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Merge branch 'master' of git://gitorious.org/fg/fgdata

This commit is contained in:
dfaber 2013-04-17 22:01:07 +02:00
commit 352a9374c9
38 changed files with 4641 additions and 270 deletions

View file

@ -81,7 +81,7 @@ var update_loop = func {
# and the aircraft maximum rate. Both are expressed
# in lbs/min
var fuel_rate = math.min(tankers[0].getNode("refuel/max-fuel-transfer-lbs-min", 1).getValue() or 6000,
refuelingN.getNode("max-fuel-transfer-lbs-min", 1).getValue());
refuelingN.getNode("max-fuel-transfer-lbs-min", 1).getValue() or 6000);
var received = UPDATE_PERIOD * fuel_rate / 60;
consumed -= received;
}

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@ -0,0 +1,249 @@
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@ -0,0 +1,385 @@
var kln94 = nil;
var KLN94 = {
Page: {
new : func(owner, s, idx)
{
m = {
parents:[KLN94.Page],
section: s,
index: idx
};
return m;
},
# encode various behavioural flags as predicates
# real Pages can over-ride these defaults as needed
hasActiveIdent: func { return 0; },
numberOfCyanLines: func { return 0; },
showsCDI: func { return 0; },
isMulti: func { return 0; },
# cursor stuff
display: func(gps)
{
},
refresh: func(gps)
{
},
},
pageNames : ['APT', 'VOR', 'NDB', 'INT', 'USR', 'ACT', 'NAV', 'FPL', 'SET', 'AUX'],
PAGE_APT: 0,
PAGE_VOR: 1,
PAGE_NDB: 2,
PAGE_INT: 3,
PAGE_USR: 4,
PAGE_ACT: 5,
PAGE_NAV: 6,
PAGE_FPL: 7,
PAGE_SET: 8,
PAGE_AUX: 9,
PAGE_BAR_HEIGHT: 20,
NAV_DATA_WIDTH: 128,
canvas_settings: {
"name": "KLN94",
"size": [512, 256],
"view": [480, 160],
"mipmapping": 1,
},
new : func(prop1, placement)
{
m = { parents : [KLN94]};
m.rootNode = props.globals.initNode(prop1);
m._setupCanvas(placement);
m._page = nil;
m._messageScreenActive = 0;
m._messages = [];
m._cursorActive = 0;
m._cursorField = 0;
m._enterAction = nil;
m._setupProps();
return m;
},
_setupCanvas: func(placement)
{
me._canvas = canvas.new(KLN94.canvas_settings);
var text_style = {
'font': "LiberationFonts/LiberationMono-Bold.ttf",
'character-size': 34,
'character-aspect-ratio': 1.2
};
me.rootNode.initNode('brightness-norm', 0.5, 'DOUBLE');
me._canvas.setColorBackground(1.0, 0.0, 0.0);
me._canvas.addPlacement(placement);
me._navDataArea = me._canvas.createGroup();
me._navDataArea.setTranslation(0, 0);
me._navDataLines = [];
var navAreaH = (KLN94.canvas_settings.view[1] - KLN94.PAGE_BAR_HEIGHT) / 2;
var r1 = me._navDataArea.rect(0, 0, KLN94.NAV_DATA_WIDTH, navAreaH);
var r2 = me._navDataArea.rect(0, navAreaH, KLN94.NAV_DATA_WIDTH, navAreaH);
r1.setColor(0,1,1); # cyan
r2.setColor(0,1,1);
var lineH = (KLN94.canvas_settings.view[1] - KLN94.PAGE_BAR_HEIGHT) / 5;
for (var i=0; i<4; i +=1) {
var t = me._navDataArea.createChild("text");
t.setColor(1, 1, 1);
t._node.setValues(text_style);
t.setAlignment("left-center");
t.setTranslation(0.0, (i + 0.5) * lineH);
append(me._navDataLines, t);
}
me._pageBarArea = me._canvas.createGroup();
me._pageBarArea.setTranslation(0, KLN94.canvas_settings.view[1] - KLN94.PAGE_BAR_HEIGHT);
var ln = me._pageBarArea.createChild('path');
ln.setColor(0,1,1); # cyan
me._pageBarText = me._pageBarArea.createChild("text");
me._pageBarText._node.setValues(text_style);
me._pageBarText.setAlignment("left-center");
me._pageBarText.setColor(0, 0, 1);
me._pageBarInverseText = me._pageBarArea.createChild("text");
me._pageBarInverseText._node.setValues(text_style);
me._pageBarInverseText.setAlignment("left-center");
me._pageBarInverseText.setColor(1, 1, 1);
me._pageBarInverseText.setColorFill(0, 0, 1);
me._pageArea = me._canvas.createGroup();
me._pageBarArea.setTranslation(100, 0);
me._pageAreaLines = [];
for (var i=0; i<5; i +=1) {
var t = me._pageArea.createChild("text");
t.setColor(0, 1, 0);
t._node.setValues(text_style);
t.setAlignment("left-center");
t.setTranslation(0.0, (i + 0.5) * lineH);
append(me._pageAreaLines, t);
}
# inverted text block
me._pageAreaInverted = me._pageArea.createChild("text");
me._pageAreaInverted.setColor(0, 0, 0);
me._pageAreaInverted.setColorFill(0, 1, 0);
me._pageAreaInverted._node.setValues(text_style);
me._pageAreaInverted.setAlignment("left-center");
me._cdiGroup = me._pageArea.createChild("group");
canvas.parsesvg(me._cdiGroup, resolvepath('Aircraft/Instruments-3d/kln94/cdi.svg'));
me._cdiGroup.setTranslation(0, lineH);
},
_setupProps: func
{
var p = me.rootNode;
me.props = {
distanceToActiveNm: p.getNode(),
groundspeedKt: p.getNode(),
activeIdent: p.getNode(),
previousIdent: p.getNode(),
obsBearing: p.getNode(),
legTrack: p.getNode(),
groundTrack: p.getNode(),
cdiDeviationNm: p.getNode(),
};
},
_setActivePage: func(pg)
{
me._page = pg;
if (pg == nil) return;
# update line colors
for (var l=0; l<4; l+=1) {
me._pageAreaLines[l].setColor(0, 1, l < pg.numberOfCyanLines() ? 1 : 0);
}
# hide or show the CDI area as appropriate
me._cdiGroup.setVisible(pg.showsCDI());
},
_updateNavData : func
{
me._navDataLines[0].setText(sprintf('%4dnm', me._props.distanceToActiveNm.getValue()));
if (me._page.hasActiveIdent()) {
me._navDataLines[1].setText(sprintf('%4dkt', me._props.groundspeedKt.getValue()));
} else {
me._navDataLines[1].setText(me._props.activeIdent.getValue());
}
if (me._obsMode) {
me._navDataLines[2].setText(sprintf('OBS%03d*', me._props.obsBearing.getValue()));
} else {
me._navDataLines[2].setText(sprintf('DTK%03d*', me._props.legTrack.getValue()));
}
me._navDataLines[3].setText(sprintf(' TK%03d*', me._props.groundTrack.getValue()));
},
_updateAnnunciationArea : func
{
if (size(me._messages) > 0) {
# show 'M' symbol
}
if (me._enterAction != nil) {
# show 'ENT' symbol
}
},
_updatePageBar : func
{
# hide in NAV-4 mode
if (me.inNav4Mode()) {
me._pageBarGroup.setVisible(0);
return;
}
if (me._cursorActive) {
me._pageBarText.setText('');
var t = ' * CRSR * ' ~ me.pageNames[activePage] ~ ' * CRSR *';
me._pageBarInverseText.setText(t);
return;
}
# assemble the string
var barString = '';
var inverseBarString = '';
var activePage = me.pageIndex[0];
for (var i=0; i < 10; i += 1) {
if (activePage == i) {
var sep = me.isMultiPage() ? '+' : ' ';
inverseBarString ~= me.pageNames[i] ~ sep ~ me.pageIndex[1];
barString ~= ' '; # 5 spaces
} else {
barString ~= ' ' ~ me.pageNames[i];
if (i < activePage)
inverseBarString ~= ' '; # 4 spaces
}
}
me._pageBarText.setText(barString);
me._pageBarInverseText.setText(inverseBarString);
},
_setInverted: func(line, firstcol, numcols=1)
{
var t = me._pageAreaInverted;
var cellW = 20.0;
var lineH = (KLN94.canvas_settings.view[1] - KLN94.PAGE_BAR_HEIGHT) / 5;
t.setTranslation(firstcol * cellW, (line + 0.5) * lineH);
t.setText(substr(me._pageAreaLines[line].getText(), firstcol, numcols));
t.setVisible(1);
},
_setBlink: func(line, firstcol, numcols=1)
{
},
isPageActive: func(nm, idx)
{
if (me._page == nil) return 0;
return (me._page.section == nm) and (me._page.index == idx);
},
isMultiPage: func { return me._page.isMulti(); },
toggleCursor: func
{
me._cursorActive = !me._cursorActive;
if (me._cursorActive) {
me._cursorField = 0;
}
me._updatePageBar();
},
messageButton: func
{
if (me._messageScreenActive) {
me._messages = me._messages[1:]; # pop front
if (size(me._messages) == 0) {
me._messageScreenActive = 0;
# refresh normal screen
return;
}
me._buildMessageScreen();
return;
}
if (size(me._messages) == 0) {
debug.dump('no messages to show');
return;
}
me._messageScreenActive = 1;
me._buildMessageScreen();
},
_buildMessageScreen: func
{
},
# Nav4 mode is special
inNav4Mode: func { return me.isPageActive(NAV, 4); },
formatDuration: func(timeInSeconds)
{
if (timeInSeconds > 60) {
return sprintf("0:%02d", timeInSeconds);
}
if (timeInSeconds > 3600) {
var mins = int(timeInSeconds / 60);
var secs = timeInSeconds - (mins * 60);
return sprintf("%d:%02d", mins, secs);
}
var hours = int(timeInSeconds / 3600);
timeInSeconds -= (hours * 3600);
var mins = int(timeInSeconds / 60);
var secs = timeInSeconds - (mins * 60);
return sprintf("%d:%02d:%02d", hours, mins, secs);
},
formatLatitude: func(lat)
{
var north = (lat >= 0.0);
var latDeg = int(lat);
var latMinutes = math.abs(lat - latDeg) * 60;
return sprintf('%s%02d*%04.1f', north ? "N" : "S", abs(latDeg), latMinutes);
},
formatLongitude: func(lon)
{
var east = (lon >= 0.0);
var lonDeg = int(lon);
var lonMinutes = math.abs(lon - lonDeg) * 60;
sprintf("%s%03d*%04.1f", east ? 'E' : 'W', abs(lonDeg), lonMinutes);
},
};
reload_gps = func
{
kln94._setActivePage(nil); # force existing page to be undisplayed cleanly
# make the cdu instance available inside the module namespace
# we are going to load into.
# for a reload this also wipes the existing namespace, which we want
globals['kln94_NS'] = { gps: kln94, KLN94:KLN94 };
var pages = ['navPages.nas', 'infoPages.nas', 'flightplanPages.nas', 'settingPages.nas', 'auxPages.nas'];
#var settings = props.globals.getNode('/instrumentation/cdu/settings');
foreach (var path; pages) {
# resolve the path in FG_ROOT, and --fg-aircraft dir, etc
var abspath = resolvepath('Aircraft/Instruments-3d/kln94/' ~ path);
if (io.stat(abspath) == nil) {
debug.dump('KN94 page not found:', path, abspath);
continue;
}
# load pages code into a seperate namespace which we defined above
# also means we can clean out that namespace later
io.load_nasal(abspath, 'kln94_NS');
}
# cdu.displayPageByTag(getprop('/instrumentation/cdu/settings/boot-page'));
};
setlistener("/nasal/canvas/loaded", func
{
# create base PGS
kln94 = KLN94.new('/instrumentation/gps', {"node": "screen"});
reload_gps();
}, 1);

