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##
## view.nas
##
## Nasal code for implementing view-specific functionality.
# For debugging. Returns string containing description of <x>.
#
var str = func(x, prefix='') {
prefix = '';
var ret = '';
ret = ret ~ prefix ~ typeof(x) ~ ':';
if (typeof(x) == "hash") {
ret = ret ~ '{';
#prefix = prefix ~ ' ';
foreach(var key; keys(x)){
ret = ret ~ prefix ~ " '" ~ key ~ "'" ~ ':';
ret = ret ~ str(x[key], prefix ~ ' ');
}
ret = ret ~ '}'
}
else {
ret = ret ~ sprintf('%s', x);
}
return ret;
}
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var index = nil; # current view index
var views = nil; # list of all view branches (/sim/view[n]) as props.Node
var current = nil; # current view branch (e.g. /sim/view[1]) as props.Node
var fovProp = nil;
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var hasmember = func(class, member) {
if (contains(class, member))
return 1;
if (!contains(class, "parents"))
return 0;
if (typeof(class.parents) != "vector")
return 0;
foreach (var parent; class.parents)
if (hasmember(parent, member))
return 1;
return 0;
}
# Dynamically calculate limits so that it takes STEPS iterations to
# traverse the whole range, the maximum FOV is fixed at 120 degrees,
# and the minimum corresponds to normal maximum human visual acuity
# (~1 arc minute of resolution, although apparently people vary widely
# in this ability). Quick derivation of the math:
#
# mul^steps = max/min
# steps * ln(mul) = ln(max/min)
# mul = exp(ln(max/min) / steps)
var STEPS = 40;
var ACUITY = 1/60; # Maximum angle subtended by one pixel (== 1 arc minute)
var max = var min = var mul = 0;
var calcMul = func {
max = 120; # Fixed at 120 degrees
min = getprop("/sim/startup/xsize") * ACUITY;
mul = math.exp(math.ln(max/min) / STEPS);
}
##
# Handler. Increase FOV by one step
#
var increase = func {
calcMul();
var val = fovProp.getValue() * mul;
if(val == max) { return; }
if(val > max) { val = max }
fovProp.setDoubleValue(val);
var popup=getprop("/sim/view-name-popup");
if(popup == 1 or popup==nil) gui.popupTip(sprintf("FOV: %.1f", val));
}
##
# Handler. Decrease FOV by one step
#
var decrease = func {
calcMul();
var val = fovProp.getValue() / mul;
fovProp.setDoubleValue(val);
var popup=getprop("/sim/view-name-popup");
if(popup == 1 or popup==nil) gui.popupTip(sprintf("FOV: %.1f%s", val, val < min ? " (overzoom)" : ""));
}
##
# Handler. Reset FOV to default.
#
var resetFOV = func {
setprop("/sim/current-view/field-of-view",
getprop("/sim/current-view/config/default-field-of-view-deg"));
}
var resetViewPos = func {
var v = current.getNode("config");
setprop("/sim/current-view/x-offset-m", 0);
setprop("/sim/current-view/y-offset-m", 0);
setprop("/sim/current-view/z-offset-m", 0);
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}
var resetViewDir = func {
var v = current.getNode("config");
setprop("/sim/current-view/heading-offset-deg", v.getNode("heading-offset-deg", 1).getValue() or 0);
setprop("/sim/current-view/pitch-offset-deg", v.getNode("pitch-offset-deg", 1).getValue() or 0);
setprop("/sim/current-view/roll-offset-deg", v.getNode("roll-offset-deg", 1).getValue() or 0);
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}
##
# Handler. Step to the next (force=1) or next enabled view.
#
var stepView = func(step, force = 0) {
step = step > 0 ? 1 : -1;
var n = index;
for (var i = 0; i < size(views); i += 1) {
n += step;
if (n < 0)
n = size(views) - 1;
elsif (n >= size(views))
n = 0;
var e = views[n].getNode("enabled");
if (force or (e == nil or e.getBoolValue()) and
(views[n].getNode("name")!=nil))
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break;
}
setprop("/sim/current-view/view-number", n);
# And pop up a nice reminder
var popup=getprop("/sim/view-name-popup");
if(popup == 1 or popup==nil) gui.popupTip(views[n].getNode("name").getValue());
