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fgdata/Nasal/dynamic_view.nas

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sin = func(a) { math.sin(a * math.pi / 180.0) }
cos = func(a) { math.cos(a * math.pi / 180.0) }
sigmoid = func(x) { 1 / (1 + math.exp(-x)) }
nsigmoid = func(x) { 2 / (1 + math.exp(-x)) - 1 }
pow = func(v, w) { math.exp(math.ln(v) * w) }
npow = func(v, w) { math.exp(math.ln(abs(v)) * w) * (v < 0 ? -1 : 1) }
clamp = func(v, min, max) { v < min ? min : v > max ? max : v }
var L = [];
# Keep cockpit_view and panel_visible states up-to-date without having to
# query them in the main loop.
#
var cockpit_view = nil;
append(L, setlistener("/sim/current-view/view-number",func {
cockpit_view = (cmdarg().getValue() == 0);
}, 1));
append(L, setlistener("/sim/signals/reinit", func {
cockpit_view = getprop("/sim/current-view/view-number") == 0;
}, 0));
var panel_visible = nil;
append(L, setlistener("/sim/panel/visibility", func {
panel_visible = cmdarg().getBoolValue();
}, 1));
# Class that reads a property value, applies factor & offset, clamps to min & max,
# and optionally lowpass filters. lowpass = 0 means no filtering, lowpass = 1
# generates a coefficient 0.1, lowpass = 2 a coefficient 0.01 etc.
#
Input = {
new : func(prop = nil, factor = 1, offset = 0, lowpass = 0, min = nil, max = nil) {
var m = { parents : [Input] };
if (prop == nil) {
m.get = func { 0 }
m.set = func {}
return m;
}
m.prop = isa(props.Node, prop) ? prop : props.globals.getNode(prop, 1);
m.factor = factor;
m.offset = offset;
m.min = min;
m.max = max;
m.coeff = 0;
m.damped = m.get(); # wants coeff = 0!
m.coeff = lowpass ? 1.0 - 1.0 / pow(10, abs(lowpass)) : 0;
return m;
},
get : func {
var v = me.prop.getValue() * me.factor + me.offset;
if (me.min != nil and v < me.min) {
v = me.min;
}
if (me.max != nil and v > me.max) {
v = me.max;
}
return !me.coeff ? v : (me.damped = v * (1 - me.coeff) + me.damped * me.coeff);
},
set : func(v) {
me.prop.setDoubleValue(v);
},
};
# Class that maintains one sim/current-view/goal-*-offset-deg property.
# Applies the value that the input() method returns. This function needs
# to get overridden.
#
ViewAxis = {
new : func(prop) {
var m = { parents : [ViewAxis] };
m.prop = props.globals.getNode(prop, 0);
m.reset();
return m;
},
reset : func {
me.applied_offset = 0;
},
input : func {
die("ViewAxis.input() is pure virtual");
},
apply : func {
var v = me.prop.getValue() - me.applied_offset;
me.applied_offset = me.input();
me.prop.setDoubleValue(v + me.applied_offset);
},
add_offset : func {
me.prop.setValue(me.prop.getValue() + me.applied_offset);
},
};
# Class that manages a dynamic cockpit view by manipulating
# sim/current-view/goal-*-offset-deg properties.
#
ViewManager = {
new : func {
var m = { parents : [ViewManager] };
m.headingN = props.globals.getNode("orientation/heading-deg", 1);
m.pitchN = props.globals.getNode("orientation/pitch-deg", 1);
m.rollN = props.globals.getNode("orientation/roll-deg", 1);
m.heading_axis = ViewAxis.new("sim/current-view/goal-heading-offset-deg");
m.pitch_axis = ViewAxis.new("sim/current-view/goal-pitch-offset-deg");
m.roll_axis = ViewAxis.new("sim/current-view/goal-roll-offset-deg");
# accerations are converted to G
m.ax = Input.new("accelerations/pilot/x-accel-fps_sec", 0.03108095, 0, 1.1, 0);
m.ay = Input.new("accelerations/pilot/y-accel-fps_sec", 0.03108095, 0, 1.1);
m.az = Input.new("accelerations/pilot/z-accel-fps_sec", -0.03108095, -1, 1.0073);
# velocities are converted to knots
#m.vx = Input.new("velocities/uBody-fps", 0.5924838, 0);
#m.vy = Input.new("velocities/vBody-fps", 0.5924838, 0);
#m.vz = Input.new("velocities/wBody-fps", 0.5924838, 0);
m.wow = Input.new("gear/gear/wow", 2, -1, 1);
m.adir = 0;
m.heading_axis.input = func { # heading ...
-12 * sin(me.roll) * cos(me.pitch) # due to roll
+ me.steering # due to ground steering
}
m.pitch_axis.input = func { # pitch ...
10 * sin(me.roll) * sin(me.roll) # due to roll
+ 30 * (1 / (1 + math.exp(2 - me.pilot_az)) # due to G load
- 0.119202922) # [move to origin; 1/(1+exp(2)) ]
}
m.roll_axis.input = func { # roll ...
0.0 * sin(me.roll) * cos(me.pitch) # due to roll (none)
}
m.reset();
return m;
},
reset : func {
me.heading_axis.reset();
me.pitch_axis.reset();
me.roll_axis.reset();
},
apply : func {
var wow = me.wow.get();
var ax = me.ax.get();
var ay = me.ay.get();
var az = me.az.get();
#var vx = me.vx.get();
#var vy = me.vy.get();
var adir = math.atan2(-ay, ax) * 180 / math.pi;
#var vdir = math.atan2(vy, vx) * 180 / math.pi;
var aval = math.sqrt(ax * ax + ay * ay);
#var vval = math.sqrt(vx * vx + vy * vy);
ViewAxis.pilot_az = az;
ViewAxis.pitch = me.pitchN.getValue();
ViewAxis.roll = me.rollN.getValue();
ViewAxis.steering = 80 * wow
* nsigmoid(adir * 5.5 / 180)
* nsigmoid(aval);
me.heading_axis.apply();
me.pitch_axis.apply();
me.roll_axis.apply();
},
add_offsets : func {
me.heading_axis.add_offset();
me.pitch_axis.add_offset();
me.roll_axis.add_offset();
},
};
# Update loop for the whole dynamice view manager. It only runs if
# /sim/view[0]/dynamic/enabled is true.
#
main_loop = func(id) {
if (id != loop_id) {
return;
}
if (cockpit_view and !panel_visible) {
view_manager.apply();
}
settimer(func { main_loop(id) }, 0);
}
var dynamic_view = nil;
var original_resetView = nil;
var view_manager = nil;
var panel_visibilityN = nil;
var loop_id = 0;
# Initialization.
#
settimer(func {
if (getprop("/sim/flight-model") == "yasim") {
#aglN = props.globals.getNode("position/gear-agl-ft", 1);
} else {
#aglN = props.globals.getNode("position/altitude-agl-ft", 1);
}
original_resetView = view.resetView;
view_manager = ViewManager.new();
view.resetView = func {
original_resetView();
if (cockpit_view and dynamic_view) {
view_manager.add_offsets();
}
}
append(L, setlistener("/sim/view/dynamic/enabled", func {
dynamic_view = cmdarg().getBoolValue();
loop_id += 1;
view.resetView();
if (dynamic_view) {
main_loop(loop_id);
}
}, 1));
}, 5);