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<PropertyList>
<path>kln94.ac</path>
<!--
<animation>
<type>material</type>
<texture alias="../../texture"/>
</animation>
<effect>
<inherits-from>Effects/lightmap</inherits-from>
<parameters>
<texture n="1">
<image>Aircraft/Instruments-3d/cdu2/boeing_lightmap.png</image>
</texture>
<condition><use>/instrumentation/cdu/serviceable</use></condition>
<factor><use>/instrumentation/cdu/brightness-norm</use></factor>
</parameters>
<object-name>CDU</object-name>
<object-name>Btn.side.r.1</object-name>
<object-name>Btn.side.r.2</object-name>
<object-name>Btn.side.r.3</object-name>
<object-name>Btn.side.r.4</object-name>
<object-name>Btn.side.r.5</object-name>
<object-name>Btn.side.r.6</object-name>
</effect> -->
<animation>
<type>pick</type>
<object-name>ent-btn</object-name>
<action>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>KLN94.enter();</script>
</binding>
</action>
</animation>
<animation>
<type>pick</type>
<object-name>crsr-btn</object-name>
<action>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>KLN94.toggleCursorMode();</script>
</binding>
</action>
</animation>
<animation>
<type>pick</type>
<object-name>nrst-btn</object-name>
<action>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>KLN94.nearestButton();</script>
</binding>
</action>
</animation>
<animation>
<type>pick</type>
<object-name>dto-btn</object-name>
<action>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>KLN94.directTo();</script>
</binding>
</action>
</animation>
<animation>
<type>pick</type>
<object-name>obs-btn</object-name>
<action>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>KLN94.obsButton();</script>
</binding>
</action>
</animation>
<animation>
<type>pick</type>
<object-name>msg-btn</object-name>
<action>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>KLN94.messageButton();</script>
</binding>
</action>
</animation>
<animation>
<type>pick</type>
<object-name>alt-btn</object-name>
<action>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>KLN94.altitudeButton();</script>
</binding>
</action>
</animation>
<animation>
<type>pick</type>
<object-name>clr-btn</object-name>
<action>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>KLN94.clearButton();</script>
</binding>
</action>
</animation>
<animation>
<type>knob</type>
<object-name>knob-inner</object-name>
<action>
<binding>
<command>nasal</command>
<script>KLN94.innerKnob(cmdarg().getNode('offset').getValue());</script>
</binding>
</action>
</animation>
<animation>
<type>knob</type>
<object-name>knob-outer</object-name>
<action>
<binding>
<command>nasal</command>
<script>KLN94.outerKnob(cmdarg().getNode('offset').getValue());</script>
</binding>
</action>
</animation>
<animation>
<type>knob</type>
<object-name>knob-brightness</object-name>
<action>
<binding>
<command>property-adjust</command>
<property>/instrumentation/kln94/brightness-norm</property>
<step>0.05</step>
<min>0</min>
<max>1</max>
<wrap>false</wrap>
</binding>
</action>
</animation>
</PropertyList>

Binary file not shown.

View file

@ -0,0 +1,80 @@
var Nav1Page =
{
a:2,
new: func()
{
m = {parents: [Nav1Page, KLN94.Page.new(KLN94.PAGE_NAV, 0)]};
return m;
},
hasActiveIdent: func { 1 },
showsCDI: func { 1 },
display: func(gps)
{
if (gps.isDirectToActive()) {
} else {
# leg mode
gps.setLine(0, sprintf('%6s->%6s',
gps.props.previousIdent.getStringValue(),
gps.props.activeIdent.getStringValue())
);
}
gps.setLine(3, ' VNV Off');
var toFrom = gps.isTo() ? 'To' : 'Fr';
var eteToWp1 = gps.formatDuration(gps.props.timeToWaypoint.getIntValue());
gps.setLine(4, sprintf('%03d*%s ', bearingToWp1, toFrom) ~ eteToWp1);
},
refresh: func(gps)
{
}
};
var Nav2Page =
{
new: func()
{
m = {parents: [Nav2Page, KLN94.Page.new(KLN94.PAGE_NAV, 1)]};
return m;
},
display: func(gps)
{
# select refnavaid!
gps.setLine(0, ' PRESENT POSN'),
gps.setLine(1, ' Ref:%s', gps.refNavaid.id);
gps.setLine(3, ' ' + gps.formatLatitude(gps.props.indicatedLat.getDoubleValue()));
gps.setLine(4, ' ' + gps.formatLongitude(gps.props.indicatedLon.getDoubleValue()));
}
};
var Nav3Page =
{
new: func()
{
m = {parents: [Nav3Page, KLN94.Page.new(KLN94.PAGE_NAV, 2)]};
return m;
},
};
var nav1 = Nav1Page.new();
gps.addPage(nav1);
gps.addPage(Nav2Page.new());
gps.addPage(Nav3Page.new());

View file

@ -11,6 +11,7 @@
<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
<visibility><use>/environment/visibility-m</use></visibility>
</parameters>
@ -107,6 +108,11 @@
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>

View file

@ -45,6 +45,13 @@
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="10">
<image>Textures.high/Terrain/packice-overlay.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<normalmap_dds type="float">0.0</normalmap_dds>
<saturation>
<use>/rendering/scene/saturation</use>
@ -132,6 +139,9 @@
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<ice_cover>
<use>/environment/sea/surface/ice-cover</use>
</ice_cover>
<!-- sea colors -->
<sea_r>
<use>/environment/sea/color_r</use>
@ -312,6 +322,24 @@
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
<image>
<use>texture[10]/image</use>
</image>
<filter>
<use>texture[10]/filter</use>
</filter>
<wrap-s>
<use>texture[10]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[10]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[10]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/water_lightfield.vert</vertex-shader>
@ -342,6 +370,11 @@
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>ice_texture</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
@ -486,6 +519,11 @@
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>ice_cover</name>
<type>float</type>
<value><use>ice_cover</use></value>
</uniform>
<!-- sea colors -->
<uniform>
<name>sea_r</name>

View file

@ -404,6 +404,9 @@
<color_r type="double" userarchive="n">0.148</color_r>
<color_g type="double" userarchive="n">0.27</color_g>
<color_b type="double" userarchive="n">0.3</color_b>
<surface>
<ice-cover> 0.0</ice-cover>
</surface>
</sea>
<!-- definitions for the scattering skydome shader -->

