diff --git a/Aircraft/c172p/Engines/eng_io320.xml b/Aircraft/c172p/Engines/eng_io320.xml index 22c1be211..b7cc52706 100644 --- a/Aircraft/c172p/Engines/eng_io320.xml +++ b/Aircraft/c172p/Engines/eng_io320.xml @@ -12,13 +12,13 @@ --> - 6.5 + 8.3 28.5 320.0 160.0 4.0 - 550.0 + 600.0 2700.0 1.0 0.1 diff --git a/Aircraft/c172p/initfile.xml b/Aircraft/c172p/initfile.xml deleted file mode 100644 index f5d6226ce..000000000 --- a/Aircraft/c172p/initfile.xml +++ /dev/null @@ -1,12 +0,0 @@ - - - 3.76751 - 149.591 - -216.892 - -1.56812 - -0.24805 - 3.50617 - 0 - 0 - 1170.89 - diff --git a/Nasal/aircraft.nas b/Nasal/aircraft.nas index d79768e6c..f97700dc2 100644 --- a/Nasal/aircraft.nas +++ b/Nasal/aircraft.nas @@ -776,16 +776,20 @@ var autotrim = { # (see Hawker Seahawk for an example). # # SYNOPSIS: -# aircraft.tyresmoke.new() -# - the index of the gear to which the tyre smoke is attached +# aircraft.tyresmoke.new(gear index [, auto = 0]) +# gear index - the index of the gear to which the tyre smoke is attached +# auto - enable automatic update (recommended). defaults to 0 for backward compatibility. +# aircraft.tyresmoke.del() +# destructor. # aircraft.tyresmoke.update() +# Runs the update. Not required if automatic updates are enabled. # # EXAMPLE: # var tyresmoke_0 = aircraft.tyresmoke.new(0); # tyresmoke_0.update(); # var tyresmoke = { - new: func(number) { + new: func(number, auto = 0) { var m = { parents: [tyresmoke] }; me.vertical_speed = props.globals.initNode("velocities/vertical-speed-fps"); me.speed = props.globals.initNode("velocities/groundspeed-kt"); @@ -798,6 +802,8 @@ var tyresmoke = { m.sprayspeed = gear.initNode("sprayspeed-ms"); m.spray = gear.initNode("spray", 0, "BOOL"); m.spraydensity = gear.initNode("spray-density", 0, "DOUBLE"); + m.auto = auto; + m.listener = nil; if (getprop("sim/flight-model") == "jsb") { var wheel_speed = "fdm/jsbsim/gear/unit[" ~ number ~ "]/wheel-speed-fps"; @@ -809,8 +815,16 @@ var tyresmoke = { } m.lp = lowpass.new(2); + auto and m.update(); return m; }, + del: func { + if (me.listener != nil) { + removelistener(me.listener); + me.listener = nil; + } + me.auto = 0; + }, update: func { var rollspeed = me.get_rollspeed(); var vert_speed = me.vertical_speed.getValue(); @@ -829,23 +843,67 @@ var tyresmoke = { me.tyresmoke.setValue(1); me.spray.setValue(0); me.spraydensity.setValue(0); - } elsif (wow and groundspeed > 5 and rain >= 0.20) { me.tyresmoke.setValue(0); me.spray.setValue(1); me.sprayspeed.setValue(rollspeed * 6); me.spraydensity.setValue(rain * groundspeed); - } else { me.tyresmoke.setValue(0); me.spray.setValue(0); me.sprayspeed.setValue(0); me.spraydensity.setValue(0); } + if (me.auto) { + if (wow) { + settimer(func me.update(), 0); + if (me.listener != nil) { + removelistener(me.listener); + me.listener = nil; + } + } elsif (me.listener == nil) { + me.listener = setlistener(me.wow, func me._wowchanged_(), 0, 0); + } + } + }, + _wowchanged_: func() { + if (me.wow.getValue()) { + me.lp.set(0); + me.update(); + } }, }; +# tyresmoke_system +# ============================================================================= +# Helper class to contain the tyresmoke objects for all the gears. +# Will update automatically, nothing else needs to be done by the caller. +# +# SYNOPSIS: +# aircraft.tyresmoke_system.new(, , ...) +# - the index of the gear to which the tyre