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

This commit is contained in:
Vivian Meazza 2010-12-15 22:22:29 +00:00
commit 722cd18fb8
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#############################################################################
#
# Airbus Flight Management.
#
# Abstract:
# This is a utility helper class for the moment, later to be expanded to do more.
#
#
# Author: S.Hamilton Jan 2010
#
#
# Copyright (C) 2010 Scott Hamilton
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
fms_trace = 0;
## mode constants
LNAV_OFF=0;
LNAV_HDG=1;
LNAV_TRACK=2;
LNAV_LOC=3;
LNAV_FMS=4;
LNAV_RWY=5;
VNAV_OFF=0;
VNAV_ALTs=1;
VNAV_VS=2;
VNAV_OPCLB=3;
VNAV_FPA=4;
VNAV_OPDES=5;
VNAV_CLB=6;
VNAV_ALTCRZ=7;
VNAV_DES=8;
VNAV_GS=9;
VNAV_SRS=10;
VNAV_LEVEL=11;
SPD_OFF=0;
SPD_TOGA=1;
SPD_FLEX=2;
SPD_THRCLB=3;
SPD_SPEED=4;
SPD_MACH=5;
SPD_CRZ=6;
SPD_THRDES=7;
SPD_THRIDL=8;
lnavStr = ["off","HDG","TRK","LOC","NAV","RWY"];
vnavStr = ["off","ALT(s)","V/S","OP CLB","FPA","OP DES","CLB","ALT CRZ","DES","G/S","SRS","LEVEL"];
spdStr = ["off","TOGA","FLEX","THR CLB","SPEED","MACH","CRZ","THR DES","THR IDL"];
MANAGED_MODE = -1;
SELECTED_MODE = 0;
var AirbusFMS = {
new : func() {
var m = {parents : [AirbusFMS]};
m.FMSnode = props.globals.getNode("/instrumentation/fms",1);
m.activeFpln = m.FMSnode.getNode("active-fpln",1);
m.secFpln = m.FMSnode.getNode("secondary-fpln",1);
m.depDB = nil;
m.arvDB = nil;
m.version = "V1.0.4";
##setlistener("/sim/signals/fdm-initialized", func m.init());
return m;
},
#############################################################################
# output a debug message to stdout or file.
#############################################################################
tracer : func(msg) {
var timeStr = getprop("/sim/time/gmt-string");
var curAltStr = getprop("/position/altitude-ft");
var curVnav = getprop("/instrumentation/flightdirector/vnav");
var curLnav = getprop("/instrumentation/flightdirector/lnav");
var curSpd = getprop("/instrumentation/flightdirector/spd");
var athrStr = getprop("/instrumentation/flightdirector/at-on");
var ap1Str = getprop("/instrumentation/flightdirector/ap");
var altHold = getprop("/autopilot/settings/target-altitude-ft");
var vsHold = getprop("/autopilot/settings/vertical-speed-fpm");
var spdHold = getprop("/autopilot/settings/target-speed-kt");
if (curVnav == nil) curVnav = "0";
if (curLnav == nil) curLnav = "0";
if (curSpd == nil) curSpd = "0";
if (fms_trace > 0) {
print("[AFMS] time: "~timeStr~" alt: "~curAltStr~", - "~msg);
if (fms_trace > 1) {
print("[AFMS] vnav: "~me.afs.vertical_text[curVnav]~", lnav: "~me.afs.lateral_text[curLnav]~", spd: "~me.afs.spd_text[curSpd]);
}
}
},
####
# init
####
init : func() {
##me.tracer("FDM "~me.version~" ready");
##settimer(func me.update(), 0);
##settimer(func me.slow_update(), 0);
},
### for high prio tasks ###
update : func() {
settimer(func me.update(), 1);
},
### for low prio tasks ###
slow_update : func() {
me.tracer("FMS update");
settimer(func me.slow_update(), 3);
},
####
# evaluate managed VNAV
####
evaluateManagedVNAV : func() {
var retVNAV = VNAV_OFF;
me.tracer("evaluateManagedVNAV");
##var curAlt = getprop("/instrumentation/altimeter/indicated-altitude-ft");
var curAlt = getprop("/position/altitude-ft");
var curFlightMode = getprop("/instrumentation/ecam/flight-mode");
var redAlt = getprop("/instrumentation/afs/thrust-reduce-alt");
var accAlt = getprop("/instrumentation/afs/thrust-accel-alt");
