############################################################################### ## ## Walk view module for FlightGear. ## ## Inspired by the work of Stewart Andreason. ## ## Copyright (C) 2010 Anders Gidenstam (anders(at)gidenstam.org) ## This file is licensed under the GPL license v2 or later. ## ############################################################################### # Global API. Automatically selects the right walker for the current view. # NOTE: Coordinates are always 3 component lists: [x, y, z]. # Set the forward speed of the active walker. # speed - walker speed in m/sec # Returns 1 of there is an active walker and 0 otherwise. var forward = func (speed) { var cv = view.current.getPath(); if (contains(walkers, cv)) { walkers[cv].forward(speed); return 1; } else { return 0; } } ############################################################################### # The walker class. var walker = { new : func (view_name, constraints = nil) { var obj = { parents : [walker] }; obj.view = view.views[view.indexof(view_name)]; obj.constraints = constraints; obj.position = [ obj.view.getNode("config/z-offset-m").getValue(), obj.view.getNode("config/x-offset-m").getValue(), obj.view.getNode("config/y-offset-m").getValue() ]; obj.heading = obj.view.getNode("config/heading-offset-deg").getValue(); obj.speed = 0.0; obj.id = 0; obj.isactive = 0; obj.eye_height = 1.60; # Register this walker. view.manager.register(view_name, obj); walkers[obj.view.getPath()] = obj; debug.dump(obj); return obj; }, active : func { return me.isactive; }, forward : func (speed) { me.speed = speed; }, set_pos : func (pos) { me.position[0] = pos[0]; me.position[1] = pos[1]; me.position[2] = pos[2]; }, get_pos : func { return me.position; }, set_constraints : func (constraints) { me.constraints = constraints; }, get_constraints : func { return me.constraints; }, # View handler implementation. init : func { }, start : func { me.isactive = 1; me.last_time = getprop("/sim/time/elapsed-sec"); me.update(); settimer(func { me._loop_(me.id); }, 0.0); }, stop : func { me.isactive = 0; me.id += 1; }, # Internals. update : func { var t = getprop("/sim/time/elapsed-sec"); var dt = t - me.last_time; if (dt == 0.0) return; var cur = props.globals.getNode("/sim/current-view"); me.heading = cur.getNode("heading-offset-deg").getValue(); me.position[0] -= me.speed * dt * math.cos(me.heading * RAD); me.position[1] -= me.speed * dt * math.sin(me.heading * RAD); if (me.constraints != nil) { me.position = me.constraints.constrain(me.position); me.position[2] += me.eye_height; cur.getNode("y-offset-m").setValue(me.position[2]); } cur.getNode("z-offset-m").setValue(me.position[0]); cur.getNode("x-offset-m").setValue(me.position[1]); #cur.getNode("y-offset-m").setValue(me.position[2]); me.last_time = t; }, _loop_ : func (id) { if (me.id != id) return; me.update(); settimer(func { me._loop_(id); }, 0.0); } }; ############################################################################### # Constraint classes. # Assumes that the constraints are convex. var unionConstraint = { new : func (c1, c2) { var obj = { parents : [unionConstraint] }; obj.c1 = c1; obj.c2 = c2; return obj; }, constrain : func (pos) { var p1 = me.c1.constrain(pos); var p2 = me.c2.constrain(pos); if (p1[0] == pos[0] and p1[1] == pos[1]) { return p1; } elsif (p2[0] == pos[0] and p2[1] == pos[1]) { return p2; } else { if (closerXY(pos, p1, p2) <= 0) { return p1; } else { return p2; } } } }; # Build a unionConstraint hierarchy from a list of constraints. var makeUnionConstraint = func (cs) { if (size(cs) < 2) return cs[0]; var ret = cs[0]; for (var i = 1; i < size(cs); i += 1) { ret = unionConstraint.new(ret, cs[i]); } return ret; } # Mostly aligned plane sloping along the X axis. # minp - the X,Y minimum point # maxp - the X,Y maximum point var slopingYAlignedPlane = { new : func (minp, maxp) { var obj = { parents : [slopingYAlignedPlane] }; obj.minp = minp; obj.maxp = maxp; obj.kxz = (maxp[2] - minp[2])/(maxp[0] - minp[0]); return obj; }, constrain : func (pos) { var p = [pos[0], pos[1], pos[2]]; if (pos[0] < me.minp[0]) p[0] = me.minp[0]; if (pos[0] > me.maxp[0]) p[0] = me.maxp[0]; if (pos[1] < me.minp[1]) p[1] = me.minp[1]; if (pos[1] > me.maxp[1]) p[1] = me.maxp[1]; p[2] = me.minp[2] + me.kxz * (pos[0] - me.minp[0]); return p; }, }; ############################################################################### # Module implementation below var RAD = math.pi/180; var DEG = 180/math.pi; var walkers = {}; var closerXY = func (pos, p1, p2) { l1 = [p1[0] - pos[0], p1[1] - pos[1]]; l2 = [p2[0] - pos[0], p2[1] - pos[1]]; return (l1[0]*l1[0] + l1[1]*l1[1]) - (l2[0]*l2[0] + l2[1]*l2[1]); }