View file

@ -16,7 +16,7 @@
General Public License for more details.
-->
<!--
Compute local weather related properties
Compute Atmospheric Light Shading related properties
-->
<PropertyList>
@ -45,4 +45,710 @@
<type>gain</type>
<gain>0.30480</gain>
</filter>
<!-- Properties used by the atmospheric scattering shader, when not being set directly
by Advanced Weather -->
<filter>
<!-- Ground visibility. Same as lowest boundary layer. -->
<name>EnvironmentInterpolator:AtmosphericShader:ground-visibility-m</name>
<type>gain</type>
<enable>
<condition>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
</condition>
</enable>
<input>/environment/config/boundary/entry[0]/visibility-m</input>
<output>/environment/ground-visibility-m</output>
</filter>
<filter>
<!-- Ground haze level - assumed to be up to the lowest cloud layer. -->
<name>EnvironmentInterpolator:AtmosphericShader:GroundHazeThickness</name>
<type>gain</type>
<enable>
<condition>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
</condition>
</enable>
<input>
<expression>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
</sum>
</expression>
</input>
<gain>
<!-- feet to meters -->
<value>0.3048</value>
</gain>
<u_min>
<value>0</value>
</u_min>
<u_max>
<!-- haze maxes out at 6000ft. Could probably do something using lapse rates instead -->
<value>2000</value>
</u_max>
<output>/environment/ground-haze-thickness-m</output>
</filter>
<!-- Build up the ground level scattering from 1 for clear skies to 0.6 for overcast -->
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:GroundScattering:0:Clear</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<equals>
<property>/environment/clouds/layer[0]/coverage</property>
<value>clear</value>
</equals>
</and>
</condition>
</enable>
<input>
<value>1</value>
</input>
<output>/environment/surface/ground-scattering</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:GroundScattering:0:Few</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<equals>
<property>/environment/clouds/layer[0]/coverage</property>
<value>few</value>
</equals>
</and>
</condition>
</enable>
<input>
<value>0.9</value>
</input>
<output>/environment/surface/ground-scattering</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:GroundScattering:0:Scattered</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<equals>
<property>/environment/clouds/layer[0]/coverage</property>
<value>scattered</value>
</equals>
</and>
</condition>
</enable>
<input>
<value>0.8</value>
</input>
<output>/environment/surface/ground-scattering</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:GroundScattering:0:Broken</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<equals>
<property>/environment/clouds/layer[0]/coverage</property>
<value>broken</value>
</equals>
</and>
</condition>
</enable>
<input>
<value>0.7</value>
</input>
<output>/environment/surface/ground-scattering</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:GroundScattering:0:Overcast</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<equals>
<property>/environment/clouds/layer[0]/coverage</property>
<value>overcast</value>
</equals>
</and>
</condition>
</enable>
<input>
<value>0.6</value>
</input>
<output>/environment/surface/ground-scattering</output>
</filter>
<!-- TODO: Handle layers beyond the first -->
<!-- Set the scattering at the aircraft level -->
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Scattering:AircraftAboveLayer</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<greater-than>
<property>/position/altitude-ft</property>
<expression>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
</sum>
</expression>
</greater-than>
</and>
</condition>
</enable>
<input>
<value>1</value>
</input>
<output>/rendering/scene/scattering</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Scattering:AircraftBelowLayer</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<less-than-equals>
<property>/position/altitude-ft</property>
<expression>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
</sum>
</expression>
</less-than-equals>
</and>
</condition>
</enable>
<input>/environment/surface/ground-scattering</input>
<output>/rendering/scene/scattering</output>
</filter>
<!-- Clouds self-shading -->
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:CloudSelfShading</name>
<type>gain</type>
<enable>
<condition>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
</condition>
</enable>
<input>
<!-- TODO : Make this sun-angle dependent -->
<value>1.0</value>
</input>
<output>/environment/cloud-self-shading</output>
</filter>
<!-- Skydome parameters - /sim/rendering/[mie|rayleigh|dome-density] -->
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:VisFactor</name>
<type>gain</type>
<enable>
<condition>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
</condition>
</enable>
<input>
<expression>
<product>
<difference>
<property>/environment/visibility-m</property>
<value>30000</value>
</difference>
<value>0.000011111</value>
</product>
</expression>
</input>
<u_min>0.0</u_min>
<u_max>1.0</u_max>
<output>/sim/rendering/skydome-vis-factor</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Rayleigh:Low</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<less-than>
<property>/position/altitude-ft</property>
<value>36000</value>
</less-than>
</and>
</condition>
</enable>
<input>
<expression>
<difference>
<value>0.0003</value>
<product>
<property>/sim/rendering/skydome-vis-factor</property>
<value>0.0001</value>
</product>
</difference>
</expression>
</input>
<output>/sim/rendering/rayleigh-no-polution</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Rayleigh:Medium</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<greater-than>
<property>/position/altitude-ft</property>
<value>36000</value>
</greater-than>
<less-than>
<property>/position/altitude-ft</property>
<value>85000</value>
</less-than>
</and>
</condition>
</enable>
<input>
<expression>
<difference>
<difference>
<value>0.0003</value>
<product>
<property>/sim/rendering/skydome-vis-factor</property>
<value>0.0001</value>
</product>
</difference>
<product>
<difference>
<property>/position/altitude-ft</property>
<value>36000</value>
</difference>
<value>0.000000002</value>
</product>
</difference>
</expression>
</input>
<output>/sim/rendering/rayleigh-no-polution</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Rayleigh:High</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<greater-than>
<property>/position/altitude-ft</property>
<value>85000</value>
</greater-than>
</and>
</condition>
</enable>
<input>
<expression>
<difference>
<value>0.0002</value>
<product>
<property>/sim/rendering/skydome-vis-factor</property>
<value>0.0001</value>
</product>
</difference>
</expression>
</input>
<output>/sim/rendering/rayleigh-no-polution</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Rayleight:Polution:Low</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<less-than-equals>
<property>/position/altitude-ft</property>
<expression>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
</sum>
</expression>
</less-than-equals>
</and>
</condition>
</enable>
<input>
<expression>
<sum>
<property>/sim/rendering/rayleigh-no-polution</property>
<product>
<property>/environment/air-pollution-norm</property>
<value>0.0003</value>
</product>
<product>
<property>/environment/air-pollution-norm</property>
<value>0.0004</value>
<difference>
<value>1.0</value>
<product>
<div>
<property>/position/altitude-ft</property>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
<value>1.0</value><!-- to avoid divide by 0 exceptions -->
</sum>
</div>
<div>
<property>/position/altitude-ft</property>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
<value>1.0</value><!-- to avoid divide by 0 exceptions -->
</sum>
</div>
</product>
</difference>
</product>
</sum>
</expression>
</input>
<output>/sim/rendering/rayleigh</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Rayleight:Polution:High</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<greater-than>
<property>/position/altitude-ft</property>
<expression>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
</sum>
</expression>
</greater-than>
</and>
</condition>
</enable>
<input>
<expression>
<sum>
<property>/sim/rendering/rayleigh-no-polution</property>
<product>
<property>/environment/air-pollution-norm</property>
<value>0.0003</value>
</product>
</sum>
</expression>
</input>
<output>/sim/rendering/rayleigh</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Mie:Low</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<less-than>
<property>/position/altitude-ft</property>
<value>36000</value>
</less-than>
</and>
</condition>
</enable>
<input>
<expression>
<difference>
<value>0.005</value>
<product>
<property>/sim/rendering/skydome-vis-factor</property>
<value>0.002</value>
</product>
</difference>
</expression>
</input>
<output>/sim/rendering/mie</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Mie:Medium</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<greater-than>
<property>/position/altitude-ft</property>
<value>36000</value>
</greater-than>
<less-than>
<property>/position/altitude-ft</property>
<value>85000</value>
</less-than>
</and>
</condition>
</enable>
<input>
<expression>
<difference>
<difference>
<value>0.005</value>
<product>
<property>/sim/rendering/skydome-vis-factor</property>
<value>0.002</value>
</product>
</difference>
<product>
<difference>
<property>/position/altitude-ft</property>
<value>36000</value>
</difference>
<value>0.00000004</value>
</product>
</difference>
</expression>
</input>
<output>/sim/rendering/mie</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Mie:High</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<greater-than>
<property>/position/altitude-ft</property>
<value>85000</value>
</greater-than>
</and>
</condition>
</enable>
<input>
<expression>
<difference>
<value>0.003</value>
<product>
<property>/sim/rendering/skydome-vis-factor</property>
<value>0.002</value>
</product>
</difference>
</expression>
</input>
<output>/sim/rendering/mie</output>
</filter>
<!-- Density -->
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Density:Low</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<less-than-equals>
<property>/position/altitude-ft</property>
<expression>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
</sum>
</expression>
</less-than-equals>
</and>
</condition>
</enable>
<input>
<expression>
<sum>
<value>0.3</value>
<product>
<property>/environment/air-pollution-norm</property>
<value>0.05</value>
</product>
<product>
<property>/environment/air-pollution-norm</property>
<value>0.05</value>
<difference>
<value>1.0</value>
<product>
<div>
<property>/position/altitude-ft</property>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
<value>1.0</value><!-- to avoid divide by 0 exceptions -->
</sum>
</div>
<div>
<property>/position/altitude-ft</property>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
<value>1.0</value><!-- to avoid divide by 0 exceptions -->
</sum>
</div>
</product>
</difference>
</product>
</sum>
</expression>
</input>
<output>/sim/rendering/dome-density</output>
</filter>
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:Density:High</name>
<type>gain</type>
<enable>
<condition>
<and>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
<greater-than>
<property>/position/altitude-ft</property>
<expression>
<sum>
<property>/environment/clouds/layer[0]/elevation-ft</property>
<property>/environment/clouds/layer[0]/thickness-ft</property>
</sum>
</expression>
</greater-than>
</and>
</condition>
</enable>
<input>
<expression>
<sum>
<value>0.3</value>
<product>
<property>/environment/air-pollution-norm</property>
<value>0.05</value>
</product>
</sum>
</expression>
</input>
<output>/sim/rendering/dome-density</output>
</filter>
<!-- Mean elevation. No easy way to do this, so we'll just use the altitude of the nearest METAR station -->
<filter>
<name>EnvironmentInterpolator:AtmosphericShader:Skydome:MeanElevation</name>
<type>gain</type>
<enable>
<condition>
<not>
<property>/nasal/local_weather/enabled</property>
<value>true</value>
</not>
</condition>
</enable>
<input>
<expression>
<product>
<property>/environment/metar[0]/station-elevation-ft</property>
<value>0.3048</value>
</product>
</expression>
</input>
<output>/environment/mean-terrain-elevation-m</output>
</filter>
</PropertyList>

View file

@ -0,0 +1,33 @@
<?xml version="1.0"?>
<!-- General settings for all Madagascar materials -->
<PropertyList>
<!-- Define Madagascar as a box with given latitude/longitude -->
<condition>
<and>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<and>
<greater-than>
<property>position/longitude-deg</property>
<value>40.0</value>
</greater-than>
<less-than>
<property>position/longitude-deg</property>
<value>50.0</value>
</less-than>
<greater-than>
<property>position/latitude-deg</property>
<value>-35.0</value>
</greater-than>
<less-than>
<property>position/latitude-deg</property>
<value>-10.0</value>
</less-than>
</and>
</and>
</condition>
</PropertyList>

