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fgdata/Aircraft/Generic/WalkView/walkview.nas

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###############################################################################
##
## Walk view module for FlightGear.
##
## Inspired by the work of Stewart Andreason.
##
## Copyright (C) 2010 Anders Gidenstam (anders(at)gidenstam.org)
## This file is licensed under the GPL license v2 or later.
##
###############################################################################
# Global API. Automatically selects the right walker for the current view.
# NOTE: Coordinates are always 3 component lists: [x, y, z].
# Set the forward speed of the active walker.
# speed - walker speed in m/sec
# Returns 1 of there is an active walker and 0 otherwise.
var forward = func (speed) {
var cv = view.current.getPath();
if (contains(walkers, cv)) {
walkers[cv].forward(speed);
return 1;
} else {
return 0;
}
}
###############################################################################
# The walker class.
var walker = {
new : func (view_name, constraints = nil) {
var obj = { parents : [walker] };
obj.view = view.views[view.indexof(view_name)];
obj.constraints = constraints;
obj.position = [
obj.view.getNode("config/z-offset-m").getValue(),
obj.view.getNode("config/x-offset-m").getValue(),
obj.view.getNode("config/y-offset-m").getValue()
];
obj.heading =
obj.view.getNode("config/heading-offset-deg").getValue();
obj.speed = 0.0;
obj.id = 0;
obj.isactive = 0;
obj.eye_height = 1.60;
# Register this walker.
view.manager.register(view_name, obj);
walkers[obj.view.getPath()] = obj;
debug.dump(obj);
return obj;
},
active : func {
return me.isactive;
},
forward : func (speed) {
me.speed = speed;
},
set_pos : func (pos) {
me.position[0] = pos[0];
me.position[1] = pos[1];
me.position[2] = pos[2];
},
get_pos : func {
return me.position;
},
set_constraints : func (constraints) {
me.constraints = constraints;
},
get_constraints : func {
return me.constraints;
},
# View handler implementation.
init : func {
},
start : func {
me.isactive = 1;
me.last_time = getprop("/sim/time/elapsed-sec");
me.update();
settimer(func { me._loop_(me.id); }, 0.0);
},
stop : func {
me.isactive = 0;
me.id += 1;
},
# Internals.
update : func {
var t = getprop("/sim/time/elapsed-sec");
var dt = t - me.last_time;
if (dt == 0.0) return;
var cur = props.globals.getNode("/sim/current-view");
me.heading = cur.getNode("heading-offset-deg").getValue();
me.position[0] -= me.speed * dt * math.cos(me.heading * RAD);
me.position[1] -= me.speed * dt * math.sin(me.heading * RAD);
if (me.constraints != nil) {
me.position = me.constraints.constrain(me.position);
me.position[2] += me.eye_height;
cur.getNode("y-offset-m").setValue(me.position[2]);
}
cur.getNode("z-offset-m").setValue(me.position[0]);
cur.getNode("x-offset-m").setValue(me.position[1]);
#cur.getNode("y-offset-m").setValue(me.position[2]);
me.last_time = t;
},
_loop_ : func (id) {
if (me.id != id) return;
me.update();
settimer(func { me._loop_(id); }, 0.0);
}
};
###############################################################################
# Constraint classes.
# Assumes that the constraints are convex.
var unionConstraint = {
new : func (c1, c2) {
var obj = { parents : [unionConstraint] };
obj.c1 = c1;
obj.c2 = c2;
return obj;
},
constrain : func (pos) {
var p1 = me.c1.constrain(pos);
var p2 = me.c2.constrain(pos);
if (p1[0] == pos[0] and p1[1] == pos[1]) {
return p1;
} elsif (p2[0] == pos[0] and p2[1] == pos[1]) {
return p2;
} else {
if (closerXY(pos, p1, p2) <= 0) {
return p1;
} else {
return p2;
}
}
}
};
# Build a unionConstraint hierarchy from a list of constraints.
var makeUnionConstraint = func (cs) {
if (size(cs) < 2) return cs[0];
var ret = cs[0];
for (var i = 1; i < size(cs); i += 1) {
ret = unionConstraint.new(ret, cs[i]);
}
return ret;
}
# Mostly aligned plane sloping along the X axis.
# minp - the X,Y minimum point
# maxp - the X,Y maximum point
var slopingYAlignedPlane = {
new : func (minp, maxp) {
var obj = { parents : [slopingYAlignedPlane] };
obj.minp = minp;
obj.maxp = maxp;
obj.kxz = (maxp[2] - minp[2])/(maxp[0] - minp[0]);
return obj;
},
constrain : func (pos) {
var p = [pos[0], pos[1], pos[2]];
if (pos[0] < me.minp[0]) p[0] = me.minp[0];
if (pos[0] > me.maxp[0]) p[0] = me.maxp[0];
if (pos[1] < me.minp[1]) p[1] = me.minp[1];
if (pos[1] > me.maxp[1]) p[1] = me.maxp[1];
p[2] = me.minp[2] + me.kxz * (pos[0] - me.minp[0]);
return p;
},
};
###############################################################################
# Module implementation below
var RAD = math.pi/180;
var DEG = 180/math.pi;
var walkers = {};
var closerXY = func (pos, p1, p2) {
l1 = [p1[0] - pos[0], p1[1] - pos[1]];
l2 = [p2[0] - pos[0], p2[1] - pos[1]];
return (l1[0]*l1[0] + l1[1]*l1[1]) - (l2[0]*l2[0] + l2[1]*l2[1]);
}