}
##
# Get view index by name.
#
var indexof = func(name) {
forindex (var i; views)
if (views[i].getNode("name", 1).getValue() == name)
return i;
return nil;
}
##
# Standard view "slew" rate, in degrees/sec.
#
var VIEW_PAN_RATE = 60;
##
# Pans the view horizontally. The argument specifies a relative rate
# (or number of "steps" -- same thing) to the standard rate.
#
var panViewDir = func(step) {
if (getprop("/sim/freeze/master"))
var prop = "/sim/current-view/heading-offset-deg";
else
var prop = "/sim/current-view/goal-heading-offset-deg";
controls.slewProp(prop, step * VIEW_PAN_RATE);
}
##
# Pans the view vertically. The argument specifies a relative rate
# (or number of "steps" -- same thing) to the standard rate.
#
var panViewPitch = func(step) {
if (getprop("/sim/freeze/master"))
var prop = "/sim/current-view/pitch-offset-deg";
else
var prop = "/sim/current-view/goal-pitch-offset-deg";
controls.slewProp(prop, step * VIEW_PAN_RATE);
}
##
# Reset view to default using current view manager (see default_handler).
#
var resetView = func {
manager.reset();
}
##
# Default view handler used by view.manager.
#
var default_handler = {
reset : func {
resetViewDir();
resetFOV();
},
};
# If <from>/<path> exists and <to>/<path> doesn't, copy the former to the
# latter.
#
var set_default = func(from, path, to) {
from_ = from.getNode(path);
if (from_ != nil) {
if (to.getNode(path) == nil) {
to.setValue(path, from_.getValue());
}
}
}
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##
# View manager. Administrates optional Nasal view handlers.
# Usage: view.manager.register(<view-id>, <view-handler>);
#
# view-id: the view's name (e.g. "Chase View") or index number
# view-handler: a hash with any combination of the functions listed in the
# following example, or none at all. Only define the interface
# functions that you really need! The hash may contain local
# variables and other, non-interface functions.
#
# Example:
#
# var some_view_handler = {
# init : func {}, # called only once at startup
# start : func {}, # called when view is switched to our view
# stop : func {}, # called when view is switched away from our view
# reset : func {}, # called with view.resetView()
# update : func { 0 }, # called iteratively if defined. Must return
# }; # interval in seconds until next invocation
# # Don't define it if you don't need it!
#
# view.manager.register("Some View", some_view_handler);
#
#
var manager = {
current : { node: nil, handler: default_handler },
init : func {
me.current = nil;
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me.views = {};
me.loopid = 0;
var viewnodes = props.globals.getNode("sim").getChildren("view");
var helicopter_view = viewnodes[1];
forindex (var i; viewnodes) {
# Install this view, marking as multiplayer if appropriate.
var multiplayer = 1;
if (i==4 or i==6) {
# Fly-by and Tower Look From views do not currently
# support multiplayer aircraft.
multiplayer = 0;
}
var viewnode = viewnodes[i];
me.views[i] = {
node: viewnode,
handler: default_handler,
multiplayer: multiplayer
};
