# Dynamic Cockpit View manager. Tries to simulate the pilot's most likely # deliberate view direction. Doesn't consider forced view changes due to # acceleration. # # To override the default recipes, put something like this into one of # your aircraft's Nasal files: # # dynamic_view.register(func { # # me.default_plane(); # uncomment one of these if you want # # me.default_helicopter(); # to base your code on the defaults # # # positive values rotate (deg) or move (m) # me.heading_offset = ... # left # me.pitch_offset = ... # up # me.roll_offset = ... # right # me.x_offset = ... # right (transversal axis) # me.y_offset = ... # up (vertical axis) # me.z_offset = ... # back/aft (longitudinal axis) # me.fov_offset = ... # zoom out (field of view) # }); # # All offsets are by default 0, and you only need to set them if they should # be non-zero. The registered function is called for each frame and the respective # view parameters are set accordingly. The function can access all internal # variables of the view_manager class, such as me.roll, me.pitch, etc., and it # can, of course, also use module variables from the file where it's defined. # # The following commands move smoothly to a fixed view position and back. # All values are relative to aircraft origin (absolute), not relative to # the default cockpit view position. The time and field-of-view argument # is optional. # # dynamic_view.lookat(hdg, pitch, roll, x, y, z [, time=0.2 [, fov=55]]); # dynamic_view.resume(); var FREEZE_DURATION = 2; var BLEND_TIME = 0.2; var sin = func(a) math.sin(a * D2R); var cos = func(a) math.cos(a * D2R); var sigmoid = func(x) { 1 / (1 + math.exp(-x)) } var nsigmoid = func(x) { 2 / (1 + math.exp(-x)) - 1 } var pow = func(v, w) { v < 0 ? nil : v == 0 ? 0 : math.exp(math.ln(v) * w) } var npow = func(v, w) { v == 0 ? 0 : math.exp(math.ln(abs(v)) * w) * (v < 0 ? -1 : 1) } var clamp = func(v, min, max) { v < min ? min : v > max ? max : v } var normatan = func(x) { math.atan2(x, 1) * 2 / math.pi } var normdeg = func(a) { while (a >= 180) a -= 360; while (a < -180) a += 360; return a; } # Class that reads a property value, applies factor & offset, clamps to min & max, # and optionally lowpass filters. # var Input = { new : func(prop = "/null", factor = 1, offset = 0, filter = 0, min = nil, max = nil) { var m = { parents : [Input] }; m.prop = isa(props.Node, prop) ? prop : props.globals.getNode(prop, 1); m.factor = factor; m.offset = offset; m.min = min; m.max = max; m.lowpass = filter ? aircraft.lowpass.new(filter) : nil; return m; }, get : func { var v = me.prop.getValue() * me.factor + me.offset; if (me.min != nil and v < me.min) v = me.min; if (me.max != nil and v > me.max) v = me.max; return me.lowpass == nil ? v : me.lowpass.filter(v); }, set : func(v) { me.prop.setDoubleValue(v); }, }; # Class that maintains one sim/current-view/goal-*-offset-deg property. # var ViewAxis = { new : func(prop) { var m = { parents : [ViewAxis] }; m.prop = props.globals.getNode(prop, 1); if (m.prop.getType() == "NONE") m.prop.setDoubleValue(0); m.reset(); return m; }, reset : func { me.applied_offset = 0; }, add_offset : func { me.prop.setValue(me.prop.getValue() + me.applied_offset); }, sub_offset : func { var raw = me.prop.getValue() - me.applied_offset; me.prop.setValue(raw); return raw; }, apply : func(v) { var raw = me.prop.getValue() - me.applied_offset; me.applied_offset = v; me.prop.setDoubleValue(raw + me.applied_offset); }, static : func(v) { normdeg(v - me.prop.getValue() + me.applied_offset); }, }; # Singleton class that manages a dynamic cockpit view by manipulating # sim/current-view/goal-*-offset-deg properties. # var view_manager = { init : func { me.elapsedN = props.globals.getNode("/sim/time/elapsed-sec", 1); me.deltaN = props.globals.getNode("/sim/time/delta-realtime-sec", 1); me.headingN = props.globals.getNode("/orientation/heading-deg", 1); me.pitchN = props.globals.getNode("/orientation/pitch-deg", 1); me.rollN = props.globals.getNode("/orientation/roll-deg", 1); me.slipN = props.globals.getNode("/orientation/side-slip-deg", 1); me.speedN = props.globals.getNode("velocities/airspeed-kt", 1); me.wind_dirN = props.globals.getNode("/environment/wind-from-heading-deg", 1); me.wind_speedN = props.globals.getNode("/environment/wind-speed-kt", 1); me.axes = [ me.heading_axis = ViewAxis.new("/sim/current-view/goal-heading-offset-deg"), me.pitch_axis = ViewAxis.new("/sim/current-view/goal-pitch-offset-deg"), me.roll_axis = ViewAxis.new("/sim/current-view/goal-roll-offset-deg"), me.x_axis = ViewAxis.new("/sim/current-view/x-offset-m"), me.y_axis = ViewAxis.new("/sim/current-view/y-offset-m"), me.z_axis = ViewAxis.new("/sim/current-view/z-offset-m"), me.fov_axis = ViewAxis.new("/sim/current-view/field-of-view"), ]; # accelerations are converted to G (Earth gravitation is omitted) me.ax = Input.new("/accelerations/pilot/x-accel-fps_sec", 0.03108095, 0, 0.58, 0); me.ay = Input.new("/accelerations/pilot/y-accel-fps_sec", 0.03108095, 0, 0.95); me.az = Input.new("/accelerations/pilot/z-accel-fps_sec", -0.03108095, -1, 0.46); # velocities are converted to knots me.vx = Input.new("/velocities/uBody-fps", 0.5924838, 0, 0.45); me.vy = Input.new("/velocities/vBody-fps", 0.5924838, 0); me.vz = Input.new("/velocities/wBody-fps", 0.5924838, 0); # turn WoW bool into smooth values ranging from 0 to 1 me.wow = Input.new("/gear/gear/wow", 1, 0, 0.74); me.hdg_change = aircraft.lowpass.new(0.95); me.ubody = aircraft.lowpass.new(0.95); me.last_heading = me.headingN.getValue(); me.size_factor = getprop("/sim/chase-distance-m") / -25; # "lookat" blending me.blendN = props.globals.getNode("/sim/view/dynamic/blend", 1); me.blendN.setDoubleValue(0); me.blendtime = BLEND_TIME; me.frozen = 0; if (props.globals.getNode("rotors", 0) != nil) me.calculate = me.default_helicopter; else me.calculate = me.default_plane; me.reset(); }, reset : func { me.heading_offset = me.heading = me.target_heading = 0; me.pitch_offset = me.pitch = me.target_pitch = 0; me.roll_offset = me.roll = me.target_roll = 0; me.x_offset = me.x = me.target_x = 0; me.y_offset = me.y = me.target_y = 0; me.z_offset = me.z = me.target_z = 0; me.fov_offset = me.fov = me.target_fov = 0; interpolate(me.blendN); me.blendN.setDoubleValue(0); foreach (var a; me.axes) a.reset(); me.add_offset(); }, add_offset : func { me.heading_axis.add_offset(); me.pitch_axis.add_offset(); me.roll_axis.add_offset(); me.fov_axis.add_offset(); }, apply : func { if (me.elapsedN.getValue() < me.frozen) return; elsif (me.frozen) me.unfreeze(); me.pitch = me.pitchN.getValue(); me.roll = me.rollN.getValue(); me.calculate(); var b = me.blendN.getValue(); var B = 1 - b; me.heading = me.target_heading * b + me.heading_offset * B; me.pitch = me.target_pitch * b + me.pitch_offset * B; me.roll = me.target_roll * b + me.roll_offset * B; me.x = me.target_x * b + me.x_offset * B; me.y = me.target_y * b + me.y_offset * B; me.z = me.target_z * b + me.z_offset * B; me.fov = me.target_fov * b + me.fov_offset * B; me.heading_axis.apply(me.heading); me.pitch_axis.apply(me.pitch); me.roll_axis.apply(me.roll); me.x_axis.apply(me.x); me.y_axis.apply(me.y); me.z_axis.apply(me.z); me.fov_axis.apply(me.fov); }, lookat : func(heading, pitch, roll, x, y, z, time, fov) { me.target_heading = me.heading_axis.static(heading); me.target_pitch = me.pitch_axis.static(pitch); me.target_roll = me.roll_axis.static(roll); me.target_x = me.x_axis.static(x); me.target_y = me.y_axis.static(y); me.target_z = me.z_axis.static(z); me.target_fov = me.fov_axis.static(fov); me.blendtime = time; me.blendN.setValue(0); interpolate(me.blendN, 1, me.blendtime); }, resume : func { interpolate(me.blendN, 0, me.blendtime); me.blendtime = BLEND_TIME; }, freeze : func { if (!me.frozen) { me.target_heading = me.heading; me.target_pitch = me.pitch; me.target_roll = me.roll; me.target_x = me.x; me.target_y = me.y; me.target_z = me.z; me.target_fov = me.fov; me.blendN.setDoubleValue(1); } me.frozen = me.elapsedN.getValue() + FREEZE_DURATION; }, unfreeze : func { if (me.frozen) { me.frozen = 0; me.resume(); } }, }; # default calculations for a plane # view_manager.default_plane = func { var wow = me.wow.get(); # calculate steering factor var hdg = me.headingN.getValue(); var hdiff = normdeg(me.last_heading - hdg); me.last_heading = hdg; var steering = 