5471f0cd5b
- add second optional argument to light.blink() method, which defines which state should be set after the end of the sequences (defaults: 0)
601 lines
17 KiB
Text
601 lines
17 KiB
Text
# These classes provide basic functions for use in aircraft specific
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# Nasal context. Note that even if a class is called "door" or "light"
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# this doesn't mean that it can't be used for other purposes.
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#
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# Class instances don't have to be assigned to variables. They do also
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# work if they remain anonymous. It's even a good idea to keep them
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# anonymous if you don't need further access to their members. On the
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# other hand, you can assign the class and apply setters at the same time:
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#
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# aircraft.light.new("sim/model/foo/beacon", [1, 1]); # anonymous
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# var strobe = aircraft.light.new("sim/model/foo/strobe", [1, 1]).cont().switch(1);
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#
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#
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# Classes do create properties, but they don't usually overwrite the contents
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# of an existing property. This makes it possible to preset them in
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# a *-set.xml file or on the command line. For example:
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#
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# $ fgfs --aircraft=bo105 --prop:/controls/doors/door[0]/position-norm=1
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#
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#
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# Wherever a property argument can be given, this can either be a path,
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# or a node (i.e. property node hash). In return, the property node can
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# always be accessed directly as member "node", and turned into a path
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# string with node.getPath():
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#
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# var beacon = aircraft.light.new("sim/model/foo/beacon", [1, 1]);
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# print(beacon.node.getPath());
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#
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# var strobe_node = props.globals.getNode("sim/model/foo/strobe", 1);
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# var strobe = aircraft.light.new(strobe_node, [0.05, 1.0]);
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#
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#
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# The classes implement only commonly used features, but are easy to
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# extend, as all class members are accessible from outside. For example:
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#
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# # add custom property to door node:
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# frontdoor.node.getNode("name", 1).setValue("front door");
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#
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# # add method to class instance (or base class -> aircraft.door.print)
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# frontdoor.print = func { print(me.position.getValue()) };
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#
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#
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# helper functions
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# ==============================================================================
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# creates (if necessary) and returns a property node from arg[0],
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# which can be a property node already, or a property path
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#
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makeNode = func {
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if (isa(arg[0], props.Node)) {
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return arg[0];
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} else {
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return props.globals.getNode(arg[0], 1);
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}
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}
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# returns arg[1]-th optional argument of vector arg[0] or default value arg[2]
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#
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optarg = func {
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if (size(arg[0]) > arg[1] and arg[0][arg[1]] != nil) {
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arg[0][arg[1]];
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} else {
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arg[2];
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}
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}
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# door
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# ==============================================================================
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# class for objects moving at constant speed, with the ability to
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# reverse moving direction at any point. Appropriate for doors, canopies, etc.
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#
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# SYNOPSIS:
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# door.new(<property>, <swingtime> [, <startpos>]);
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#
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# property ... door node: property path or node
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# swingtime ... time in seconds for full movement (0 -> 1)
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# startpos ... initial position (default: 0)
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#
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# PROPERTIES:
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# ./position-norm (double) (default: <startpos>)
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# ./enabled (bool) (default: 1)
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#
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# EXAMPLE:
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# var canopy = aircraft.door.new("sim/model/foo/canopy", 5);
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# canopy.open();
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#
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door = {
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new : func {
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m = { parents : [door] };
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m.node = makeNode(arg[0]);
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m.swingtime = arg[1];
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m.positionN = m.node.getNode("position-norm", 1);
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m.enabledN = m.node.getNode("enabled", 1);
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if (m.enabledN.getValue() == nil) {
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m.enabledN.setBoolValue(1);
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}
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pos = optarg(arg, 2, 0);
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if (m.positionN.getValue() == nil) {
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m.positionN.setDoubleValue(pos);
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}
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m.target = pos < 0.5;
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return m;
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},
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# door.enable(bool) -> set ./enabled
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enable : func { me.enabledN.setBoolValue(arg[0]); me },
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# door.setpos(double) -> set ./position-norm without movement
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setpos : func { me.positionN.setValue(arg[0]); me.target = arg[0] < 0.5; me },
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# double door.getpos() -> return current position as double
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getpos : func { me.positionN.getValue() },
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# door.close() -> move to closed state
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close : func { me.move(me.target = 0) },
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# door.open() -> move to open state
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open : func { me.move(me.target = 1) },
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# door.toggle() -> move to opposite end position
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toggle : func { me.move(me.target) },
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# door.stop() -> stop movement
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stop : func { interpolate(me.positionN) },
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# door.move(double) -> move to arbitrary position
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move : func {
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time = abs(me.getpos() - arg[0]) * me.swingtime;
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interpolate(me.positionN, arg[0], time);
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me.target = !me.target;
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},
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};
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# light
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# ==============================================================================
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# class for generation of pulsing values. Appropriate for controlling
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# beacons, strobes, etc.