var crzAlt = getprop("/instrumentation/afs/thrust-cruise-alt");
var crzAcquire = getprop("/instrumentation/afs/acquire_crz");
var accelArm = getprop("/instrumentation/flightdirector/accel-arm");
var clbArm = getprop("/instrumentation/flightdirector/climb-arm");
var flapPos = me.getFlapConfig();
var vnavMode = getprop("/instrumentation/flightdirector/vnav");
var lnavMode = getprop("/instrumentation/flightdirector/lnav");
var spdMode = getprop("/instrumentation/flightdirector/spd");
var vsi = getprop("/instrumentation/vertical-speed-indicator/indicated-speed-fpm");
var altSelect = getprop("/instrumentation/afs/vertical-alt-mode");
var vsSelect = getprop("/instrumentation/afs/vertical-vs-mode");
var spdSelect = getprop("/instrumentation/afs/speed-mode");
var apMode = getprop("/instrumentation/flightdirector/autopilot-on");
var bothSelect = MANAGED_MODE;
if (altSelect == SELECTED_MODE or vsSelect == SELECTED_MODE) {
bothSelect = SELECTED_MODE;
}
me.tracer("bothSelect: "~bothSelect);
me.tracer("clbArm: "~clbArm);
me.tracer("spdMode: "~spdMode);
me.tracer("flapPos: "~flapPos);
## managed Speed Reference System mode
if (curAlt < accAlt and clbArm == 0 and bothSelect == MANAGED_MODE and (spdMode == SPD_FLEX or spdMode == SPD_TOGA or spdMode == SPD_THRCLB) and flapPos > 0 ) {
retVNAV = VNAV_SRS;
me.tracer("retVNAV = VNAV_SRS");
}
## managed climb
if (curAlt >= accAlt and curAlt < (crzAlt-100) and crzAcquire == 0) {
if (lnavMode == LNAV_FMS) {
retVNAV = VNAV_CLB;
me.tracer("retVNAV = VNAV_CLB");
} else {
retVNAV = VNAV_OPCLB;
me.tracer("retVNAV = VNAV_OPCLB");
}
}
## managed cruise alt
if (curAlt > (crzAlt-1000) and bothSelect == MANAGED_MODE) {
retVNAV = VNAV_ALTCRZ;
me.tracer("retVNAV = VNAV_ALTCRZ");
}
## managed descend
var wpLen = getprop("/autopilot/route-manager/route/num");
var curWp = getprop("/autopilot/route-manager/current-wp");
var foundTD = 0;
if (curWp > 0) {
for(w=0; w < curWp; w=w+1) {
var wpName = getprop("/autopilot/route-manager/route/wp["~w~"]/id");
if (wpName == "T/D") {
foundTD = 1;
}
}
if(foundTD == 1 and curAlt > 400 and bothSelect == MANAGED_MODE) {
if (lnavMode == LNAV_FMS) {
retVNAV = VNAV_DES;
me.tracer("retVNAV = VNAV_DES");
} else {
retVNAV = VNAV_OPDES;
me.tracer("retVNAV = VNAV_OPDES");
}
}
}
if (getprop("/position/altitude-agl-ft") < 400 and vnavMode == VNAV_GS and lnavMode == LNAV_LOC) {
## combined LAND mode....
}
return retVNAV;
},
##########
# evaluate VNAV
##########
evaluateVNAV : func() {
var retVNAV = VNAV_OFF;
var apMode = getprop("/instrumentation/flightdirector/autopilot-on");
if (apMode == 1) {
retVNAV = me.evaluateManagedVNAV();
var altSelect = getprop("/instrumentation/afs/vertical-alt-mode");
var vsSelect = getprop("/instrumentation/afs/vertical-vs-mode");
if (altSelect == SELECTED_MODE) {
retVNAV = VNAV_ALTs;
}
if (vsSelect == SELECTED_MODE) {
retVNAV = VNAV_VS;
}
}
return retVNAV;
},
#############
# evaluate managed LNAV
#############
evaluateManagedLNAV : func() {
var retLNAV = LNAV_OFF;
var agl = getprop("/position/altitude-agl-ft");
return retLNAV;
},
####
# calculate the current flap position
####
getFlapConfig : func() {
var flapConfig = 0;
var currFlapPos = getprop("/fdm/jsbsim/fcs/flap-cmd-norm");
if (currFlapPos == 0.2424) {
flapConfig = 1;
}
if (currFlapPos == 0.5151) {
flapConfig = 2;
}
if (currFlapPos == 0.7878) {
flapConfig = 3;
}
if (currFlapPos == 1.0) {
flapConfig = 4;
}
return flapConfig;
}
};