0; # normatan(me.hdg_change.filter(hdiff)) * me.size_factor; var az = me.az.get(); var vx = me.vx.get(); # calculate sideslip factor (zeroed when no forward ground speed) var wspd = me.wind_speedN.getValue(); var wdir = me.headingN.getValue() - me.wind_dirN.getValue(); var u = vx - wspd * cos(wdir); var slip = sin(me.slipN.getValue()) * me.ubody.filter(normatan(u / 10)); me.heading_offset = # view heading -15 * sin(me.roll) * cos(me.pitch) # due to roll + 40 * steering * wow # due to ground steering + 10 * slip * (1 - wow); # due to sideslip (in air) me.pitch_offset = # view pitch 10 * sin(me.roll) * sin(me.roll) # due to roll + 30 * (1 / (1 + math.exp(2 - az)) # due to G load - 0.119202922); # [move to origin; 1/(1+exp(2)) ] me.roll_offset = 0; } # default calculations for a helicopter # view_manager.default_helicopter = func { var lowspeed = 1 - normatan(me.speedN.getValue() / 20); me.heading_offset = # view heading due to -50 * npow(sin(me.roll) * cos(me.pitch), 2); # roll me.pitch_offset = # view pitch due to (me.pitch < 0 ? -35 : -40) * sin(me.pitch) * lowspeed # pitch + 15 * sin(me.roll) * sin(me.roll); # roll me.roll_offset = # view roll due to -15 * sin(me.roll) * cos(me.pitch) * lowspeed; # roll } # Update loop for the whole dynamic view manager. It only runs if # /sim/current-view/dynamic-view is true. # var main_loop = func(id) { id == loop_id or return; if (cockpit_view and !panel_visible) { if (mouse_button) freeze(); else view_manager.apply(); } settimer(func { main_loop(id) }, 0); } var freeze = func { if (mouse_mode == 0) view_manager.freeze(); } var register = func(f) { view_manager.calculate = f; } var reset = func { view_manager.reset(); } var lookat = func { call(view_manager.lookat, arg, view_manager); } var resume = func { view_manager.resume(); } var original_resetView = nil; var panel_visibilityN = nil; var dynamic_view = nil; var cockpit_view = nil; var panel_visible = nil; # whether 2D panel is visible var elapsedN = nil; var mouse_mode = nil; var mouse_button = nil; var enabled = nil; var loop_id = 0; # Initialization. # _setlistener("/sim/signals/nasal-dir-initialized", func { # disable menu entry and return for inappropriate FDMs (see Main/fg_init.cxx) var fdms = { acms:0, ada:0, balloon:0, external:0, jsb:1, larcsim:1, magic:0, network:0, null:0, pipe:0, ufo:0, yasim:1, }; var fdm = getprop("/sim/flight-model"); if (!contains(fdms, fdm) or !fdms[fdm]) return gui.menuEnable("dynamic-view", 0); enabled = props.globals.getNode("/sim").getChildren("view"); forindex (var i; enabled) enabled[i] = ((var n = enabled[i].getNode("config/dynamic-view")) != nil) and n.getBoolValue(); # some properties may still be unavailable or nil props.globals.initNode("/accelerations/pilot/x-accel-fps_sec", 0); props.globals.initNode("/accelerations/pilot/y-accel-fps_sec", 0); props.globals.initNode("/accelerations/pilot/z-accel-fps_sec", -32); props.globals.initNode("/orientation/side-slip-deg", 0); props.globals.initNode("/gear/gear/wow", 1, "BOOL"); elapsedN = props.globals.getNode("/sim/time/elapsed-sec", 1); # let listeners keep some variables up-to-date, so that they don't have # to be queried in the loop setlistener("/sim/panel/visibility", func(n) { panel_visible = n.getValue() }, 1); setlistener("/sim/current-view/view-number", func(n) { cockpit_view = enabled[n.getValue()] }, 1); setlistener("/devices/status/mice/mouse/button", func(n) { mouse_button = n.getValue() }, 1); setlistener("/devices/status/mice/mouse/x", freeze); setlistener("/devices/status/mice/mouse/y", freeze); setlistener("/devices/status/mice/mouse/mode", func(n) { if (mouse_mode = n.getValue()) view_manager.unfreeze(); }, 1); setlistener("/sim/signals/reinit", func(n) { n.getValue() and return; cockpit_view = enabled[getprop("/sim/current-view/view-number")]; view_manager.reset(); }, 0); view_manager.init(); original_resetView = view.resetView; view.resetView = func { original_resetView(); if (cockpit_view and dynamic_view) view_manager.add_offset(); } settimer(func { setlistener("/sim/current-view/dynamic-view", func(n) { dynamic_view = n.getBoolValue(); loop_id += 1; view.resetView(); if (dynamic_view) main_loop(loop_id); }, 1); }, 0); });