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#
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# SYNOPSIS:
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# light.new(<property>, <pattern> [, <switch>]);
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# light.new(<property>, <stretch>, <pattern> [, <switch>]);
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#
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# property ... light node: property path or node
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# stretch ... multiplicator for all pattern values
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# pattern ... array of on/off time intervals (in seconds)
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# switch ... property path or node to use as switch (default: ./enabled)
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# instead of ./enabled
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#
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# PROPERTIES:
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# ./state (bool) (default: 0)
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# ./enabled (bool) (default: 0) except if <switch> given)
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#
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# EXAMPLES:
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# aircraft.light.new("sim/model/foo/beacon", [0.4, 0.4]); # anonymous light
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#-------
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# var strobe = aircraft.light.new("sim/model/foo/strobe", [0.05, 0.05, 0.05, 1],
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# "controls/lighting/strobe");
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# strobe.switch(1);
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#-------
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# var switch = props.globals.getNode("controls/lighting/strobe", 1);
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# var pattern = [0.02, 0.03, 0.02, 1];
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# aircraft.light.new("sim/model/foo/strobe-top", 1.001, pattern, switch);
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# aircraft.light.new("sim/model/foo/strobe-bot", 1.005, pattern, switch);
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#
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light = {
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new : func {
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m = { parents : [light] };
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m.node = makeNode(arg[0]);
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var stretch = 1.0;
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var c = 1;
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if (typeof(arg[c]) == "scalar") {
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stretch = arg[c];
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c += 1;
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}
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if (typeof(arg[c]) != "vector") {
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die("aircraft.nas: the arguments of aircraft.light.new() have changed!\n" ~
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" *** BEFORE: aircraft.light.new(property, 0.1, 0.9, switch)\n" ~
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" *** NOW: aircraft.light.new(property, [0.1, 0.9], switch)");
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}
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m.pattern = arg[c];
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c += 1;
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if (size(arg) > c and arg[c] != nil) {
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m.switchN = makeNode(arg[c]);
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} else {
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m.switchN = m.node.getNode("enabled", 1);
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}
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if (m.switchN.getValue() == nil) {
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m.switchN.setBoolValue(0);
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}
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m.stateN = m.node.getNode("state", 1);
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if (m.stateN.getValue() == nil) {
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m.stateN.setBoolValue(0);
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}
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forindex (var i; m.pattern) {
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m.pattern[i] *= stretch;
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}
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m.index = 0;
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m.loopid = 0;
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m.continuous = 0;
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m.lastswitch = 0;
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m.seqcount = -1;
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m.count = nil;
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m.switchL = setlistener(m.switchN, func { m._switch_() }, 1);
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return m;
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},
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# class destructor
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del : func {
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removelistener(me.switchL);
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},
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# light.switch(bool) -> set light switch (also affects other lights
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# that use the same switch)
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switch : func(v) { me.switchN.setBoolValue(v); me },
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# light.toggle() -> toggle light switch
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toggle : func { me.switchN.setBoolValue(!me.switchN.getValue()); me },
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# light.cont() -> continuous light
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cont : func {
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if (!me.continuous) {
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me.continuous = 1;
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me.loopid += 1;
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me.stateN.setBoolValue(me.lastswitch);
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}
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me;
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},
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# light.blink() -> blinking light (default)
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# light.blink(3) -> when switched on, only run three blink sequences;
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# second optional arg defines state after the sequences
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blink : func(count = -1, endstate = 0) {
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me.seqcount = count;
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me.endstate = endstate;
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if (me.continuous) {
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me.continuous = 0;
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me.index = 0;
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me.stateN.setBoolValue(0);
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me.lastswitch and me._loop_(me.loopid += 1);
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}
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me;
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},
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_switch_ : func {
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var switch = me.switchN.getBoolValue();
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switch != me.lastswitch or return;
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me.lastswitch = switch;
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me.loopid += 1;
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if (me.continuous or !switch) {
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me.stateN.setBoolValue(switch);
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} elsif (switch) {
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me.stateN.setBoolValue(0);
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me.index = 0;
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me.count = me.seqcount;
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me._loop_(me.loopid);
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}
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},
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_loop_ : func(id) {
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id == me.loopid or return;
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if (!me.count) {
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me.loopid += 1;
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me.stateN.setBoolValue(me.endstate);
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return;
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}
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me.stateN.setBoolValue(me.index == 2 * int(me.index / 2));
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settimer(func { me._loop_(id) }, me.pattern[me.index]);
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if ((me.index += 1) >= size(me.pattern)) {
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me.index = 0;
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if (me.count > 0)
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me.count -= 1;
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}
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},
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};
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# lowpass
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# ==============================================================================
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# class that implements a variable-interval EWMA (Exponentially Weighted
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# Moving Average) lowpass filter with characteristics independent of the
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# frame rate.
