sin = func(a) { math.sin(a * math.pi / 180.0) } cos = func(a) { math.cos(a * math.pi / 180.0) } sigmoid = func(x) { 1 / (1 + math.exp(-x)) } nsigmoid = func(x) { 2 / (1 + math.exp(-x)) - 1 } pow = func(v, w) { math.exp(math.ln(v) * w) } npow = func(v, w) { math.exp(math.ln(abs(v)) * w) * (v < 0 ? -1 : 1) } clamp = func(v, min, max) { v < min ? min : v > max ? max : v } # Class that reads a property value, applies factor & offset, clamps to min & max, # and optionally lowpass filters. lowpass = 0 means no filtering, lowpass = 1 # generates a coefficient 0.1, lowpass = 2 a coefficient 0.01 etc. # Input = { new : func(prop = nil, factor = 1, offset = 0, lowpass = 0, min = nil, max = nil) { var m = { parents : [Input] }; if (prop == nil) { m.get = func { 0 } m.set = func {} return m; } 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.coeff = 0; m.damped = m.get(); # wants coeff = 0! m.coeff = lowpass ? 1.0 - 1.0 / pow(10, abs(lowpass)) : 0; 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.coeff ? v : (me.damped = v * (1 - me.coeff) + me.damped * me.coeff); }, set : func(v) { me.prop.setDoubleValue(v); }, }; # Class that maintains one sim/current-view/goal-*-offset-deg property. # Applies the value that the input() method returns. This function needs # to get overridden. # ViewAxis = { new : func(prop) { var m = { parents : [ViewAxis] }; m.prop = props.globals.getNode(prop, 0); m.reset(); return m; }, reset : func { me.applied_offset = 0; }, apply : func(w) { var v = me.prop.getValue() - me.applied_offset; me.applied_offset = w; me.prop.setDoubleValue(v + me.applied_offset); }, add_offset : func { me.prop.setValue(me.prop.getValue() + me.applied_offset); }, }; # Class that manages a dynamic cockpit view by manipulating # sim/current-view/goal-*-offset-deg properties. # ViewManager = { new : func { var m = { parents : [ViewManager] }; m.headingN = props.globals.getNode("orientation/heading-deg", 1); m.pitchN = props.globals.getNode("orientation/pitch-deg", 1); m.rollN = props.globals.getNode("orientation/roll-deg", 1); m.heading_axis = ViewAxis.new("sim/current-view/goal-heading-offset-deg"); m.pitch_axis = ViewAxis.new("sim/current-view/goal-pitch-offset-deg"); m.roll_axis = ViewAxis.new("sim/current-view/goal-roll-offset-deg"); # accerations are converted to G (but one G is subtraced from z-accel) m.ax = Input.new("accelerations/pilot/x-accel-fps_sec", 0.03108095, 0, 1.1, 0); m.ay = Input.new("accelerations/pilot/y-accel-fps_sec", 0.03108095, 0, 1.1); m.az = Input.new("accelerations/pilot/z-accel-fps_sec", -0.03108095, -1, 1.0073); # velocities are converted to knots #m.vx = Input.new("velocities/uBody-fps", 0.5924838, 0); #m.vy = Input.new("velocities/vBody-fps", 0.5924838, 0); #m.vz = Input.new("velocities/wBody-fps", 0.5924838, 0); m.wow = Input.new("gear/gear/wow", 2, -1, 1.2); m.reset(); return m; }, reset : func { me.heading_axis.reset(); me.pitch_axis.reset(); me.roll_axis.reset(); }, apply : func { var wow = me.wow.get(); var ax = me.ax.get(); var ay = me.ay.get(); var az = me.az.get(); #var vx = me.vx.get(); #var vy = me.vy.get(); var adir = math.atan2(-ay, ax) * 180 / math.pi; #var vdir = math.atan2(vy, vx) * 180 / math.pi; var aval = math.sqrt(ax * ax + ay * ay); #var vval = math.sqrt(vx * vx + vy * vy); var pilot_az = az; var pitch = me.pitchN.getValue(); var roll = me.rollN.getValue(); var steering = 80 * wow * nsigmoid(adir * 5.5 / 180) * nsigmoid(aval); me.heading_axis.apply( # heading ... -8 * sin(roll) * cos(pitch) # due to roll + steering # due to ground steering ); me.pitch_axis.apply( # pitch ... 10 * sin(roll) * sin(roll) # due to roll + 30 * (1 / (1 + math.exp(2 - pilot_az)) # due to G load - 0.119202922) # [move to origin; 1/(1+exp(2)) ] ); me.roll_axis.apply(0 # roll ... #0.0 * sin(roll) * cos(pitch) # due to roll (none) ); }, add_offsets : func { me.heading_axis.add_offset(); me.pitch_axis.add_offset(); me.roll_axis.add_offset(); }, }; # Update loop for the whole dynamic view manager. It only runs if # /sim/view[0]/dynamic/enabled is true. # main_loop = func(id) { if (id != loop_id) { return; } if (cockpit_view and !panel_visible and !mouse_button) { view_manager.apply(); } settimer(func { main_loop(id) }, 0); } # Register new, aircraft specific manager. (Needs to offer the # same methods, of course.) # register = func(mgr) { view_manager = mgr; var p = "/sim/view/dynamic/enabled"; setprop(p, getprop(p)); # fire listener } var dynamic_view = nil; var original_resetView = nil; var view_manager = nil; var panel_visibilityN = nil; var loop_id = 0; var L = []; var cockpit_view = nil; var panel_visible = nil; var mouse_button = nil; # Initialization. # settimer(func { if (getprop("/sim/flight-model") == "yasim") { #aglN = props.globals.getNode("position/gear-agl-ft", 1); } else { #aglN = props.globals.getNode("position/altitude-agl-ft", 1); } # let listeners keep some variables up-to-date, so that they don't have # to be queried in the loop append(L, setlistener("/sim/current-view/view-number", func { cockpit_view = (cmdarg().getValue() == 0); }, 1)); append(L, setlistener("/sim/signals/reinit", func { cockpit_view = getprop("/sim/current-view/view-number") == 0; }, 0)); append(L, setlistener("/sim/panel/visibility", func { panel_visible = cmdarg().getBoolValue(); }, 1)); append(L, setlistener("/devices/status/mice/mouse/button", func { mouse_button = cmdarg().getBoolValue(); }, 1)); original_resetView = view.resetView; view_manager = ViewManager.new(); view.resetView = func { original_resetView(); if (cockpit_view and dynamic_view) { view_manager.add_offsets(); } } append(L, setlistener("/sim/view/dynamic/enabled", func { dynamic_view = cmdarg().getBoolValue(); loop_id += 1; view.resetView(); if (dynamic_view) { main_loop(loop_id); } }, 1)); append(L, setlistener("/sim/signals/reinit", func { view_manger.reset(); }, 0)); }, 3);