smoke is attached +# aircraft.tyresmoke_system.del() +# destructor +# EXAMPLE: +# var tyresmoke_system = aircraft.tyresmoke_system.new(0, 1, 2, 3, 4); +var tyresmoke_system = { + new: func { + var m = { parents: [tyresmoke_system] }; + # preset array to proper size + m.gears = []; + setsize(m.gears, size(arg)); + for(var i = size(arg) - 1; i >= 0; i -= 1) { + m.gears[i] = tyresmoke.new(arg[i], 1); + } + return m; + }, + del: func { + foreach(var gear; me.gears) { + gear.del(); + } + } +}; # rain # ============================================================================= diff --git a/Nasal/fuel.nas b/Nasal/fuel.nas index 81d37566a..35643fec0 100644 --- a/Nasal/fuel.nas +++ b/Nasal/fuel.nas @@ -1,8 +1,6 @@ # Properties under /consumables/fuel/tank[n]: -# + level-gal_us - Current fuel load. Can be set by user code. -# + level-lbs - OUTPUT ONLY property, do not try to set +# + level-lbs - Current fuel load. Can be set by user code. # + selected - boolean indicating tank selection. -# + density-ppg - Fuel density, in lbs/gallon. # + capacity-gal_us - Tank capacity # # Properties under /engines/engine[n]: @@ -42,11 +40,10 @@ var update = func { } else { var fuel_per_tank = consumed_fuel / size(selected_tanks); foreach (var t; selected_tanks) { - var ppg = t.getNode("density-ppg").getValue(); - var lbs = t.getNode("level-gal_us").getValue() * ppg; + var lbs = t.getNode("level-lbs").getValue(); lbs = lbs - fuel_per_tank; - if (lbs < 0) { - lbs = 0; + t.getNode("level-lbs").setDoubleValue(lbs); + if( t.getNode("empty").getBoolValue() ) { # Kill the engines if we're told to, otherwise simply # deselect the tank. if (t.getNode("kill-when-empty", 1).getBoolValue()) @@ -54,27 +51,9 @@ var update = func { else t.getNode("selected").setBoolValue(0); } - var gals = lbs / ppg; - t.getNode("level-gal_us").setDoubleValue(gals); - t.getNode("level-lbs").setDoubleValue(lbs); } } - # Total fuel properties - var lbs = 0; - var gals = 0; - var cap = 0; - - foreach (var t; tanks) { - lbs += t.getNode("level-lbs").getValue(); - gals += t.getNode("level-gal_us").getValue(); - cap += t.getNode("capacity-gal_us").getValue(); - } - - total_lbs.setDoubleValue(lbs); - total_gals.setDoubleValue(gals); - total_norm.setDoubleValue(gals / cap); - foreach (var e; engines) e.getNode("out-of-fuel").setBoolValue(out_of_fuel); } @@ -85,22 +64,13 @@ var loop = func { settimer(loop, UPDATE_PERIOD); } - var tanks = []; var engines = []; var fuel_freeze = nil; -var total_gals = nil; -var total_lbs = nil; -var total_norm = nil; - _setlistener("/sim/signals/fdm-initialized", func { setlistener("/sim/freeze/fuel", func(n) { fuel_freeze = n.getBoolValue() }, 1); - total_gals = props.globals.getNode("/consumables/fuel/total-fuel-gals", 1); - total_lbs = props.globals.getNode("/consumables/fuel/total-fuel-lbs", 1); - total_norm = props.globals.getNode("/consumables/fuel/total-fuel-norm", 1); - engines = props.globals.getNode("engines", 1).getChildren("engine"); foreach (var e; engines) { e.getNode("fuel-consumed-lbs", 1).setDoubleValue(0); @@ -112,10 +82,6 @@ _setlistener("/sim/signals/fdm-initialized", func { continue; # skip native_fdm.cxx generated zombie tanks append(tanks, t); - t.initNode("level-gal_us", 0.0); - t.initNode("level-lbs", 0.0); - t.initNode("capacity-gal_us", 0.01); # not zero (div/zero issue) - t.initNode("density-ppg", 6.0); # gasoline