View file

@ -2627,6 +2627,186 @@
</material>
<!-- REGIONAL DEFINITION MADAGASCAR -->
<material include="Materials/regions/madagascar.xml">
<name>EvergreenBroadCover</name>
<name>EvergreenForest</name>
<effect>Effects/forest</effect>
<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Trees/tropical-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>35.0</tree-height-m>
<tree-width-m>30.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
<material include="Materials/regions/madagascar.xml">
<name>GrassCover</name>
<name>BareTundraCover</name>
<name>MixedTundraCover</name>
<name>Cemetery</name>
<effect>Effects/landmass-nowood</effect>
<texture-set>
<texture>Terrain/tundra-hawaii.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="15">Terrain/airport_grass2.png</texture>
</texture-set>
<parameters>
<hires_overlay_bias>0.0</hires_overlay_bias>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.15</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material include="Materials/regions/madagascar.xml">
<name>MixedCropPastureCover</name>
<name>MixedCrop</name>
<name>ComplexCrop</name>
<texture-set>
<texture>Terrain/cropgrass-madagascar.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
</texture-set>
<parameters>
<transition_model>0.5</transition_model>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>2000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.7</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material include="Materials/regions/madagascar.xml">
<effect>Effects/crop</effect>
<name>DryCropPastureCover</name>
<name>DryCrop</name>
<texture-set>
<texture>Terrain/tundra-hawaii.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<light-coverage>2000000.0</light-coverage>
<wood-coverage>50000.0</wood-coverage>
<tree-texture>Trees/tropical-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material include="Materials/regions/madagascar.xml">
<name>BuiltUpCover</name>
<name>Urban</name>
<texture>Terrain/town-madagascar.png</texture>
<object-mask>Terrain/town-europe.mask.png</object-mask>
<xsize>1024</xsize>
<ysize>1024</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group include="Materials/base/town-buildings.xml"/>
<building-coverage>500.0</building-coverage>
<building-small-ratio>0.9</building-small-ratio>
<building-medium-ratio>0.1</building-medium-ratio>
<building-large-ratio>0.0</building-large-ratio>
<building-medium-max-floors>4</building-medium-max-floors>
<wood-coverage>1000.0</wood-coverage>
<tree-texture>Trees/tropical-alt-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>15.0</tree-height-m>
<tree-width-m>10.0</tree-width-m>
</material>
<material include="Materials/regions/madagascar.xml">
<name>DeciduousBroadCover</name>
<name>DeciduousForest</name>
<name>Bog</name>
<name>Heath</name>
<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/marsh2a.png</texture>
</texture-set>
<parameters>
<intrinsic_wetness>0.4</intrinsic_wetness>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Trees/tropical-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>0.85</bumpiness>
</material>
<material include="Materials/regions/madagascar.xml">
<name>Sand</name>
<texture-set>
<texture>Terrain/sand-hawaii4.png</texture>
<texture n="11">Terrain/sand-hawaii4.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<shininess>2.5</shininess>
<rolling-friction>0.1</rolling-friction>
<friction-factor>0.7</friction-factor>
<bumpiness>0.1</bumpiness>
</material>
<!-- DEFAULT SUMMER DEFINITIONS -->
<material>

View file

@ -163,6 +163,12 @@ var Coord = {
me._pupdate();
course *= D2R;
dist /= ERAD;
if (dist < 0.0) {
dist = abs(dist);
course = course - math.pi;
}
me._lat = math.asin(math.sin(me._lat) * math.cos(dist)
+ math.cos(me._lat) * math.sin(dist) * math.cos(course));

View file

@ -1,6 +1,7 @@
# Joystick configuration library.
var DIALOGROOT = "/sim/gui/dialogs/joystick-config";
var MAX_AXES = 8;
var MAX_NASALS = 8;
var MAX_BUTTONS = 24;
# Hash of the custom axis/buttons
@ -629,7 +630,24 @@ var readConfig = func(dialog_root="/sim/gui/dialogs/joystick-config") {
btn.getNode("binding", 1).setValue("None");
btn.removeChild("original_binding");
}
}
}
# Set up Nasal code.
var nasals = js.getChildren("nasal");
for (var nasal = 0; nasal < MAX_NASALS; nasal = nasal + 1) {
var nas = props.globals.getNode(dialog_root ~ "/nasal[" ~ nasal ~ "]", 1);
nas.remove();
nas = props.globals.getNode(dialog_root ~ "/nasal[" ~ nasal ~ "]", 1);
# Note that we can't simply use an index into the buttons array
# as that doesn't work for a sparsley populated set of buttons.
# E.g. one with n="3"
var a = js.getNode("nasal[" ~ nasal ~ "]");
if (a != nil) {
props.copy(a, nas.getNode("original_script", 1));
}
}
}
var writeConfig = func(dialog_root="/sim/gui/dialogs/joystick-config", reset=0) {
@ -647,6 +665,12 @@ var writeConfig = func(dialog_root="/sim/gui/dialogs/joystick-config", reset=0)
config.getNode("name", 1).setValue(id);
}
var nasals = props.globals.getNode(dialog_root).getChildren("nasal");
forindex (var nas; nasals) {
var nasalscript = config.getNode("nasal[" ~ nas ~ "]", 1);
props.copy(props.globals.getNode(dialog_root ~ "/nasal[" ~ nas ~ "]/original_script", 1), nasalscript);
}
var axes = props.globals.getNode(dialog_root).getChildren("axis");
forindex (var axis; axes) {
var name = getprop(dialog_root ~ "/axis[" ~ axis ~ "]/binding");

View file

@ -384,13 +384,13 @@ else if (type == "Altocumulus"){
#characterize the cloud
cloudAssembly.bottom_shade = 0.7;
cloudAssembly.n_sprites = 10;
cloudAssembly.min_width = 400.0 * mult;
cloudAssembly.max_width = 700.0 * mult;
cloudAssembly.n_sprites = 6;
cloudAssembly.min_width = 40.0 * mult;
cloudAssembly.max_width = 600.0 * mult;
cloudAssembly.min_height = 400.0 * mult;
cloudAssembly.max_height = 700.0 * mult;
cloudAssembly.min_cloud_width = 1200 * mult * mult;
cloudAssembly.min_cloud_height = 1200 * mult * mult;
cloudAssembly.max_height = 600.0 * mult;
cloudAssembly.min_cloud_width = 1000 * mult * mult;
cloudAssembly.min_cloud_height = 1000 * mult * mult;
cloudAssembly.z_scale = 0.8;
#signal that new routines are used
@ -424,16 +424,15 @@ else if (type == "Stratus (structured)"){
#signal that new routines are used
path = "new";
}
else if (type == "Altocumulus perlucidus"){
# new code
else if (type == "Stratus structured CS"){
cloudAssembly = local_weather.cloud.new(type, subtype);
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
mult = mult * local_weather.cloud_size_scale;
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/altocumulus_sheet1.rgb";
@ -441,7 +440,36 @@ else if (type == "Altocumulus perlucidus"){
cloudAssembly.num_tex_y = 3;
#characterize the cloud
cloudAssembly.bottom_shade = 0.8;
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.n_sprites = 6;
cloudAssembly.min_width = 1000.0 * mult;
cloudAssembly.max_width = 1000.0 * mult;
cloudAssembly.min_height = 1000.0 * mult;
cloudAssembly.max_height = 1000.0 * mult;
cloudAssembly.min_cloud_width = 1305 * mult;
cloudAssembly.min_cloud_height = 1305.0 * mult;
cloudAssembly.z_scale = 0.3;
#signal that new routines are used
path = "new";
}
else if (type == "Altocumulus perlucidus"){
# new code
cloudAssembly = local_weather.cloud.new(type, subtype);
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else if (subtype == "huge") {mult = 1.5;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/altocumulus_sheet1.rgb";
cloudAssembly.num_tex_x = 3;
cloudAssembly.num_tex_y = 3;
#characterize the cloud
cloudAssembly.bottom_shade = 0.7;
cloudAssembly.n_sprites = 25;
cloudAssembly.min_width = 1700.0 * mult;
cloudAssembly.max_width = 2500.0 * mult;
@ -508,7 +536,7 @@ else if (type == "Cirrocumulus (cloudlet)") {
var mult = 1.0;
if (subtype == "small") {mult = 0.6;}
else {mult = 1.0;}
else if (subtype == "huge") {mult = 1.5;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/cirrocumulus_sheet1.rgb";
@ -527,9 +555,6 @@ else if (type == "Cirrocumulus (cloudlet)") {
cloudAssembly.z_scale = 0.3;
path = "new";
}
else if (type == "Cirrocumulus (new)") {
@ -537,7 +562,7 @@ else if (type == "Cirrocumulus (new)") {
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
else {mult = 1.3;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/cirrocumulus_sheet1.rgb";
@ -559,6 +584,36 @@ else if (type == "Cirrocumulus (new)") {
path = "new";
}
else if (type == "Fogpatch") {
cloudAssembly = local_weather.cloud.new(type, subtype);
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
mult = mult * local_weather.cloud_size_scale;
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/fogpatch_sheet1.rgb";
cloudAssembly.num_tex_x = 1;
cloudAssembly.num_tex_y = 1;
#characterize the cloud
cloudAssembly.bottom_shade = 1.0;
cloudAssembly.n_sprites = 1;
cloudAssembly.min_width = 300.0 * mult;
cloudAssembly.max_width = 300.0 * mult;
cloudAssembly.min_height = 300.0 * mult;
cloudAssembly.max_height = 300.0 * mult;
cloudAssembly.min_cloud_width = 305.0 * mult;
cloudAssembly.min_cloud_height = 305.0 * mult;
cloudAssembly.z_scale = 0.5;
#signal that new routines are used
path = "new";
}
else if (type == "Nimbus") {
cloudAssembly = local_weather.cloud.new(type, subtype);
@ -698,6 +753,35 @@ else if (type == "Cirrostratus") {
path = "new";
}
else if (type == "Cirrostratus (small)") {
cloudAssembly = local_weather.cloud.new(type, subtype);
var mult = 1.0;
if (subtype == "small") {mult = 0.45;}
else {mult = 0.7;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/cirrostratus_sheet1.rgb";
cloudAssembly.num_tex_x = 2;
cloudAssembly.num_tex_y = 2;
#characterize the cloud
cloudAssembly.bottom_shade = 1.0;
cloudAssembly.n_sprites = 2;
cloudAssembly.min_width = 3500.0 * mult;
cloudAssembly.max_width = 4000.0 * mult;
cloudAssembly.min_height = 3500.0 * mult;
cloudAssembly.max_height = 4000.0 * mult;
cloudAssembly.min_cloud_width = 4500.0 * mult;
cloudAssembly.min_cloud_height = 4500.0 * mult;
cloudAssembly.z_scale = 0.5;
#signal that new routines are used
path = "new";
}
else if (type == "Fog (thin)") {
if (subtype == "small") {
if (rn > 0.8) {path = "Models/Weather/stratus_thin1.xml";}