# If this view is similar to helicopter view, copy across
# Helicopter View target offsets if not specified. E.g.
# this allows Tower View AGL to work on aircraft that don't
# know about it but need non-zero target-*-offset-m values
# to centre the view on the middle of the aircraft.
if (i==2 or i==3 or i==5 or i==7 or i==8) {
set_default(helicopter_view, "config/target-x-offset-m", viewnode);
set_default(helicopter_view, "config/target-y-offset-m", viewnode);
set_default(helicopter_view, "config/target-z-offset-m", viewnode);
}
}
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setlistener("/sim/current-view/view-number", func(n) {
manager.set_view(n.getValue());
}, 1);
},
register : func(which, handler = nil) {
var n = num(which);
if (n == nil) n = indexof(which);
if (n == nil) {
printf('Unable to register view handler: which=%s', which);
return;
}
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if (handler == nil)
handler = default_handler;
me.views[n]["handler"] = handler;
var viewnodes = props.globals.getNode("sim").getChildren("view");
me.views[n]["node"] = viewnodes[n];
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if (hasmember(handler, "init"))
handler.init(me.views[n].node);
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me.set_view();
},
set_view : func(which = nil) {
if (which == nil)
which = index;
elsif (num(which) == nil)
which = indexof(which);
me.loopid += 1;
if (me.current != nil) {
if (me.current.multiplayer) {
model_view_handler.stop();
}
if (hasmember(me.current.handler, "stop"))
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me.current.handler.stop();
}
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me.current = me.views[which];
if (hasmember(me.current.handler, "start"))
me.current.handler.start();
if (hasmember(me.current.handler, "update"))
me._loop_(me.loopid += 1);
if (me.current != nil and me.current.multiplayer) {
model_view_handler.start();
}
screenWidthCompens.update();
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},
reset : func {
if (hasmember(me.current.handler, "reset"))
me.current.handler.reset();
else
default_handler.reset();
},
_loop_ : func(id) {
id == me.loopid or return;
settimer(func { me._loop_(id) }, me.current.handler.update() or 0);
},
multiplayer_callback: func(data) {
# We are called by model_view_handler when the user wants to
# look at a different aircraft.
#
# We can be called very early due to model_view_handler_class's use
# of a listener, so we need to protect against me.current.node not
# being set up yet.
#
if (me.current.node != nil) {
me.current.node.getNode("config").setValues({
"root": data.root,});
}
},
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};
var fly_by_view_handler = {
init : func {
me.latN = props.globals.getNode("/sim/viewer/latitude-deg", 1);
me.lonN = props.globals.getNode("/sim/viewer/longitude-deg", 1);
me.altN = props.globals.getNode("/sim/viewer/altitude-ft", 1);
me.vnN = props.globals.getNode("/velocities/speed-north-fps", 1);
me.veN = props.globals.getNode("/velocities/speed-east-fps", 1);
me.hdgN = props.globals.getNode("/orientation/heading-deg", 1);
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setlistener("/sim/signals/reinit", func(n) { n.getValue() or me.reset() });
setlistener("/sim/crashed", func(n) { n.getValue() and me.reset() });
setlistener("/sim/freeze/replay-state", func {
settimer(func { me.reset() }, 1); # time for replay to catch up
});
me.reset();
},
start : func {
me.reset();
},
reset: func {
me.chase = -getprop("/sim/chase-distance-m");
# me.course = me.hdgN.getValue();
var vn = me.vnN.getValue();
var ve = me.veN.getValue();
me.course = (0.5*math.pi - math.atan2(vn, ve))*R2D;