t.initNode("selected", 1, "BOOL"); } diff --git a/Shaders/bumpspec.frag b/Shaders/bumpspec.frag index b708746eb..16f8d161c 100644 --- a/Shaders/bumpspec.frag +++ b/Shaders/bumpspec.frag @@ -2,11 +2,11 @@ // Licence: GPL v2 // Author: Frederic Bouvier -varying vec4 ecPosition; +varying float fogCoord; + varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; -varying vec4 constantColor; uniform sampler2D tex_color; uniform sampler2D tex_normal; @@ -29,7 +29,7 @@ void main (void) vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP; vec4 Specular = gl_LightSource[0].specular * pf; - vec4 color = constantColor + Diffuse * gl_FrontMaterial.diffuse; + vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse; color *= texture2D(tex_color, gl_TexCoord[0].xy); color += Specular * gl_FrontMaterial.specular * ns.a; @@ -37,7 +37,6 @@ void main (void) float fogFactor; - float fogCoord = ecPosition.z; const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); fogFactor = clamp(fogFactor, 0.0, 1.0); diff --git a/Shaders/bumpspec.vert b/Shaders/bumpspec.vert index 4ed1b8a59..d7b7a8974 100644 --- a/Shaders/bumpspec.vert +++ b/Shaders/bumpspec.vert @@ -2,23 +2,24 @@ // Licence: GPL v2 // Author: Frederic Bouvier -varying vec4 ecPosition; +varying float fogCoord; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; -varying vec4 constantColor; attribute vec3 tangent; attribute vec3 binormal; void main (void) { - ecPosition = gl_ModelViewMatrix * gl_Vertex; + vec4 pos = gl_ModelViewMatrix * gl_Vertex; + fogCoord = pos.z / pos.w; + VNormal = normalize(gl_NormalMatrix * gl_Normal); VTangent = normalize(gl_NormalMatrix * tangent); VBinormal = normalize(gl_NormalMatrix * binormal); - constantColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient; - gl_FrontColor = constantColor; + + gl_FrontColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient; gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); } diff --git a/Shaders/default.frag b/Shaders/default.frag index 3b01a6676..52afbaf2d 100644 --- a/Shaders/default.frag +++ b/Shaders/default.frag @@ -14,7 +14,7 @@ float luminance(vec3 color) void main() { - vec3 n, halfV; + vec3 n; float NdotL, NdotHV, fogFactor; vec4 color = gl_Color; vec3 lightDir = gl_LightSource[0].position.xyz; @@ -22,16 +22,16 @@ void main() vec4 texel; vec4 fragColor; vec4 specular = vec4(0.0); - n = normalize(normal); + // If gl_Color.a == 0, this is a back-facing polygon and the // normal should be reversed. + n = (2.0 * gl_Color.a - 1.0) * normal; + n = normalize(n); - n = (2.0 * gl_Color.a - 1.0) * n; - NdotL = max(dot(n, lightDir), 0.0); + NdotL = dot(n, lightDir); if (NdotL > 0.0) { color += diffuse_term * NdotL; - halfV = halfVector; - NdotHV = max(dot(n, halfV), 0.0); + NdotHV = max(dot(n, halfVector), 0.0); if (gl_FrontMaterial.shininess > 0.0) specular.rgb = (gl_FrontMaterial.specular.rgb * gl_LightSource[0].specular.rgb diff --git a/Shaders/model-default.frag b/Shaders/model-default.frag index 5ed50a642..2c94b92d0 100644 --- a/Shaders/model-default.frag +++ b/Shaders/model-default.frag @@ -22,11 +22,11 @@ void main() vec4 texel; vec4 fragColor; vec4 specular = vec4(0.0); - n = normalize(normal); // If gl_Color.a == 0, this is a back-facing polygon and the // normal should be reversed. - n = (2.0 * gl_Color.a - 1.0) * n; - NdotL = max(dot(n, lightDir), 0.0); + n = (2.0 * gl_Color.a - 1.0) * normal; + n = normalize(n); + NdotL = dot(n, lightDir); if (NdotL > 0.0) { color += diffuse_term * NdotL; halfV = normalize(halfVector); diff --git a/Shaders/reflect-bump-spec.frag b/Shaders/reflect-bump-spec.frag index 859d21e40..70a6c1a60 100644 --- a/Shaders/reflect-bump-spec.frag +++ b/Shaders/reflect-bump-spec.frag @@ -4,19 +4,17 @@ #version 120 -varying vec4 rawpos; -varying vec4 ecPosition; +varying vec3 rawpos; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 Normal; -varying vec4 constantColor; varying vec3 vViewVec; varying vec3 reflVec; varying vec4 Diffuse; -varying vec3 lightDir, halfVector; -varying float alpha, fogCoord; +varying float alpha; +varying float fogCoord; uniform samplerCube Environment; uniform sampler2D Rainbow; @@ -37,7 +35,12 @@ void main (void) { vec3 halfV; float NdotL, NdotHV; - vec4 color = constantColor; + + vec3 lightDir = gl_LightSource[0].position.xyz; + vec3 halfVector = gl_LightSource[0].halfVector.xyz; + + + vec4 color = gl_Color; vec4 specular = vec4(0.0); vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st); vec3 n = ns.rgb * 2.0 - 1.0; @@ -61,7 +64,6 @@ void main (void) vec4 texelcolor = color * texel + specular; // calculate the fog factor - float fogCoord = ecPosition.z; const float LOG2 = 1.442695; float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); fogFactor = clamp(fogFactor, 0.0, 1.0); diff --git a/Shaders/reflect-bump-spec.vert b/Shaders/reflect-bump-spec.vert index d2b7e9ff2..6eb1a68db 100644 --- a/Shaders/reflect-bump-spec.vert +++ b/Shaders/reflect-bump-spec.vert @@ -2,19 +2,17 @@ // Licence: GPL v2 // Author: Vivian Meazza. -varying vec4 rawpos; -varying vec4 ecPosition; +varying vec3 rawpos; +varying float fogCoord; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 Normal; -varying vec4 constantColor; varying vec3 vViewVec; varying vec3 reflVec; varying vec4 Diffuse; -varying vec3 normal, lightDir, halfVector; -varying float alpha, fogCoord; +varying float alpha; uniform mat4 osg_ViewMatrixInverse; @@ -23,23 +21,23 @@ attribute vec3 binormal; void main(void) { - rawpos = gl_Vertex; - ecPosition = gl_ModelViewMatrix * gl_Vertex; - vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w; + rawpos = gl_Vertex.xyz / gl_Vertex.w; + vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; + ecPosition.xyz = ecPosition.xyz / ecPosition.w; + fogCoord = ecPosition.z; - vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0))); - vec3 b = normalize(cross(gl_Normal,t)); vec3 n = normalize(gl_Normal); + vec3 t = cross(gl_Normal, vec3(1.0,0.0,0.0)); + vec3 b = cross(n,t); VNormal = normalize(gl_NormalMatrix * gl_Normal); - VTangent = normalize(gl_NormalMatrix * tangent); - VBinormal = normalize(gl_NormalMatrix * binormal); + VTangent = normalize(gl_NormalMatrix * tangent); + VBinormal = normalize(gl_NormalMatrix * binormal); Normal = normalize(gl_Normal); - lightDir = normalize(vec3(gl_LightSource[0].position)); - halfVector = normalize(gl_LightSource[0].halfVector.xyz); Diffuse = gl_Color * gl_LightSource[0].diffuse; //Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz)); + // Super hack: if diffuse material alpha is less than 1, assume a // transparency animation is at work if (gl_FrontMaterial.diffuse.a < 1.0) @@ -47,8 +45,6 @@ void main(void) else alpha = gl_Color.a; - fogCoord = abs(ecPosition3.z); - // Vertex