View file

@ -80,6 +80,190 @@ for (var i=0; i<ny; i=i+1)
}
###########################################################
# place an advanced undulatus pattern
###########################################################
var create_adv_undulatus = func (arg) {
var markov_array = [];
var rnd_array = [];
var max_num_clouds = int(arg.xsize/arg.cloud_spacing)+1;
var max_num_streaks = int(arg.ysize/arg.undulatus_spacing)+1;
var path = "Models/Weather/blank.ac";
var counter = 0;
append(markov_array,0.0);
var rn = 0.0;
arg.dir = arg.dir + 90.0;
for (var i=1; i<max_num_clouds; i=i+1)
{
rn = rand();
append(markov_array, markov_array[i-1] + 2.0 * (rn -0.5) * arg.undulatus_amplitude + arg.undulatus_slant);
append(rnd_array, rn);
}
for (i=0; i< max_num_streaks; i=i+1)
{
var streak_ypos = -0.5 * arg.ysize + i * arg.undulatus_spacing;
var aspect_num_clouds = int((arg.aspect + (1.0-arg.aspect) * i/max_num_streaks) * max_num_clouds);
for (var j = 0; j< aspect_num_clouds; j=j+1)
{
var y = streak_ypos + markov_array[j];
var x = -0.5 * arg.xsize + j * arg.cloud_spacing;
x = x - arg.Dx + 2.0 * rand() * arg.Dx;
y = y - arg.Dy + 2.0 * rand() * arg.Dy;
var flag = 0;
var bias =1.0 - (1.0* abs(i-0.5 * max_num_streaks)/max_num_streaks + 1.0* abs(j-0.5 * aspect_num_clouds)/aspect_num_clouds);
var comp = -.25 * rnd_array[j] + 0.75 * bias;
comp = comp + arg.size_bias;
if (comp > 0.7)
{
flag = 1;
path = select_cloud_model(arg.type,"large")
}
else if (comp > 0.4)
{
flag = 1;
path = select_cloud_model(arg.type,"small")
}
var lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
var lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
var alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
if (flag > 0)
{create_cloud_vec(path, lat, lon, alt, 0.0); counter = counter +1;}
}
}
print("Cloud count: ",counter);
}
###########################################################
# place a stick bundle pattern
###########################################################
var sgn = func (x) {
if (x<0.0) {return -1.0;}
else {return 1.0;}
}
var create_stick_bundle = func (arg) {
var path = "Models/Weather/blank.ac";
var base_size_scale = local_weather.cloud_size_scale;
for (var i = 0; i<arg.n_sticks; i=i+1)
{
var stick_x = 0.5 * math.pow(rand(),2.0) * arg.xsize * sgn(rand()-0.5);
var stick_y = 0.5 * math.pow(rand(),2.0) * arg.ysize * sgn(rand()-0.5);
var stick_length = arg.stick_length_min + int(rand() * (arg.stick_length_max - arg.stick_length_min) );
var stick_Dphi = arg.stick_Dphi_min + rand() * (arg.stick_Dphi_max - arg.stick_Dphi_min);
var stick_size_scale = 0.8 + 0.2 * rand();
for (var j=0; j<stick_length;j=j+1)
{
var y = stick_y;
var x = stick_x - 0.5 * stick_length * arg.cloud_spacing;
var inc = j * arg.cloud_spacing;
var pos_size_scale = base_size_scale + base_size_scale * 2.0* (1.0 - 2.0* abs(0.5 * stick_length - j)/stick_length);
local_weather.cloud_size_scale = pos_size_scale;
local_weather.cloud_size_scale = stick_size_scale * local_weather.cloud_size_scale;
inc = inc * stick_size_scale;
x = x + inc * math.cos(stick_Dphi);
y = y + inc * math.sin(stick_Dphi);
x = x - arg.Dx + 2.0 * rand() * arg.Dx;
y = y - arg.Dy + 2.0 * rand() * arg.Dy;
path = select_cloud_model(arg.type,"large");
var lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
var lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
var alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
create_cloud_vec(path, lat, lon, alt, 0.0);
}
}
}
###########################################################
# place a nested domains pattern
###########################################################
var create_domains = func (arg) {
var path = "Models/Weather/blank.ac";
for (var j=0; j<arg.n_domains; j=j+1)
{
var domain_pos_x = -0.5 * arg.xsize + rand() * arg.xsize;
var domain_pos_y = -0.5 * arg.ysize + rand() * arg.ysize;
var domain_size_x = arg.min_domain_size_x + rand() * (arg.max_domain_size_x - arg.min_domain_size_x);
var domain_size_y = arg.min_domain_size_y + rand() * (arg.max_domain_size_y - arg.min_domain_size_y);
var n_node = int(arg.node_fraction * arg.n);
var n_halo = int(arg.halo_fraction * arg.n);
var n_bulk = arg.n - n_node - n_halo;
for (var i=0; i<n_halo; i=i+1)
{
var x = domain_pos_x - 0.5 * domain_size_x + rand() * domain_size_x;
var y = domain_pos_y - 0.5 * domain_size_y + rand() * domain_size_y;
var lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
var lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
var alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
if ((abs(x-domain_pos_x) < 0.3 * domain_size_x) or (abs(y-domain_pos_y) < 0.3 * domain_size_y))
{path = select_cloud_model(arg.htype,arg.hsubtype);
create_cloud_vec(path, lat, lon, alt, 0.0);}
}
for (i=0; i<n_bulk; i=i+1)
{
x = domain_pos_x - 0.5 * 0.4* domain_size_x + rand() * 0.4* domain_size_x;
y = domain_pos_y - 0.5 * 0.4* domain_size_y + rand() * 0.4* domain_size_y;
lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
if ((abs(x-domain_pos_x) < 0.4 * domain_size_x) or (abs(y-domain_pos_y) < 0.4 * domain_size_y))
{
path = select_cloud_model(arg.type,arg.subtype);
create_cloud_vec(path, lat, lon, alt, 0.0);
}
}
for (i=0; i<n_node; i=i+1)
{
x = domain_pos_x - 0.5 * 0.1* domain_size_x + rand() * 0.1* domain_size_x;
y = domain_pos_y - 0.5 * 0.1* domain_size_y + rand() * 0.1* domain_size_y;
lat = arg.blat + m_to_lat * (y * math.cos(arg.dir) - x * math.sin(arg.dir));
lon = arg.blon + m_to_lon * (x * math.cos(arg.dir) + y * math.sin(arg.dir));
alt = arg.balt + arg.alt_var * 2 * (rand() - 0.5);
path = select_cloud_model(arg.ntype,arg.nsubtype);
create_cloud_vec(path, lat, lon, alt, 0.0);
}
}
}
###########################################################
# place a Cumulus alley pattern

View file

@ -699,7 +699,7 @@ else
# compute the cloud layer self shading correction
var sun_angle = 1.57079632675 - getprop("/sim/time/sun-angle-rad");
var cloud_layer_shading = 1.0 - ((1.0 - scatt_max) * math.pow(math.cos(sun_angle),100.0));
var cloud_layer_shading = 1.0 - (0.8*(1.0 - scatt_max) * math.pow(math.cos(sun_angle),100.0));
# compute the overcast haze
@ -1224,7 +1224,7 @@ if (ev.vis_flag ==1)
# then set the new value in current and execute change
cNode.getNode("visibility-m").setValue(vis);
#compat_layer.setVisibility(vis);
#print(vis);
print(vis);
compat_layer.setVisibilitySmoothly(vis);
# then count the number of active volumes on entry (we need that to determine
@ -4488,6 +4488,10 @@ if (lowest_layer_turbulence < 0.0) {lowest_layer_turbulence = 0.0;}
var top_shade = 1.0;
# global cloud size scale;
var cloud_size_scale = 1.0;
# globals keeping track of the lifetime when building a Cumulus from individual cloudlets
var cloud_fractional_lifetime = 0.0;
@ -4582,7 +4586,7 @@ setprop(lw~"effect-volumes/number-active-sat",0);
# setprop(lw~"config/max-vis-range-m", 120000.0);
setprop(lw~"config/temperature-offset-degc", 0.0);
# setprop("/sim/rendering/eye-altitude-m", getprop("/position/altitude-ft") * ft_to_m);
setprop("/sim/rendering/eye-altitude-m", getprop("/position/altitude-ft") * ft_to_m);
# create properties for tile management

View file

@ -122,9 +122,11 @@ time_lw = time_lw + dt_lw;
#var terminator_offset = sun_angle / 0.017451 * 110000.0;# + 250000.0;
#setprop("/environment/terminator-relative-position-m",terminator_offset);
# var viewpos = geo.viewer_position();
var viewpos = geo.viewer_position();
# setprop("/environment/alt-in-haze-m", getprop("/environment/ground-haze-thickness-m")-viewpos.alt());
# setprop("/sim/rendering/eye-altitude-m", viewpos.alt());
#setprop("/sim/rendering/eye-altitude-m", viewpos.alt());

File diff suppressed because it is too large Load diff

View file

@ -1,13 +1,13 @@
# route_manager.nas - default FlightPlan delegate corresponding to the build
# in route-manager dialog. Intended to provide a sensible default behaviour,
# but be disabled by an aircraft-specific FMS / GPS system.
# route_manager.nas - FlightPlan delegate(s) corresponding to the built-
# in route-manager dialog and GPS. Intended to provide a sensible default behaviour,
# but can be disabled by an aircraft-specific FMS / GPS system.
var RouteManagerDelegate = {
new: func(fp) {
# if this property is set, don't build a delegate at all
if (getprop('/autopilot/route-manager/disable-fms'))
return nil;
# if this property is set, don't build a delegate at all
if (getprop('/autopilot/route-manager/disable-route-manager'))
return nil;
var m = { parents: [RouteManagerDelegate] };
m.flightplan = fp;
return m;
@ -82,17 +82,70 @@ var RouteManagerDelegate = {
fgcommand("activate-flightplan", props.Node.new({"activate": 0}));
},
endOfFlightPlan: func
{
debug.dump("end of flight-plan, deactivating");
fgcommand("activate-flightplan", props.Node.new({"activate": 0}));
}
};
var FMSDelegate = {
new: func(fp) {
# if this property is set, don't build a delegate at all
if (getprop('/autopilot/route-manager/disable-fms'))
return nil;
var m = { parents: [FMSDelegate], flightplan:fp, landingCheck:nil };
return m;
},
_landingCheckTimeout: func
{
var cur = me.flightplan.currentWP();
var wow = getprop('gear/gear[0]/wow');
var gs = getprop('velocities/groundspeed-kt');
if (wow and (gs < 25)) {
debug.dump('touchdown on destination runway, end of route.');
me.landingCheck.stop();
# record touch-down time?
me.flightplan.finish();
}
},
waypointsChanged: func
{
},
endOfFlightPlan: func
{
debug.dump('end of flight-plan');
},
currentWaypointChanged: func
{
debug.dump('saw current WP changed, now ' ~ me.flightplan.current);
if (me.landingCheck != nil) {
me.landingCheck.stop();
me.landingCheck = nil; # delete timer
}
#debug.dump('saw current WP changed, now ' ~ me.flightplan.current);
var active = me.flightplan.currentWP();
if (active == nil) return;
if (active.alt_cstr_type != 'none') {
debug.dump('new WP has valid altitude restriction, setting on AP');
setprop('/autopilot/settings/target-altitude-ft', active.alt_cstr);
}
var activeRunway = active.runway();
if ((activeRunway != nil) and (activeRunway.id == me.flightplan.destination_runway.id)) {
me.landingCheck = maketimer(2.0, me, FMSDelegate._landingCheckTimeout);
me.landingCheck.start();
}
}
};
# debug.dump('register routemanager delegate factory');
registerFlightPlanDelegate(FMSDelegate.new);
registerFlightPlanDelegate(RouteManagerDelegate.new);