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#
# Simple utility to manage an array of text lines in a region.
#
#
# Copyright (C) 2009 Scott Hamilton
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
var TextRegion = {
new : func(lines, width, prefix){
var me = {parents:[TextRegion]};
me.posLine = 0;
me.baseNode = props.globals.getNode(prefix,1);
me.maxWidth = width;
me.maxLines = lines;
for(var p = 0; p != lines; p=p+1) {
var lineNode = me.baseNode.getNode("line["~p~"]",1);
lineNode.setValue("");
}
return me;
},
append : func(text) {
var lineNode = me.baseNode.getNode("line["~me.posLine~"]",1);
lineNode.setValue(text);
if (me.posLine < me.maxLines) {
me.posLine = me.posLine+1;
}
},
textAt : func(index, text) {
var lineNode = me.baseNode.getNode("line["~index~"]",1);
lineNode.setValue(text);
me.posLine = index;
},
clear : func() {
for(var p = 0; p != me.maxLines; p=p+1) {
var lineNode = me.baseNode.getNode("line["~p~"]",1);
lineNode.setValue("");
}
me.posLine = 0;
},
reset : func() {
for(var p = me.posLine; p != me.maxLines; p=p+1) {
var lineNode = me.baseNode.getNode("line["~p~"]",1);
lineNode.setValue("");
}
me.posLine = 0;
}
}

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<?xml version="1.0" encoding="utf-8"?>
<!--
A light "cone" effect, written by Lauri Peltonen (Zan)
With this effect, any object (most likely a cone) will
light up everything inside of it. Might be usefull for
landing lights etc.
Uses stencil buffer.
-->
<PropertyList>
<name>Effects/light-cone</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n ="0">
<type>white</type>
</texture>
<!-- Dunno if this does anything, it could be removed
what does this do with rendering-hint=transparent? -->
<render-bin>
<active>true</active>
<bin-number>9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
</parameters>
<technique n="8">
<!-- First pass, increase stencil when ground is in front of
the lighting object -->
<pass>
<render-bin>
<active>true</active>
<bin-number>9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<lighting>false</lighting>
<color-mask type="vec4d">0 0 0 0</color-mask> <!-- do not draw anything -->
<shade-model><use>shade-model</use></shade-model>
<cull-face>front</cull-face>
<!-- <rendering-hint>transparent</rendering-hint> -->
<depth>
<write-mask>false</write-mask>
</depth>
<!-- Set stencil buffer to 1 if ground is in front of the back side
of the light volume, otherwise zero -->
<stencil>
<function>always</function> <!-- S-test passes always -->
<value>1</value>
<z-fail>replace</z-fail> <!-- Replace current s-buffer with value 1 -->
<pass>zero</pass> <!-- Zero everything "behind" the volume -->
</stencil>
</pass>
<!-- Second pass, decrease stencil when ground is in front of the front
side of the volume, in stencil buffer, 1 exists where ground
(or other objects) is inside the lighting object! -->
<pass>
<render-bin>
<active>true</active>
<bin-number>9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<lighting>false</lighting>
<color-mask type="vec4d">0 0 0 0</color-mask> <!-- Do not draw anything -->
<shade-model><use>shade-model</use></shade-model>
<cull-face>back</cull-face>
<!-- <rendering-hint>transparent</rendering-hint> -->
<depth>
<write-mask>false</write-mask>
</depth>
<!-- Set s-buffer to 0 when ground is in front of the front side of the volume -->
<stencil>
<function>always</function> <!-- S-test passes always -->
<z-fail>zero</z-fail> <!-- Zero s-buffer when z-buffer test fails -->
</stencil>
</pass>
<!-- Third pass, render light where there is 1 on stencil buffer -->
<pass>
<render-bin>
<active>true</active>
<bin-number>9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<lighting>false</lighting>
<shade-model><use>shade-model</use></shade-model>
<cull-face>back</cull-face>
<!-- <rendering-hint>transparent</rendering-hint> -->
<depth>
<write-mask>false</write-mask>
</depth>
<!-- Draw when S-buffer EQUALS value 1 -->
<stencil>
<function>equal</function>
<value>1</value>
</stencil>
<!-- Do additive blending, so increase the color value of
the existing pixel by the light's color. The light object should
have ambient & diffuse AND alpha should be around 0.2 or something -->
<blend>
<active>true</active>
<source>dst-alpha</source>
<destination>one</destination>
</blend>
</pass>
</technique>
</PropertyList>