in eye coordinates vec3 vertVec = ecPosition.xyz; @@ -60,10 +56,8 @@ void main(void) vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0); reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; - gl_FrontColor = gl_Color; - constantColor = gl_FrontMaterial.emission - + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); + gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -} \ No newline at end of file +} diff --git a/Shaders/reflect.frag b/Shaders/reflect.frag index 1f7fb6924..d1424b478 100644 --- a/Shaders/reflect.frag +++ b/Shaders/reflect.frag @@ -4,17 +4,15 @@ #version 120 -varying vec4 rawpos; -varying vec4 ecPosition; +varying vec3 rawpos; varying vec3 VNormal; -varying vec3 Normal; varying vec4 constantColor; varying vec3 vViewVec; varying vec3 reflVec; varying vec4 Diffuse; -varying vec3 lightDir, halfVector; -varying float alpha, fogCoord; +varying float alpha; +varying float fogCoord; uniform samplerCube Environment; uniform sampler2D Rainbow; @@ -36,8 +34,11 @@ void main (void) float NdotL, NdotHV; vec4 color = constantColor; vec4 specular = vec4(0.0); - n = VNormal; - NdotL = max(0.0, dot(n, lightDir)); + n = normalize(VNormal); + vec3 lightDir = gl_LightSource[0].position.xyz; + vec3 halfVector = gl_LightSource[0].halfVector.xyz; + + NdotL = dot(n, lightDir); // calculate the specular light if (NdotL > 0.0) { @@ -56,7 +57,6 @@ void main (void) vec4 texelcolor = color * texel + specular; // calculate the fog factor - float fogCoord = ecPosition.z; const float LOG2 = 1.442695; float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); fogFactor = clamp(fogFactor, 0.0, 1.0); diff --git a/Shaders/reflect.vert b/Shaders/reflect.vert index ed76cee0f..4c8928120 100644 --- a/Shaders/reflect.vert +++ b/Shaders/reflect.vert @@ -2,17 +2,15 @@ // Licence: GPL v2 // Author: Vivian Meazza. -varying vec4 rawpos; -varying vec4 ecPosition; +varying vec3 rawpos; varying vec3 VNormal; -varying vec3 Normal; varying vec4 constantColor; varying vec3 vViewVec; varying vec3 reflVec; varying vec4 Diffuse; -varying vec3 normal, lightDir, halfVector; -varying float alpha, fogCoord; +varying float alpha; +varying float fogCoord; uniform mat4 osg_ViewMatrixInverse; @@ -20,19 +18,16 @@ uniform mat4 osg_ViewMatrixInverse; void main(void) { - rawpos = gl_Vertex; - ecPosition = gl_ModelViewMatrix * gl_Vertex; - vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w; + rawpos = gl_Vertex.xyz / gl_Vertex.w; + vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; + ecPosition.xyz = ecPosition.xyz / ecPosition.w; vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0))); vec3 b = normalize(cross(gl_Normal,t)); vec3 n = normalize(gl_Normal); VNormal = normalize(gl_NormalMatrix * gl_Normal); - Normal = normalize(gl_Normal); - lightDir = normalize(vec3(gl_LightSource[0].position)); - halfVector = normalize(gl_LightSource[0].halfVector.xyz); Diffuse = gl_Color * gl_LightSource[0].diffuse; //Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz)); // Super hack: if diffuse material alpha is less than 1, assume a @@ -42,7 +37,7 @@ void main(void) else alpha = gl_Color.a; - fogCoord = abs(ecPosition3.z); + fogCoord = abs(ecPosition.z); // Vertex in eye coordinates vec3 vertVec = ecPosition.xyz; @@ -61,4 +56,4 @@ void main(void) gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -} \ No newline at end of file +}