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me.last = geo.aircraft_position();
me.setpos(1);
# me.dist = 20;
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},
setpos : func(force = 0) {
var pos = geo.aircraft_position();
var vn = me.vnN.getValue();
var ve = me.veN.getValue();
var dist = 0.0;
if ( force ) {
# predict distance based on speed
var mps = math.sqrt( vn*vn + ve*ve ) * FT2M;
dist = mps * 3.5; # 3.5 seconds worth of travel
} else {
# use actual distance
dist = me.last.distance_to(pos);
# reset when too far (i.e. position changed due to skipping time in replay mode)
if (dist>5000) return me.reset();
}
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# check if the aircraft has moved enough
if (dist < 1.7 * me.chase and !force)
return 1.13;
# "predict" and remember next aircraft position
# var course = me.hdgN.getValue();
var course = (0.5*math.pi - math.atan2(vn, ve))*R2D;
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var delta_alt = (pos.alt() - me.last.alt()) * 0.5;
pos.apply_course_distance(course, dist * 0.8);
pos.set_alt(pos.alt() + delta_alt);
me.last.set(pos);
# apply random deviation
var radius = me.chase * (0.5 * rand() + 0.7);
var agl = getprop("/position/altitude-agl-ft") * FT2M;
if (agl > me.chase)
var angle = rand() * 2 * math.pi;
else
var angle = ((2 * rand() - 1) * 0.15 + 0.5) * (rand() < 0.5 ? -math.pi : math.pi);
var dev_alt = math.cos(angle) * radius;
var dev_side = math.sin(angle) * radius;
pos.apply_course_distance(course + 90, dev_side);
# and make sure it's not under ground
var lat = pos.lat();
var lon = pos.lon();
var alt = pos.alt();
var elev = geo.elevation(lat, lon);
if (elev != nil) {
elev += 2; # min elevation
if (alt + dev_alt < elev and dev_alt < 0)
dev_alt = -dev_alt;
if (alt + dev_alt < elev)
alt = elev;
else
alt += dev_alt;
}
# set new view point
me.latN.setValue(lat);
me.lonN.setValue(lon);
me.altN.setValue(alt * M2FT);
return 7.3;
},
update : func {
return me.setpos();
},
};
# Helper for views that can show multiplayer aircaft as well as the user's
# aircraft. Used by <manager> above.
#
var model_view_handler_class = {
new: func() {
var m = { parents:[model_view_handler_class]};
m.current = nil;
m.legendN = props.globals.initNode("/sim/current-view/model-view", "");
m.dialog = props.Node.new({ "dialog-name": "model-view" });
m.listener = setlistener("/sim/signals/multiplayer-updated", func m._update_(), 1);
m.reset();
return m;
},
start: func() {
fgcommand("dialog-show", me.dialog);
me.next(0);
},
stop: func() {
fgcommand("dialog-close", me.dialog);
},
reset: func {
me.select(0);
},
find: func(callsign) {
forindex (var i; me.list) {
if (me.list[i].callsign == callsign)
return i;
}
return nil;
},
select: func(which, by_callsign=0) {
if (by_callsign or num(which) == nil) {
which = me.find(which) or 0; # turn callsign into index
}
me.setup(me.list[which]);
},
next: func(step) {
var i = me.find(me.current);
i = i == nil ? 0 : math.mod(i + step, size(me.list));
me.setup(me.list[i]);
},
_update_: func {
var self = {
callsign: getprop("/sim/multiplay/callsign"),
model:,
node: props.globals,
root: '/',
};
# It looks like we can get called (from me.new()) before
# multiplayer.model.list is created, so need to check whether it
# exists.
if (hasmember(multiplayer.model, 'list')) {
me.list = [self] ~ multiplayer.model.list;
}
else {
me.list = [self];
}
if (!me.find(me.current))
me.select(0);
},
setup: func(data) {
if (data.root == '/') {
var ident = '[' ~ data.callsign ~ ']';
} else {
var ident = '"' ~ data.callsign ~ '" (' ~ data.model ~ ')';
}
me.current = data.callsign;
me.legendN.setValue(ident);
manager.multiplayer_callback(data);
},
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};
var model_view_handler = model_view_handler_class.new();
