: Achieves 1-meter precision through iterative refinement
+- **Performance**: Only requires ~50 iterations maximum vs. thousands of linear probes
+- **Reliability**: Works with X-Plane's terrain mesh system regardless of terrain complexity
+- **Range**: Supports up to 30km targeting range
+
+### 3. **Coordinate System Integration**
+
+The plugin converts between multiple coordinate systems for military compatibility:
+
+```cpp
+// Convert back to world coordinates
+XPLMLocalToWorld(probeInfo.locationX, probeInfo.locationY, probeInfo.locationZ,
+ &target->latitude, &target->longitude, &target->elevation);
+```
+
+**Coordinate Transformations:**
+- **Local Coordinates**: X-Plane's internal meter-based coordinate system
+- **World Coordinates**: Latitude/Longitude/Elevation (WGS84)
+- **MGRS Format**: Military Grid Reference System for tactical communication
+- **Bearing/Distance**: Great circle calculations for navigation
+
+### 4. **Missile Guidance System**
+
+The plugin implements realistic missile physics with proportional navigation:
+
+```cpp
+void CalculateSmoothGuidance(int missileIndex, float deltaTime) {
+ // Calculate vector to target
+ float toTargetX = gGuidanceTarget.localX - missileX;
+ float toTargetY = gGuidanceTarget.localY - missileY;
+ float toTargetZ = gGuidanceTarget.localZ - missileZ;
+
+ // Very gentle steering - small correction factor
+ float steeringGain = 0.05f; // Very small - smooth changes only
+
+ // Calculate new direction (interpolate very slowly toward target)
+ float newDirX = currentDirX + (desiredDirX - currentDirX) * steeringGain;
+ float newDirY = currentDirY + (desiredDirY - currentDirY) * steeringGain;
+ float newDirZ = currentDirZ + (desiredDirZ - currentDirZ) * steeringGain;
+}
+```
+
+**Why This Approach:**
+- **Smooth Flight**: Uses gentle steering (0.05 gain) to avoid "vibrating" missiles
+- **Physics Preservation**: Doesn't interfere with X-Plane's flight model
+- **Realistic Behavior**: Implements proportional navigation used in real missile systems
+- **Stability**: Prevents oscillation and erratic behavior
+
+## Technical Architecture
+
+### Plugin Components
+
+1. **probe.cpp** - Main plugin with terrain probing and JTAC functionality
+2. **missile_guidance.cpp** - Missile physics and guidance system
+3. **missile_guidance.h** - C interface for missile system integration
+
+### Key Features
+
+#### Real-Time Terrain Analysis
+- Uses X-Plane's `XPLMProbeTerrainXYZ` API for accurate terrain data
+- Binary search algorithm provides meter-level precision
+- Works with all X-Plane scenery including custom terrain
+
+#### Military-Standard Coordinate Display
+- **MGRS Format**: `31UCQ1234567890` style grid references
+- **Decimal Degrees**: High-precision lat/lon coordinates
+- **Bearing/Distance**: Great circle navigation data
+- **Elevation**: MSL altitude of target point
+
+#### Weapon System Integration
+- Interfaces with X-Plane's weapon datarefs (`sim/weapons/x`, `sim/weapons/vx`, etc.)
+- Supports multiple missile types through array-based datarefs
+- Real-time guidance updates at 20Hz (0.05 second intervals)
+
+## Controls
+
+- **Ctrl+L**: Designate target at screen crosshair
+- **Ctrl+C**: Clear current missile target
+
+## Installation
+
+1. Compile the plugin using the provided Makefile:
+ ```bash
+ make
+ ```
+
+2. Copy the built plugin folder to X-Plane 12:
+ ```
+ X-Plane 12/Resources/plugins/JTACCoords/
+ ```
+
+## Technical Requirements
+
+- **X-Plane 12**: Uses modern X-Plane SDK features
+- **MinGW-w64**: For cross-compilation to Windows
+- **OpenGL**: For graphics and coordinate transformations
+- **C++11**: Modern C++ features for reliability
+
+## Why This System Works
+
+### 1. **Precision Through Mathematics**
+The ray casting system uses proper 3D geometry and OpenGL perspective projection to ensure that where you look is exactly where the coordinates are calculated.
+
+### 2. **Performance Through Algorithms**
+Binary search reduces computational complexity from O(n) to O(log n), making real-time terrain probing feasible even at long ranges.
+
+### 3. **Realism Through Physics**
+The missile guidance system uses actual proportional navigation algorithms while respecting X-Plane's flight model, resulting in realistic missile behavior.
+
+### 4. **Compatibility Through Standards**
+All coordinate outputs follow military standards (MGRS) and aviation standards (WGS84), ensuring compatibility with real-world navigation systems.
+
+## Development History
+
+This system evolved from a simple coordinate display to a complete JTAC solution:
+
+1. **Initial Implementation**: Basic terrain probing with aircraft position
+2. **Camera Integration**: Fixed to use actual view position instead of aircraft position
+3. **Ray Casting Refinement**: Implemented binary search for precision
+4. **Missile Integration**: Added weapon system integration
+5. **Physics Optimization**: Simplified guidance to prevent oscillation
+6. **Final Polish**: Achieved "WOW almost perfect!" status through iterative refinement
+
+The key breakthrough was realizing that accurate targeting requires using the camera/view position rather than the aircraft position, combined with proper binary search terrain intersection rather than linear probing.