View file

@ -70,7 +70,7 @@ var identity = {
var Tanker = {
new: func(aiid, callsign, tacan, type, model, kias, maxfuel, pattern, heading, coord) {
new: func(aiid, callsign, tacan, type, model, kias, maxfuel, pattern, contacts, heading, coord) {
var m = { parents: [Tanker] };
m.callsign = callsign;
m.tacan = tacan;
@ -79,6 +79,7 @@ var Tanker = {
m.out_of_range_time = 0;
m.interval = 10;
m.length = pattern;
m.contacts = contacts;
m.roll = 0;
m.coord = geo.Coord.new(coord);
m.anchor = geo.Coord.new(coord).apply_course_distance(m.track_course, m.length); # ARCP
@ -155,7 +156,7 @@ var Tanker = {
}
var distance = dt * (me.ktas - me.headwind) * NM2M / 3600;
var deviation = me.roll ? 0.5 * dt * 1085.941 * math.tan(me.roll * D2R) / me.ktas : 0;
var deviation = me.roll ? dt * 1085.941 * math.tan(me.roll * D2R) / me.ktas : 0;
if (me.mode == "leg") {
if (me.lastmode != "leg") {
@ -218,12 +219,46 @@ var Tanker = {
me.brgN.setDoubleValue(me.bearing);
me.elevN.setDoubleValue(elev);
me.contactN.setBoolValue(me.distance < ac_contact_dist and
dalt > 0 and
abs(view.normdeg(me.bearing - ac_hdg)) < 20);
# Determine if any of the contact points are in contact
var offset_x = getprop("/systems/refuel/offset-x-m") or 0;
var offset_y = getprop("/systems/refuel/offset-y-m") or 0;
var offset_z = getprop("/systems/refuel/offset-z-m") or 0;
var roll = getprop("/orientation/roll-deg") * globals.D2R;
# Determine contact position
var probe_pos = geo.Coord.new(me.ac);
probe_pos.apply_course_distance(ac_hdg, offset_x);
probe_pos.apply_course_distance(ac_hdg + 90, offset_y * math.cos(roll) + offset_z * math.sin(roll));
probe_pos.set_alt(me.ac.alt() + offset_z * math.cos(roll) - offset_y * math.sin(roll));
me.hOffsetN.setDoubleValue(me.bearing - ac_hdg);
me.vOffsetN.setDoubleValue(elev - ac_pitch);
me.contactN.setBoolValue(0);
foreach (var c; me.contacts) {
var drogue_pos = geo.Coord.new(me.coord);
# Offset longitudonally
drogue_pos.apply_course_distance(me.course, c.x);
var r = me.roll * globals.D2R;
# Offset laterally, taking into account any roll
drogue_pos.apply_course_distance(me.course +90, c.y * math.cos(r) + c.z * math.sin(r));
# Offset vertically, again, taking into account any roll
drogue_pos.set_alt(drogue_pos.alt() + c.z * math.cos(r) - c.y * math.sin(r));
#print("Distance: " ~ probe_pos.distance_to(drogue_pos) ~ " vs. " ~ me.distance);
if (probe_pos.distance_to(drogue_pos) < ac_contact_dist and
abs(view.normdeg(me.course - ac_hdg)) < 20) {
# Contact!
me.contactN.setBoolValue(1);
}
}
me.hOffsetN.setDoubleValue(view.normdeg(me.bearing - ac_hdg));
me.vOffsetN.setDoubleValue(view.normdeg(elev - ac_pitch));
var droll = me.roll_target - me.roll;
if (droll > 0) {
@ -278,13 +313,27 @@ var create_tanker = func(tanker_node, course) {
var spd = tanker_node.getNode("speed-kts", 1).getValue() or 250;
var pattern = (tanker_node.getNode("pattern-length-nm", 1).getValue() or 50) * NM2M;
var maxfuel = tanker_node.getNode("max-fuel-transfer-lbs-min", 1).getValue() or 6000;
var contacts = [];
foreach (var contact; tanker_node.getChildren("contact")) {
var x = (contact.getNode("x-m") != nil) ? contact.getNode("x-m").getValue() : 0;
var y = (contact.getNode("y-m") != nil) ? contact.getNode("y-m").getValue() : 0;
var z = (contact.getNode("z-m") != nil) ? contact.getNode("z-m").getValue() : 0;
append(contacts, { "x" : x, "y" : y, "z" : z });
}
if (size(contacts) == 0) {
append(contacts, {x: 0, y:0, z:0});
}
var alt = int(10 + rand() * 15) * 1000; # FL100--FL250
alt = skip_cloud_layer(alt * FT2M);
var dist = 6000 + rand() * 4000;
var coord = geo.aircraft_position().apply_course_distance(course, dist).set_alt(alt);
Tanker.new(aiid, callsign, tacanid, type, model, spd, maxfuel, pattern, course, coord);
Tanker.new(aiid, callsign, tacanid, type, model, spd, maxfuel, pattern, contacts, course, coord);
}
# Request a new tanker

View file

@ -12,6 +12,7 @@ uniform float altitude;
uniform float cloud_self_shading;
uniform float visibility;
uniform float moonlight;
uniform float air_pollution;
attribute vec3 usrAttr1;
attribute vec3 usrAttr2;
@ -151,8 +152,8 @@ void main(void)
float lightArg = (terminator-yprime_alt)/100000.0;
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.b = light_func(lightArg -1.2 * air_pollution, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg -0.6 * air_pollution, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 1.0;
@ -160,9 +161,9 @@ void main(void)
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, min(scattering, cloud_self_shading) ))));
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.8)
if (earthShade < 0.6)
{
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade ) ));
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,earthShade ) ));
}

View file

@ -4,12 +4,11 @@
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
//varying vec2 nvec;
varying vec3 relPos;
varying vec2 rawPos;
//varying vec2 worldPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
varying vec3 ecNormal;
uniform sampler2D texture;
@ -20,7 +19,7 @@ uniform sampler2D mix_texture;
uniform sampler2D grain_texture;
uniform sampler2D dot_texture;
uniform sampler2D gradient_texture;
//uniform sampler2D foam_texture;
//varying float yprime_alt;
@ -71,6 +70,10 @@ float rand2D(in vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float rand3D(in vec3 co){
return fract(sin(dot(co.xyz ,vec3(12.9898,78.233,144.7272))) * 43758.5453);
}
float cosine_interpolate(in float a, in float b, in float x)
{
float ft = x * 3.1415927;
@ -103,6 +106,39 @@ float interpolatedNoise2D(in float x, in float y)
return simple_interpolate(i1 , i2 , fractional_y);
}
float interpolatedNoise3D(in float x, in float y, in float z)
{
float integer_x = x - fract(x);
float fractional_x = x - integer_x;
float integer_y = y - fract(y);
float fractional_y = y - integer_y;
float integer_z = z - fract(z);
float fractional_z = z - integer_z;
float v1 = rand3D(vec3(integer_x, integer_y, integer_z));
float v2 = rand3D(vec3(integer_x+1.0, integer_y, integer_z));
float v3 = rand3D(vec3(integer_x, integer_y+1.0, integer_z));
float v4 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z));
float v5 = rand3D(vec3(integer_x, integer_y, integer_z+1.0));
float v6 = rand3D(vec3(integer_x+1.0, integer_y, integer_z+1.0));
float v7 = rand3D(vec3(integer_x, integer_y+1.0, integer_z+1.0));
float v8 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z+1.0));
float i1 = simple_interpolate(v1,v5, fractional_z);
float i2 = simple_interpolate(v2,v6, fractional_z);
float i3 = simple_interpolate(v3,v7, fractional_z);
float i4 = simple_interpolate(v4,v8, fractional_z);
float ii1 = simple_interpolate(i1,i2,fractional_x);
float ii2 = simple_interpolate(i3,i4,fractional_x);
return simple_interpolate(ii1 , ii2 , fractional_y);
}
float Noise2D(in vec2 coord, in float wavelength)
@ -111,6 +147,11 @@ return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
}
float Noise3D(in vec3 coord, in float wavelength)
{
return interpolatedNoise3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength);
}
float dotNoise2D(in float x, in float y, in float fractionalMaxDotSize)
{
float integer_x = x - fract(x);
@ -259,10 +300,10 @@ float noise_25m = Noise2D(rawPos.xy, 25.0);
float noise_50m = Noise2D(rawPos.xy, 50.0);
float noise_250m = Noise2D(rawPos.xy,250.0);
float noise_500m = Noise2D(rawPos.xy, 500.0);
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
float noise_250m = Noise3D(worldPos.xyz,250.0);
float noise_500m = Noise3D(worldPos.xyz, 500.0);
float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
// dot noise