# Note that gui/dialogs/model-view.xml expects to be able to call
# view.model_view_handler.next() etc.
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var pilot_view_limiter = {
new : func {
return { parents: [pilot_view_limiter] };
},
init : func {
me.hdgN = props.globals.getNode("/sim/current-view/heading-offset-deg");
me.xoffsetN = props.globals.getNode("/sim/current-view/x-offset-m");
me.xoffset_lowpass = aircraft.lowpass.new(0.1);
me.last_offset = 0;
me.needs_start = 0;
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},
start : func {
var limits = current.getNode("config/limits", 1);
me.left = {
heading_max : abs(limits.getNode("left/heading-max-deg", 1).getValue() or 1000),
threshold : abs(limits.getNode("left/x-offset-threshold-deg", 1).getValue() or 0),
xoffset_max : abs(limits.getNode("left/x-offset-max-m", 1).getValue() or 0),
};
me.right = {
heading_max : -abs(limits.getNode("right/heading-max-deg", 1).getValue() or 1000),
threshold : -abs(limits.getNode("right/x-offset-threshold-deg", 1).getValue() or 0),
xoffset_max : -abs(limits.getNode("right/x-offset-max-m", 1).getValue() or 0),
};
me.left.scale = me.left.xoffset_max / (me.left.heading_max - me.left.threshold);
me.right.scale = me.right.xoffset_max / (me.right.heading_max - me.right.threshold);
me.last_hdg = normdeg(me.hdgN.getValue());
me.enable_xoffset = me.right.xoffset_max > 0.001 or me.left.xoffset_max > 0.001;
me.needs_start = 0;
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},
update : func {
if (getprop("/devices/status/keyboard/ctrl"))
return;
if( getprop("/sim/signals/reinit") )
{
me.needs_start = 1;
return;
}
else if( me.needs_start )
me.start();
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var hdg = normdeg(me.hdgN.getValue());
if (abs(me.last_hdg - hdg) > 180) # avoid wrap-around skips
me.hdgN.setDoubleValue(hdg = me.last_hdg);
elsif (hdg > me.left.heading_max)
me.hdgN.setDoubleValue(hdg = me.left.heading_max);
elsif (hdg < me.right.heading_max)
me.hdgN.setDoubleValue(hdg = me.right.heading_max);
me.last_hdg = hdg;
# translate view on X axis to look far right or far left
if (me.enable_xoffset) {
var offset = 0;
if (hdg > me.left.threshold)
offset = (me.left.threshold - hdg) * me.left.scale;
elsif (hdg < me.right.threshold)
offset = (me.right.threshold - hdg) * me.right.scale;
var new_offset = me.xoffset_lowpass.filter(offset);
me.xoffsetN.setDoubleValue(me.xoffsetN.getValue() - me.last_offset + new_offset);
me.last_offset = new_offset;
}
return 0;
},
};
var panViewDir = func(step) { # FIXME overrides panViewDir function from above; needs better integration
if (getprop("/sim/freeze/master"))
var prop = "/sim/current-view/heading-offset-deg";
else
var prop = "/sim/current-view/goal-heading-offset-deg";
var viewVal = getprop(prop);
var delta = step * VIEW_PAN_RATE * getprop("/sim/time/delta-realtime-sec");
var viewValSlew = normdeg(viewVal + delta);
var headingMax = abs(current.getNode("config/limits/left/heading-max-deg", 1).getValue() or 1000);
var headingMin = -abs(current.getNode("config/limits/right/heading-max-deg", 1).getValue() or 1000);
if (viewValSlew > headingMax)
viewValSlew = headingMax;
elsif (viewValSlew < headingMin)
viewValSlew = headingMin;
setprop(prop, viewValSlew);
}
#------------------------------------------------------------------------------
#
# Saves/restores/moves the view point (position, orientation, field-of-view).
# Moves are interpolated with sinusoidal characteristic. There's only one
# instance of this class, available as "view.point".
#
# Usage:
# view.point.save(); ... save current view and return reference to
# saved values in the form of a props.Node
#
# view.point.restore(); ... restore saved view parameters
#
# view.point.move(<prop> [, <time>]);
# ... set view parameters from a props.Node with
# optional move time in seconds. <prop> may be
# nil, in which case nothing happens.
#
# A parameter set as expected by set() and returned by save() is a props.Node
# object containing any (or none) of these children:
#
# <heading-offset-deg>
# <pitch-offset-deg>
# <roll-offset-deg>
# <x-offset-m>
# <y-offset-m>
# <z-offset-m>
# <field-of-view>
# <move-time-sec>
#
# The <move-time> isn't really a property of the view, but is available
# for convenience. The time argument in the move() method overrides it.
##
# Normalize angle to -180 <= angle < 180
#
var normdeg = func(a) {
while (a >= 180)
a -= 360;
while (a < -180)
a += 360;
return a;