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<?xml version="1.0" encoding="utf-8"?>
<!--
A light "cone" effect, written by Lauri Peltonen (Zan)
With this effect, any object (most likely a cone) will
light up everything inside of it. Might be usefull for
landing lights etc.
Uses stencil buffer.
-->
<PropertyList>
<name>Effects/light-cone</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n ="0">
<type>white</type>
</texture>
<!-- Dunno if this does anything, it could be removed
what does this do with rendering-hint=transparent? -->
<render-bin>
<active>true</active>
<bin-number>9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
</parameters>
<technique n="8">
<!-- First pass, increase stencil when ground is in front of
the lighting object -->
<pass>
<render-bin>
<active>true</active>
<bin-number>9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<lighting>false</lighting>
<color-mask type="vec4d">0 0 0 0</color-mask> <!-- do not draw anything -->
<shade-model><use>shade-model</use></shade-model>
<cull-face>front</cull-face>
<!-- <rendering-hint>transparent</rendering-hint> -->
<depth>
<write-mask>false</write-mask>
</depth>
<!-- Set stencil buffer to 1 if ground is in front of the back side
of the light volume, otherwise zero -->
<stencil>
<function>always</function> <!-- S-test passes always -->
<value>1</value>
<z-fail>replace</z-fail> <!-- Replace current s-buffer with value 1 -->
<pass>zero</pass> <!-- Zero everything "behind" the volume -->
</stencil>
</pass>
<!-- Second pass, decrease stencil when ground is in front of the front
side of the volume, in stencil buffer, 1 exists where ground
(or other objects) is inside the lighting object! -->
<pass>
<render-bin>
<active>true</active>
<bin-number>9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<lighting>false</lighting>
<color-mask type="vec4d">0 0 0 0</color-mask> <!-- Do not draw anything -->
<shade-model><use>shade-model</use></shade-model>
<cull-face>back</cull-face>
<!-- <rendering-hint>transparent</rendering-hint> -->
<depth>
<write-mask>false</write-mask>
</depth>
<!-- Set s-buffer to 0 when ground is in front of the front side of the volume -->
<stencil>
<function>always</function> <!-- S-test passes always -->
<z-fail>zero</z-fail> <!-- Zero s-buffer when z-buffer test fails -->
</stencil>
</pass>
<!-- Third pass, render light where there is 1 on stencil buffer -->
<pass>
<render-bin>
<active>true</active>
<bin-number>9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<lighting>false</lighting>
<shade-model><use>shade-model</use></shade-model>
<cull-face>back</cull-face>
<!-- <rendering-hint>transparent</rendering-hint> -->
<depth>
<write-mask>false</write-mask>
</depth>
<!-- Draw when S-buffer EQUALS value 1 -->
<stencil>
<function>equal</function>
<value>1</value>
</stencil>
<!-- Do additive blending, so increase the color value of
the existing pixel by the light's color. The light object should
have ambient & diffuse AND alpha should be around 0.2 or something -->
<blend>
<active>true</active>
<source>dst-alpha</source>
<destination>one</destination>
</blend>
</pass>
</technique>
</PropertyList>

