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fgdata/Aircraft/Generic/updateloop.nas

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# updateloop.nas - Generic Nasal update loop for implementing sytems,
# instruments or physics simulation.
#
# Copyright (C) 2014 Anton Gomez Alvedro
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License as
# published by the Free Software Foundation; either version 2 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
##
# The UpdateLoop accepts a vector of Updatable components that it will call
# at regular intervals. In order to define custom objects to be controlled by
# the loop, the Updatable interface must be implemented:
#
# var MyComponent = {
# parents: [Updatable],
#
# reset: func {
# ...
# },
# update: func(dt) {
# ...
# },
# ...
# };
var Updatable = {
##
# When reset() is called, the component shall clean all internal state and
# reinitialize itself as if starting from scratch.
#
# Reset will be called automatically after a teleport, and then on demand
# when UpdateLoop.reset() is explicitly called.
reset: func { },
##
# Called at regular intervals from the UdateLoop.
# dt: Elapsed time in seconds since the last call.
update: func(dt) { },
};
##
# Wraps a set of user provided Updatable objects and calls them periodically.
# Takes care of critical sim signals (reinit, fdm-initialized, speed-up).
var UpdateLoop = {
# UpdateLoop.new(components, [update_period], [enable])
#
# components: Vector of components to update on every iteration.
# update_period: Time in seconds between updates.
# enable: Enable the loop immediately after creation.
# ignore_fdm: Do not wait for the fdm to be ready for starting the loop.
new: func(components, update_period = 0, enable = 1, ignore_fdm = 0) {
var m = { parents: [UpdateLoop] };
m.initialized = 0;
m.enabled = enable;
m.ignore_fdm = ignore_fdm;
m.update_period = update_period;
m.time_last = 0;
m.sim_speed = 1;
m.components = (components != nil)? components : [];
m.timer = maketimer(update_period,
func { call(me._update, [], m) });
m.lst = [];
append(m.lst, setlistener("/sim/speed-up",
func(n) { m.sim_speed = n.getValue() }, 1, 0));
append(m.lst, setlistener("sim/signals/reinit",
func(n) { m._on_teleport(n) }));
if (ignore_fdm or getprop("sim/signals/fdm-initialized")) {
m.reset();
enable and m.timer.start();
}
if (!ignore_fdm) {
append(m.lst, setlistener("sim/signals/fdm-initialized",
func(n) { m._on_teleport(n) }));
}
return m;
},
del: func {
me.disable();
foreach (var l; me.lst) removelistener(l);
},
##
# Resets internal state for all components controlled by the loop.
# It is of course responsibility of every component to clean their internal
# state appropriately.
reset: func {
me.time_last = getprop("/sim/time/elapsed-sec");
foreach (var component; me.components)
component.reset();
me.initialized = 1;
},
##
# The loop will start updating the components under its control.
enable: func {
if (me.initialized) me.timer.start();
me.enabled = 1;
},
##
# The loop will freeze and its components will not get updates until
# enabled again.
disable: func {
me.timer.stop();
me.enabled = 0;
},
_update: func {
var time_now = getprop("/sim/time/elapsed-sec");
var dt = (time_now - me.time_last) * me.sim_speed;
if (dt == 0) return;
me.time_last = time_now;
foreach (var component; me.components)
component.update(dt);
},
_on_teleport: func(n) {
var signal = n.getName();
if (signal == "reinit" and n.getValue()) {
me.timer.stop();
me.initialized = 0;
}
elsif (me.ignore_fdm or signal == "fdm-initialized") {
me.timer.isRunning and me.timer.stop();
me.reset();
me.enabled and me.timer.start();
}
}
};