}
##
# Manages one translation/rotation axis. (For simplicity reasons the
# field-of-view parameter is also managed by this class.)
#
var ViewAxis = {
new : func(prop) {
var m = { parents : [ViewAxis] };
m.prop = props.globals.getNode(prop, 1);
if (m.prop.getType() == "NONE")
m.prop.setDoubleValue(0);
m.from = m.to = m.prop.getValue();
return m;
},
reset : func {
me.from = me.to = normdeg(me.prop.getValue());
},
target : func(v) {
me.to = normdeg(v);
},
move : func(blend) {
me.prop.setValue(me.from + blend * (me.to - me.from));
},
};
##
# view.point: handles smooth view movements
#
var point = {
init : func {
me.axes = {
"heading-offset-deg" : ViewAxis.new("/sim/current-view/goal-heading-offset-deg"),
"pitch-offset-deg" : ViewAxis.new("/sim/current-view/goal-pitch-offset-deg"),
"roll-offset-deg" : ViewAxis.new("/sim/current-view/goal-roll-offset-deg"),
"x-offset-m" : ViewAxis.new("/sim/current-view/x-offset-m"),
"y-offset-m" : ViewAxis.new("/sim/current-view/y-offset-m"),
"z-offset-m" : ViewAxis.new("/sim/current-view/z-offset-m"),
"field-of-view" : ViewAxis.new("/sim/current-view/field-of-view"),
};
me.storeN = props.Node.new();
me.dtN = props.globals.getNode("/sim/time/delta-realtime-sec", 1);
me.currviewN = props.globals.getNode("/sim/current-view", 1);
me.blend = 0;
me.loop_id = 0;
props.copy(props.globals.getNode("/sim/view/config"), me.storeN);
},
save : func {
me.storeN = props.Node.new();
props.copy(me.currviewN, me.storeN);
return me.storeN;
},
restore : func {
me.move(me.storeN);
},
move : func(prop, time = nil) {
prop != nil or return;
var n = prop.getNode("view-number");
if (n != nil)
setprop("/sim/current-view/view-number",n.getValue());
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foreach (var a; keys(me.axes)) {
var n = prop.getNode(a);
me.axes[a].reset();
if (n != nil)
me.axes[a].target(n.getValue());
}
var m = prop.getNode("move-time-sec");
if (m != nil)
time = m.getValue();
if (time == nil)
time = 1;
me.blend = -1; # range -1 .. 1
me._loop_(me.loop_id += 1, time);
},
_loop_ : func(id, time) {
me.loop_id == id or return;
me.blend += me.dtN.getValue() / time;
if (me.blend > 1)
me.blend = 1;
var b = (math.sin(me.blend * math.pi / 2) + 1) / 2; # range 0 .. 1
foreach (var a; keys(me.axes))
me.axes[a].move(b);
if (me.blend < 1)
settimer(func { me._loop_(id, time) }, 0);
},
};