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<?xml version="1.0"?>
<!--
RMP Display for A380.
This is for the Radio Management Panel on the pedestal
The naming of <text> objects is;
RMP.xxx.label - for static text labelling
RMP.xxx.field - fields that user can input value into
RMP.xxx.value - dynamic text values for display
Author: S.Hamilton - May 2010
-->
<PropertyList>
<!-- RMP display -->
<text>
<name>RMP.vhf1.value</name>
<axis-alignment>yz-plane</axis-alignment>
<alignment>right-bottom</alignment>
<offsets>
<pitch-deg>-90.0</pitch-deg>
<x-m>0.231</x-m>
<y-m>0.061</y-m>
<z-m>-0.0055</z-m>
</offsets>
<type>number-value</type>
<property type="string">/instrumentation/nav[0]/frequencies/selected-mhz</property>
<format type="string">%3.2f</format>
<font>helvetica_bold.txf</font>
<character-size type="double">0.01</character-size>
</text>
<text>
<name>RMP.vhf1.label</name>
<axis-alignment>yz-plane</axis-alignment>
<alignment>right-bottom</alignment>
<offsets>
<pitch-deg>-90.0</pitch-deg>
<x-m>0.231</x-m>
<y-m>0.078</y-m>
<z-m>-0.0055</z-m>
</offsets>
<type>literal</type>
<text type="string">VHF1</text>
<font>helvetica_bold.txf</font>
<character-size type="double">0.0045</character-size>
</text>
<text>
<name>RMP.vhf2.value</name>
<axis-alignment>yz-plane</axis-alignment>
<alignment>right-bottom</alignment>
<offsets>
<pitch-deg>-90.0</pitch-deg>
<x-m>0.249</x-m>
<y-m>0.061</y-m>
<z-m>-0.0055</z-m>
</offsets>
<type>number-value</type>
<property type="string">/instrumentation/nav[1]/frequencies/selected-mhz</property>
<format type="string">%3.2f</format>
<font>helvetica_bold.txf</font>
<character-size type="double">0.01</character-size>
</text>
<text>
<name>RMP.vhf2.label</name>
<axis-alignment>yz-plane</axis-alignment>
<alignment>right-bottom</alignment>
<offsets>
<pitch-deg>-90.0</pitch-deg>
<x-m>0.249</x-m>
<y-m>0.078</y-m>
<z-m>-0.0055</z-m>
</offsets>
<type>literal</type>
<text type="string">VHF2</text>
<font>helvetica_bold.txf</font>
<character-size type="double">0.0045</character-size>
</text>
<text>
<name>RMP.vhf3.value</name>
<axis-alignment>yz-plane</axis-alignment>
<alignment>right-bottom</alignment>
<offsets>
<pitch-deg>-90.0</pitch-deg>
<x-m>0.267</x-m>
<y-m>0.061</y-m>
<z-m>-0.0055</z-m>
</offsets>
<type>number-value</type>
<property type="string">/instrumentation/nav[2]/frequencies/selected-mhz</property>
<format type="string">%3.2f</format>
<font>helvetica_bold.txf</font>
<character-size type="double">0.01</character-size>
</text>
<text>
<name>RMP.vhf3.label</name>
<axis-alignment>yz-plane</axis-alignment>
<alignment>right-bottom</alignment>
<offsets>
<pitch-deg>-90.0</pitch-deg>
<x-m>0.267</x-m>
<y-m>0.078</y-m>
<z-m>-0.0055</z-m>
</offsets>
<type>literal</type>
<text type="string">VHF3</text>
<font>helvetica_bold.txf</font>
<character-size type="double">0.0045</character-size>
</text>
<!-- material for all display text -->
<animation>
<type>material</type>
<object-name>RMP.vhf1.value</object-name>
<object-name>RMP.vhf1.label</object-name>
<object-name>RMP.vhf2.value</object-name>
<object-name>RMP.vhf2.label</object-name>
<object-name>RMP.vhf3.value</object-name>
<object-name>RMP.vhf3.label</object-name>
<diffuse>
<red>0.898</red>
<green>0.898</green>
<blue>1.0</blue>
</diffuse>
<ambient>
<red>0.898</red>
<green>0.898</green>
<blue>1.0</blue>
</ambient>
<emission>
<red>0.1</red>
<green>0.1</green>
<blue>0.563</blue>
</emission>
<specular>
<red>0.0</red>
<green>0.0</green>
<blue>0.0</blue>
</specular>
<shininess>0.0</shininess>
</animation>
</PropertyList>

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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>../../Models/Lights/light-cone.ac</path>
<texture-path>../../Textures/Common/</texture-path>
<effect>
<inherits-from>Aircraft/A380/XML/Effects/light-cone-left</inherits-from>
<object-name>Cone</object-name>
</effect>
</PropertyList>

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<?xml version="1.0" encoding="UTF-8"?>
<PropertyList>
<path>../../Models/Lights/light-cone.ac</path>
<texture-path>../../Textures/Common/</texture-path>
<effect>
<inherits-from>Aircraft/A380/XML/Effects/light-cone-right</inherits-from>
<object-name>Cone</object-name>
</effect>
</PropertyList>

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<?xml version="1.0"?>
<PropertyList>
<sim>
<model>
<livery>
<name type="string">Qantas Airways</name>
<texture>../QFA/A380.rgb</texture>
</livery>
<cowling>
<texture>../QFA/cowling.png</texture>
</cowling>
</model>
</sim>
</PropertyList>

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<?xml version="1.0"?>
<PropertyList>
<sim>
<model>
<livery>
<name type="string">Singapore Airlines</name>
<texture>../SIA/A380.png</texture>
</livery>
<cowling>
<texture>../SIA/cowling.png</texture>
</cowling>
</model>
</sim>
</PropertyList>