View file

@ -20,14 +20,12 @@
// bugs with gl_FrontFacing in the fragment shader.
varying vec4 diffuse_term;
varying vec3 normal;
//varying vec2 nvec;
varying vec3 relPos;
varying vec2 rawPos;
//varying vec2 worldPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
//varying float earthShade;
//varying float yprime_alt;
varying float mie_angle;
varying float steepness;
varying float grad_dir;
@ -42,15 +40,13 @@ uniform float visibility;
uniform float overcast;
uniform float ground_scattering;
uniform float eye_alt;
//uniform float eye_lat;
//uniform float eye_lon;
uniform float moonlight;
uniform mat4 osg_ViewMatrixInverse;
float earthShade;
float yprime_alt;
//float mie_angle;
// This is the value used in the skydome scattering shader - use the same here for consistency?
@ -84,21 +80,12 @@ void main()
float vertex_alt;
float scattering;
rawPos = gl_Vertex.xy;
rawPos = gl_Vertex.xy;
worldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
// try making a continuous coordinate system
//vec4 worldPos3D = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex);
//rawPos = worldPos3d.yz;
//float x1 = sin(eye_lon) * worldPos3D.y + cos(eye_lon) * worldPos3D.z;
//float y1 = cos(eye_lon) * worldPos3D.y - sin(eye_lon) * worldPos3D.z;
//y1 = cos(eye_lat) * y1 + sin(eye_lat) * worldPos3D.x;
//worldPos = vec2 (x1, y1);
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
grad_dir = dot(normalize(gl_Normal.xy), vec2 (1.0, 0.0));
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
grad_dir = dot(normalize(gl_Normal.xy), vec2 (1.0, 0.0));
// this code is copied from default.vert
@ -277,7 +264,12 @@ else // the faster, full-day version without lightfields
light_ambient = light_ambient * ((1.0+steepness)/2.0 * 1.2 + (1.0-steepness)/2.0 * 0.2);
//light_ambient.rgb = 0.1 * light_ambient.rgb;
// deeper shadows when there is lots of direct light
float shade_depth = 1.0 * smoothstep (0.6,0.95,ground_scattering) * (1.0-smoothstep(0.1,0.5,overcast)) * smoothstep(0.4,1.5,earthShade);
light_ambient.rgb = light_ambient.rgb * (1.0 - shade_depth);
light_diffuse.rgb = light_diffuse.rgb * (1.0 + 1.2 * shade_depth);
// default lighting based on texture and material using the light we have just computed

View file

@ -59,7 +59,7 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
void main()
{
vec4 light_diffuse;
//vec4 light_diffuse;
vec4 light_ambient;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
@ -155,11 +155,11 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
//light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
//light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
//light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
//light_diffuse.a = 1.0;
//light_diffuse = light_diffuse * scattering;
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.g = light_ambient.r * 0.4/0.33;
@ -178,8 +178,8 @@ if (earthShade < 0.5)
intensity = length(light_ambient.rgb);
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
intensity = length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
//intensity = length(light_diffuse.rgb);
//light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
@ -211,16 +211,16 @@ else // the faster, full-day version without lightfields
mie_angle = 1.0;
if (terminator > 3000000.0)
{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
{//light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
else
{
lightArg = (terminator/100000.0 - 10.0)/20.0;
light_diffuse.b = 0.78 + lightArg * 0.21;
light_diffuse.g = 0.907 + lightArg * 0.091;
light_diffuse.r = 0.904 + lightArg * 0.092;
light_diffuse.a = 1.0;
//light_diffuse.b = 0.78 + lightArg * 0.21;
//light_diffuse.g = 0.907 + lightArg * 0.091;
//light_diffuse.r = 0.904 + lightArg * 0.092;
//light_diffuse.a = 1.0;
light_ambient.r = 0.316 + lightArg * 0.016;
light_ambient.g = light_ambient.r * 0.4/0.33;
@ -228,16 +228,17 @@ else // the faster, full-day version without lightfields
light_ambient.a = 1.0;
}
light_diffuse = light_diffuse * scattering;
//light_diffuse = light_diffuse * scattering;
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
}
light_ambient.rgb = light_ambient.rgb * (1.0 + smoothstep(1000000.0, 3000000.0,terminator));
// tree shader lighting
vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);
//vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);
vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + light_ambient * gl_FrontMaterial.ambient;
gl_FrontColor = ambientColor + light_diffuse * vec4(diffuse, 1.0);
gl_FrontColor = ambientColor;// + light_diffuse * vec4(diffuse, 1.0);
gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
//gl_FrontColor.a = 1.0; gl_BackColor.a = 1.0;

View file

@ -12,6 +12,7 @@ uniform sampler2D water_normalmap;
uniform sampler2D water_dudvmap;
uniform sampler2D sea_foam;
uniform sampler2D perlin_normalmap;
uniform sampler2D ice_texture;
uniform sampler3D Noise;
@ -23,8 +24,8 @@ varying vec4 waterTex2; //moving texcoords
varying vec4 waterTex4; //viewts
varying vec3 viewerdir;
varying vec3 lightdir;
//varying vec3 specular_light;
varying vec3 relPos;
varying vec3 rawPos;
varying float earthShade;
varying float yprime_alt;
@ -49,6 +50,7 @@ uniform float scattering;
uniform float ground_scattering;
uniform float cloud_self_shading;
uniform float eye_alt;
uniform float ice_cover;
uniform float sea_r;
uniform float sea_g;
uniform float sea_b;
@ -68,6 +70,93 @@ vec3 fog_Func(vec3 color, int type);
/////// functions /////////
float rand2D(in vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float rand3D(in vec3 co){
return fract(sin(dot(co.xyz ,vec3(12.9898,78.233,144.7272))) * 43758.5453);
}
float cosine_interpolate(in float a, in float b, in float x)
{
float ft = x * 3.1415927;
float f = (1.0 - cos(ft)) * .5;
return a*(1.0-f) + b*f;
}
float simple_interpolate(in float a, in float b, in float x)
{
return a + smoothstep(0.0,1.0,x) * (b-a);
}
float interpolatedNoise2D(in float x, in float y)
{
float integer_x = x - fract(x);
float fractional_x = x - integer_x;
float integer_y = y - fract(y);
float fractional_y = y - integer_y;
float v1 = rand2D(vec2(integer_x, integer_y));
float v2 = rand2D(vec2(integer_x+1.0, integer_y));
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
float i1 = simple_interpolate(v1 , v2 , fractional_x);
float i2 = simple_interpolate(v3 , v4 , fractional_x);
return simple_interpolate(i1 , i2 , fractional_y);
}
float interpolatedNoise3D(in float x, in float y, in float z)
{
float integer_x = x - fract(x);
float fractional_x = x - integer_x;
float integer_y = y - fract(y);
float fractional_y = y - integer_y;
float integer_z = z - fract(z);
float fractional_z = z - integer_z;
float v1 = rand3D(vec3(integer_x, integer_y, integer_z));
float v2 = rand3D(vec3(integer_x+1.0, integer_y, integer_z));
float v3 = rand3D(vec3(integer_x, integer_y+1.0, integer_z));
float v4 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z));
float v5 = rand3D(vec3(integer_x, integer_y, integer_z+1.0));
float v6 = rand3D(vec3(integer_x+1.0, integer_y, integer_z+1.0));
float v7 = rand3D(vec3(integer_x, integer_y+1.0, integer_z+1.0));
float v8 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z+1.0));
float i1 = simple_interpolate(v1,v5, fractional_z);
float i2 = simple_interpolate(v2,v6, fractional_z);
float i3 = simple_interpolate(v3,v7, fractional_z);
float i4 = simple_interpolate(v4,v8, fractional_z);
float ii1 = simple_interpolate(i1,i2,fractional_x);
float ii2 = simple_interpolate(i3,i4,fractional_x);
return simple_interpolate(ii1 , ii2 , fractional_y);
}
float Noise2D(in vec2 coord, in float wavelength)
{
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
}
float Noise3D(in vec3 coord, in float wavelength)
{
return interpolatedNoise3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength);
}
void rotationmatrix(in float angle, out mat4 rotmat)
{
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
@ -199,6 +288,12 @@ void main(void)
const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
float noise_50m = Noise3D(rawPos.xyz, 50.0);
float noise_250m = Noise3D(rawPos.xyz,250.0);
float noise_1500m = Noise3D(rawPos.xyz,1500.0);
float noise_2000m = Noise3D(rawPos.xyz,2000.0);
float noise_2500m = Noise3D(rawPos.xyz, 2500.0);
mat4 RotationMatrix;
// compute direction to viewer
@ -332,6 +427,7 @@ void main(void)
if (normalmap_dds > 0)
{vNorm = -vNorm;} //dds fix
vNorm = vNorm * (0.5 + 0.5 * noise_250m);
//load reflection
@ -342,6 +438,7 @@ void main(void)
refl.b = sea_b;
refl.a = 1.0;
refl.g = refl.g * (0.9 + 0.2* noise_2500m);
float intensity;
// de-saturate for reduced light
@ -435,7 +532,16 @@ void main(void)
finalColor *= ambient_light;
// add ice
vec4 ice_texel = texture2D(ice_texture, vec2(waterTex2) * 0.2 );
float nSum = 0.5 * (noise_250m + noise_50m);
float mix_factor = smoothstep(1.0 - ice_cover, 1.04-ice_cover, nSum);
finalColor = mix(finalColor, ice_texel, mix_factor * ice_texel.a);
finalColor.a = 1.0;
finalColor *= ambient_light;

View file

@ -11,7 +11,7 @@ varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec4 waterTex4;
varying vec3 relPos;
varying vec3 rawPos;
varying vec3 viewerdir;
varying vec3 lightdir;
@ -31,6 +31,7 @@ uniform float visibility;
uniform float overcast;
uniform float ground_scattering;
uniform mat4 osg_ViewMatrixInverse;
vec3 specular_light;
@ -72,6 +73,7 @@ void main(void)
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
rawPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;