##
# view.ScreenWidthCompens: optional FOV compensation for wider screens.
# It keeps an equivalent of 55° FOV on a 4:3 zone centered on the screen
# whichever is the screen width/height ratio. Works only if width >= height.
var screenWidthCompens = {
defaultFov: nil,
oldW: nil, oldH: nil, oldOpt: nil,
assumedW: 4, assumedH: 3,
fovStore: [],
lastViewStatus: {},
statusNode: nil, # = /sim/current-view/field-of-view-compensation
getStatus: func me.statusNode.getValue(),
setStatus: func(state) me.statusNode.setValue(state),
wNode: nil, # = /sim/startup/xsize
hNode: nil, # = /sim/startup/ysize
getDimensions: func [me.wNode.getValue(),me.hNode.getValue()],
calcNewFov: func(fov=55, oldW=nil, oldH=nil, w=nil, h=nil) {
var dim = me.getDimensions();
if (w == nil) w = dim[0];
if (h == nil) h = dim[1];
if (oldW == nil) oldW = me.assumedW;
if (oldH == nil) oldH = me.assumedH;
if (w/h == oldW/oldH or h > w) return fov;
else return math.atan2(w/h, oldW/oldH / math.tan(fov * D2R)) * R2D;
},
init: func() {
me.defaultFov = getprop("/sim/current-view/config/default-field-of-view-deg");
me.statusNode = props.globals.getNode("/sim/current-view/field-of-view-compensation", 1);
me.wNode = props.globals.getNode("/sim/startup/xsize", 1);
me.hNode = props.globals.getNode("/sim/startup/ysize", 1);
(me.oldW, me.oldH) = me.getDimensions();
setsize(me.fovStore, size(views));
forindex (var i; views) {
me.fovStore[i] = views[i].getNode("config/default-field-of-view-deg", 1).getValue() or 55;
me.lastViewStatus[i] = { w:me.assumedW, h:me.assumedH };
}
me.update(opt:nil, force:1);
},
toggle: func() me.update(!me.getStatus(), 1),
update: func(opt=nil, force=0) {
if (opt == nil)
opt = me.getStatus();
else me.setStatus(opt);
var (w, h) = me.getDimensions();
# Update config/default-field-of-view-deg nodes if state changed:
if (force or me.oldOpt != opt or me.oldW/me.oldH != w/h) {
me.oldW = w;
me.oldH = h;
me.oldOpt = opt;
if (!opt) {
setprop("/sim/current-view/config/default-field-of-view-deg", me.defaultFov);
forindex (var i; views)
views[i].setValue("config/default-field-of-view-deg", me.fovStore[i]);
} else {
setprop("/sim/current-view/config/default-field-of-view-deg",
me.calcNewFov(fov:me.defaultFov, w:w, h:h));
forindex (var i; views)
views[i].setValue("config/default-field-of-view-deg",
me.calcNewFov(fov:me.fovStore[i], w:w, h:h));
}
}
# Update this view if necessary:
if (!opt) (w,h) = (me.assumedW,me.assumedH); # back to default FOV
var thisview = me.lastViewStatus[index];
if (thisview.w/thisview.h != w/h) {
fovProp.setValue(me.calcNewFov(fovProp.getValue(), thisview.w, thisview.h, w, h))
and
((thisview.opt,thisview.w,thisview.h) = (opt,w,h));
}
},
};
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_setlistener("/sim/signals/nasal-dir-initialized", func {
views = props.globals.getNode("/sim").getChildren("view");
fovProp = props.globals.getNode("/sim/current-view/field-of-view");
point.init();
setlistener("/sim/current-view/view-number", func(n) {
current = views[index = n.getValue()];
}, 1);
props.globals.initNode("/position/altitude-agl-ft"); # needed by Fly-By View
screenWidthCompens.init();
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manager.init();
manager.register("Fly-By View", fly_by_view_handler);
});
_setlistener("/sim/signals/reinit", func {
screenWidthCompens.update(opt:nil,force:1);
});
_setlistener("/sim/startup/xsize", func {
screenWidthCompens.update();
});
_setlistener("/sim/startup/ysize", func {
screenWidthCompens.update();
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});
var fdm_init_listener = _setlistener("/sim/signals/fdm-initialized", func {
removelistener(fdm_init_listener); # uninstall, so we're only called once
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var zoffset = nil;
foreach (var v; views) {
var index = v.getIndex();
if (index > 8 and index < 100) {
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globals["view"] = nil;
die("\n***\n*\n* Illegal use of reserved view index "
~ index ~ ". Use indices >= 100!\n*\n***");
} elsif (index >= 100 and index < 200) {
if (v.getNode("name") == nil)
continue;
var e = v.getNode("enabled");
if (e != nil) {
aircraft.data.add(e);
e.setAttribute("userarchive", 0);
}
}
}
forindex (var i; views) {
var limits = views[i].getNode("config/limits/enabled");
if (limits != nil) {
func (i) {
var limiter = pilot_view_limiter.new();
setlistener(limits, func(n) {
manager.register(i, n.getBoolValue() ? limiter : nil);
manager.set_view();
}, 1);
}(i);
}
}
});