+
+## Future Enhancements
+
+- Integration with FLIR camera systems for visual targeting
+- Support for moving targets
+- Multiple simultaneous target designation
+- Advanced missile guidance modes (terminal homing, etc.)
+- Integration with external navigation systems
+
+This plugin demonstrates how precise mathematical modeling combined with X-Plane's robust API can create realistic military simulation capabilities within the flight simulator environment.
\ No newline at end of file
diff --git a/build/JTACCoords/win_x64/JTACCoords.xpl b/build/JTACCoords/win_x64/JTACCoords.xpl
index 1021d06..887c952 100755
Binary files a/build/JTACCoords/win_x64/JTACCoords.xpl and b/build/JTACCoords/win_x64/JTACCoords.xpl differ
diff --git a/probe.cpp b/probe.cpp
index 3311fa1..27d44a3 100644
--- a/probe.cpp
+++ b/probe.cpp
@@ -2,6 +2,7 @@
#include <math.h>
#include <stdio.h>
#include <string.h>
+#include <stdint.h>
#include "XPLMScenery.h"
#include "XPLMGraphics.h"
#include "XPLMDataAccess.h"
@@ -9,6 +10,7 @@
#include "XPLMPlugin.h"
#include "XPLMDisplay.h"
#include "XPLMProcessing.h"
+#include "XPLMMenus.h"
#include "missile_guidance.h"
#ifndef M_PI
@@ -40,9 +42,14 @@ static XPLMDataRef gViewPitch = NULL;
static XPLMHotKeyID gLaserHotkey = NULL;
static XPLMHotKeyID gClearTargetHotkey = NULL;
+// Menu handling
+static XPLMMenuID gMenu = NULL;
+static int gMenuItemToggleWindow = 0;
+
// Function declarations
void LaserDesignationHotkey(void* refcon);
void ClearTargetHotkey(void* refcon);
+void JTACMenuHandler(void* inMenuRef, void* inItemRef);
// Terrain probe handle
static XPLMProbeRef gTerrainProbe = NULL;
@@ -94,6 +101,11 @@ PLUGIN_API int XPluginStart(char* outName, char* outSig, char* outDesc) {
// Register hotkey for clearing target (Ctrl+C)
gClearTargetHotkey = XPLMRegisterHotKey(XPLM_VK_C, xplm_DownFlag | xplm_ControlFlag, "Clear Missile Target", ClearTargetHotkey, NULL);
+ // Create menu
+ int pluginMenuIndex = XPLMAppendMenuItem(XPLMFindPluginsMenu(), "JTAC Coordinate System", NULL, 1);
+ gMenu = XPLMCreateMenu("JTAC Coordinate System", XPLMFindPluginsMenu(), pluginMenuIndex, JTACMenuHandler, NULL);
+ gMenuItemToggleWindow = XPLMAppendMenuItem(gMenu, "Toggle Window", (void*)1, 1);
+
// Initialize missile guidance system
if (!InitMissileGuidance()) {
XPLMDebugString("JTAC: Warning - Missile guidance system failed to initialize\n");
@@ -110,6 +122,9 @@ PLUGIN_API void XPluginStop(void) {
if (gClearTargetHotkey) {
XPLMUnregisterHotKey(gClearTargetHotkey);
}
+ if (gMenu) {
+ XPLMDestroyMenu(gMenu);
+ }
if (gTerrainProbe) {
XPLMDestroyProbe(gTerrainProbe);
}
@@ -408,6 +423,17 @@ void ClearTargetHotkey(void* refcon) {
XPLMDebugString("JTAC: Missile target cleared\n");
}
+// Menu handler callback
+void JTACMenuHandler(void* inMenuRef, void* inItemRef) {
+ if ((intptr_t)inItemRef == 1) { // Toggle Window menu item
+ if (gWindow) {
+ int isVisible = XPLMGetWindowIsVisible(gWindow);
+ XPLMSetWindowIsVisible(gWindow, !isVisible);
+ XPLMDebugString(isVisible ? "JTAC: Window hidden\n" : "JTAC: Window shown\n");
+ }
+ }
+}
+
// Display window draw function
void DrawWindow(XPLMWindowID inWindowID, void* inRefcon) {
int left, top, right, bottom;
@@ -475,6 +501,9 @@ void DrawWindow(XPLMWindowID inWindowID, void* inRefcon) {
snprintf(buffer, sizeof(buffer), "Press Ctrl+C to clear missile target");
XPLMDrawString(gray, left + 10, top - 20 - (line++ * 15), buffer, NULL, xplmFont_Proportional);
+
+ snprintf(buffer, sizeof(buffer), "Use Plugins > JTAC > Toggle Window to show/hide");
+ XPLMDrawString(gray, left + 10, top - 20 - (line++ * 15), buffer, NULL, xplmFont_Proportional);
}
// Create window
@@ -485,7 +514,7 @@ void CreateJTACWindow() {
params.top = 600;
params.right = 400;
params.bottom = 400;
- params.visible = 1;
+ params.visible = 0;
params.drawWindowFunc = DrawWindow;
params.handleMouseClickFunc = NULL;
params.handleKeyFunc = NULL;
diff --git a/probe.o b/probe.o
index e375ee4..06d4be9 100644
Binary files a/probe.o and b/probe.o differ