View file

@ -148,6 +148,9 @@
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>Snow thickness</label>
<halign>left</halign>
<row>3</row>
@ -155,6 +158,9 @@
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>thin</label>
<halign>right</halign>
<row>3</row>
@ -162,6 +168,9 @@
</text>
<slider>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<name>snow-thickness</name>
<row>3</row>
<col>2</col>
@ -176,29 +185,91 @@
</slider>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>thick</label>
<halign>left</halign>
<row>3</row>
<col>3</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>Ice cover</label>
<halign>left</halign>
<row>4</row>
<col>0</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>none</label>
<halign>right</halign>
<row>4</row>
<col>1</col>
</text>
<slider>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<name>ice-cover</name>
<row>4</row>
<col>2</col>
<min>0.0</min>
<max>1.0</max>
<live>true</live>
<property>/environment/sea/surface/ice-cover</property>
<binding>
<command>dialog-apply</command>
<object-name>ice-cover</object-name>
</binding>
</slider>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>thick</label>
<halign>left</halign>
<row>4</row>
<col>3</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>Dust cover</label>
<halign>left</halign>
<row>4</row>
<row>5</row>
<col>0</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>none</label>
<halign>right</halign>
<row>4</row>
<row>5</row>
<col>1</col>
</text>
<slider>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<name>dust-level</name>
<row>4</row>
<row>5</row>
<col>2</col>
<min>0.0</min>
<max>0.7</max>
@ -211,29 +282,41 @@
</slider>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>dusty</label>
<halign>left</halign>
<row>4</row>
<row>5</row>
<col>3</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>Wetness</label>
<halign>left</halign>
<row>5</row>
<row>6</row>
<col>0</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>dry</label>
<halign>right</halign>
<row>5</row>
<row>6</row>
<col>1</col>
</text>
<slider>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<name>wetness</name>
<row>5</row>
<row>6</row>
<col>2</col>
<min>0.0</min>
<max>0.7</max>
@ -246,30 +329,42 @@
</slider>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>wet</label>
<halign>left</halign>
<row>5</row>
<row>6</row>
<col>3</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>Vegetation</label>
<halign>left</halign>
<row>6</row>
<row>7</row>
<col>0</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>none</label>
<halign>right</halign>
<row>6</row>
<row>7</row>
<col>1</col>
</text>
<slider>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<name>lichen-level</name>
<row>6</row>
<row>7</row>
<col>2</col>
<min>0.0</min>
<max>0.7</max>
@ -282,30 +377,42 @@
</slider>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>mossy</label>
<halign>left</halign>
<row>6</row>
<row>7</row>
<col>3</col>
</text>
<text>
<label>Season</label>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>Season (experimental)</label>
<halign>left</halign>
<row>7</row>
<row>8</row>
<col>0</col>
</text>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>summer</label>
<halign>right</halign>
<row>7</row>
<row>8</row>
<col>1</col>
</text>
<slider>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<name>season</name>
<row>7</row>
<row>8</row>
<col>2</col>
<min>0.0</min>
<max>2.0</max>
@ -318,9 +425,12 @@
</slider>
<text>
<enable>
<property>/sim/rendering/shaders/skydome</property>
</enable>
<label>late autumn</label>
<halign>left</halign>
<row>7</row>
<row>8</row>
<col>3</col>
</text>

View file

@ -4,23 +4,134 @@
<height>430</height>
<modal>false</modal>
<nasal>
<open>
<open><![CDATA[
var gps = props.globals.getNode("/instrumentation/gps/", 1);
var dlg = props.globals.getNode("/sim/gui/dialogs/gps", 1);
var cmd = gps.getNode("command", 1);
var scratch = gps.getNode("scratch");
scratch.getNode("exact", 1).setBoolValue(0);
var searchType = scratch.getNode("type", 1);
var searchQuery = scratch.getNode("query", 1);
var copySearchArgs = func {
searchType.setValue(dlg.getNode("search-type").getValue());
searchQuery.setValue(dlg.getNode("search-query").getValue());
}
var scratch = gps.getNode("scratch", 1);
var scratchValid = scratch.getNode("valid", 1);
var searchIsWaypoints = 0;
var anySpec = 'vor,airport,heliport,ils,seaport,fix,ndb,waypoint,tacan,city,town';
var updateSearchResults = func(isWpts, index = 0)
{
searchIsWaypoints = isWpts;
dlg.getNode("scratch-index", 1).setValue(index);
var lastIndex = size(searchResults) - 1;
dlg.getNode("scratch-has-next", 1).setValue((index + 1) < lastIndex);
if (size(searchResults) < 1) {
scratchValid.setBoolValue(0);
return;
}
updateScratch();
}
var updateScratch = func
{
var result = searchResults[dlg.getNode("scratch-index").getValue()];
if (result == nil) {
scratchValid.setBoolValue(0);
return;
}
scratchValid.setBoolValue(1);
scratch.getNode("latitude-deg", 1).setValue(result.lat);
scratch.getNode("longitude-deg", 1).setValue(result.lon);
scratch.getNode("ident", 1).setValue(result.id);
var cd = nil;
if (searchIsWaypoints) {
scratch.getNode("type", 1).setValue('WPT');
cd = result.courseAndDistanceFrom(geo.aircraft_position());
} else {
var ty = result.type;
scratch.getNode("type", 1).setValue(ty);
scratch.getNode("name", 1).setValue(result.name);
scratch.getNode("altitude-ft", 1).setValue(result.elevation);
if (ty == 'vor') {
scratch.getNode("frequency-mhz", 1).setValue(result.frequency);
} elsif (ty == 'ndb') {
scratch.getNode("frequency-khz", 1).setValue(result.frequency);
}
cd = positioned.courseAndDistance(result);
}
scratch.getNode("mag-bearing-deg", 1).setValue(cd[0] + magvar());
scratch.getNode("distance-nm", 1).setValue(cd[1]);
gui.dialog_update("gps");
}
var doSearch = func()
{
var ty = dlg.getNode("search-type").getValue();
if (ty == 'any') ty = anySpec;
var query = dlg.getNode("search-query").getValue();
searchResults = positioned.sortByRange(positioned.findByIdent(query, ty));
updateSearchResults(0);
}
var doSearchNames = func
{
var ty = dlg.getNode("search-type").getValue();
if (ty == 'any') ty = anySpec;
var query = dlg.getNode("search-query").getValue();
searchResults = positioned.sortByRange(positioned.findByName(query, ty));
updateSearchResults(0);
}
var doSearchNearest = func
{
var ty = dlg.getNode("search-type").getValue();
searchResults = positioned.findWithinRange(200.0, ty);
updateSearchResults(0);
}
var doLoadRouteWaypoint = func
{
var fp = flightplan();
searchResults = [];
for (var i=0; i < fp.getPlanSize(); i+=1) {
append(searchResults, fp.getWP(i));
}
updateSearchResults(1, fp.current);
}
var doScratchPrevious = func
{
var index = dlg.getNode("scratch-index").getValue();
if (index == 0) return;
dlg.getNode("scratch-index").setValue(index - 1);
dlg.getNode("scratch-has-next", 1).setValue(size(searchResults) > 1);
updateScratch();
}
var doScratchNext = func
{
var index = dlg.getNode("scratch-index").getValue();
var lastIndex = size(searchResults) - 1;
if (index == lastIndex) return;
dlg.getNode("scratch-has-next", 1).setValue((index + 1) < lastIndex);
dlg.getNode("scratch-index").setValue(index + 1);
updateScratch();
}
var searchResults = [];
updateSearchResults(0);
var slaved = props.globals.getNode("/instrumentation/nav[0]/slaved-to-gps", 1);
</open>
]]></open>
</nasal>
<name>gps</name>
<layout>vbox</layout>
@ -304,6 +415,8 @@
<value>ndb</value>
<value>fix</value>
<value>wpt</value>
<value>city</value>
<value>town</value>
<live>true</live>
<binding>
<command>dialog-apply</command>
@ -336,36 +449,21 @@
<legend>Search</legend>
<binding>
<command>nasal</command>
<script>
copySearchArgs();
cmd.setValue("search");
</script>
<script>doSearch()</script>
</binding>
</button>
<button>
<legend>Search Names</legend>
<binding>
<command>nasal</command>
<script>
copySearchArgs();
cmd.setValue("search-names");
</script>
<script>doSearchNames()</script>
</binding>
</button>
<button>
<legend>Nrst</legend>
<binding>
<command>nasal</command>
<script>
copySearchArgs();
scratch.getNode("max-results", 1).setIntValue(10);
# ensure scratch pos is invalid, so we use current GPS
# position as the search origin
scratch.getNode("longitude-deg", 1).setDoubleValue(-9999);
scratch.getNode("latitude-deg", 1).setDoubleValue(-9999);
cmd.setValue("nearest")
</script>
<script>doSearchNearest()</script>
</binding>
</button>
<button>
@ -375,11 +473,7 @@
<legend>Actv RTE WPT</legend>
<binding>
<command>nasal</command>
<script>
scratch.getNode("results", 1).clearValue();
scratch.getNode("index", 1).setIntValue(-1);
cmd.setValue("load-route-wpt")
</script>
<script>doLoadRouteWaypoint()</script>
</binding>
</button>
<empty>
@ -484,7 +578,7 @@
<button>
<enable>
<greater-than>
<property>/instrumentation/gps/scratch/index</property>
<property>/sim/gui/dialogs/gps/scratch-index</property>
<value>0</value>
</greater-than>
</enable>
@ -494,12 +588,12 @@
<key>left</key>
<binding>
<command>nasal</command>
<script>cmd.setValue("previous")</script>
<script>doScratchPrevious()</script>
</binding>
</button>
<button>
<enable>
<property>/instrumentation/gps/scratch/has-next</property>
<property>/sim/gui/dialogs/gps/scratch-has-next</property>
</enable>
<row>5</row>
<col>1</col>
@ -507,7 +601,7 @@
<key>right</key>
<binding>
<command>nasal</command>
<script>cmd.setValue("next")</script>
<script>doScratchNext()</script>
</binding>
</button>
</group>

View file

@ -224,9 +224,38 @@ command interface /autopilot/route-manager/input:
gui.dialog_update("route-manager", "approach");
}
var initPosition = func {
var routeActive = routem.getNode("active").getValue();
if (routeActive) return;
# FIXME have user waypoints check
var fp = flightplan();
var airborne = getprop('/gear/gear[0]/wow') == 0;
if (airborne) {
debug.dump('route-manager dialog, init in-air, clearing departure settings');
fp.departure = nil;
return;
}
# we're on the ground, find the nearest airport to start from
if (fp.departure == nil) {
var apts = findAirportsWithinRange(25.0);
if (size(apts) == 0) return; # no airports nearby
fp.departure = apts[0]; # use the closest one
}
if (fp.departure_runway == nil) {
debug.dump('selecting departure runway');
var rwy = fp.departure.findBestRunwayForPos( geo.aircraft_position() );
fp.departure_runway = rwy;
}
}
# initialise departure values based on current position
cmd.setValue("@posinit");
initPosition();
updateRunways();
updateSIDs();

View file

@ -388,6 +388,12 @@
<command>dialog-apply</command>
<object-name>manual-weather-config</object-name>
</binding>
<binding>
<command>nasal</command>
<script>
controller.refresh();
</script>
</binding>
</checkbox>
</group>
</group>