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#
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# SYNOPSIS:
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# lowpass.new(<coefficient>);
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#
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# EXAMPLE:
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# var lp = aircraft.lowpass.new(0.5);
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# print(lp.filter(10)); # prints 10
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# print(lp.filter(0));
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#
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lowpass = {
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new : func(coeff) {
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var m = { parents : [lowpass] };
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m.dtN = props.globals.getNode("/sim/time/delta-realtime-sec", 1);
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m.coeff = coeff >= 0 ? coeff : die("aircraft.lowpass(): coefficient must be >= 0");
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m.value = nil;
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return m;
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},
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# filter(raw_value) -> push new value, returns filtered value
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filter : func(v) {
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me.filter = me._filter_;
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me.value = v;
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},
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# get() -> returns filtered value
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get : func {
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me.value;
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},
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# set() -> sets new average and returns it
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set : func(v) {
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me.value = v;
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},
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_filter_ : func(v) {
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var dt = me.dtN.getValue();
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var c = dt / (me.coeff + dt);
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me.value = v * c + me.value * (1 - c);
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},
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};
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# Data
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# ==============================================================================
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# class that loads and saves properties to aircraft-specific data files in
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# ~/.fgfs/aircraft-data/ (Unix) or %APPDATA%\flightgear.org\aircraft-data\.
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# There's no public constructor, as the only needed instance gets created
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# by the system.
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#
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# SYNOPSIS:
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# data.add(<properties>);
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# data.save([<interval>])
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#
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# properties ... about any combination of property nodes (props.Node)
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# or path name strings, or lists or hashes of them,
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# lists of lists of them, etc.
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# interval ... save in <interval> minutes intervals, or only once
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# if 'nil' or empty (and again at reinit/exit)
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#
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# SIGNALS:
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# /sim/signals/save ... set to 'true' right before saving. Can be used
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# to update values that are to be saved
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#
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# EXAMPLE:
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# var p = props.globals.getNode("/sim/model", 1);
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# var vec = [p, p];
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# var hash = {"foo": p, "bar": p};
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#
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# # add properties
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# aircraft.data.add("/sim/fg-root", p, "/sim/fg-home");
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# aircraft.data.add(p, vec, hash, "/sim/fg-root");
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#
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# # now save only once (and at exit/reinit, which is automatically done)
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# aircraft.data.save();
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#
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# # or save now and every 30 sec (and at exit/reinit)
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# aircraft.data.save(0.5);
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#
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Data = {
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new : func {
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var m = { parents : [Data] };
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m.path = getprop("/sim/fg-home") ~ "/aircraft-data/" ~ getprop("/sim/aircraft") ~ ".xml";
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m.signalN = props.globals.getNode("/sim/signals/save", 1);
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m.catalog = [];
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m.loop_id = 0;
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m.interval = 0;
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setlistener("/sim/signals/reinit", func { cmdarg().getBoolValue() and m._save_() });
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setlistener("/sim/signals/exit", func { m._save_() });
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return m;
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},
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load : func {
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printlog("warn", "trying to load aircraft data from ", me.path, " (OK if not found)");
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fgcommand("load", props.Node.new({ "file": me.path }));
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},
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save : func(v = nil) {
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me.loop_id += 1;
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me.interval = 60 * v;
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v == nil ? me._save_() : me._loop_(me.loop_id);
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},
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_loop_ : func(id) {
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id == me.loop_id or return;
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me._save_();
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settimer(func { me._loop_(id) }, me.interval);
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},
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_save_ : func {
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size(me.catalog) or return;
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me.signalN.setBoolValue(1);
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var tmp = "_-_-_-_-_-_aircraft.Data_-_-_-_-_-_";
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printlog("info", "saving aircraft data to ", me.path);
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props.globals.removeChildren(tmp);
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var root = props.globals.getNode(tmp, 1);
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foreach (var c; me.catalog) {
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if (c[0] == `/`) {
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c = substr(c, 1);
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}
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props.copy(props.globals.getNode(c, 1), root.getNode(c, 1));
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}
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fgcommand("savexml", props.Node.new({ "filename": me.path, "sourcenode": tmp }));
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props.globals.removeChildren(tmp);
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},
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add : func {
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foreach (var a; arg) {
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var t = typeof(a);
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if (isa(a, props.Node)) {
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append(me.catalog, a.getPath());
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} elsif (t == "scalar") {
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append(me.catalog, a);
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} elsif (t == "vector") {
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foreach (var i; a) {
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me.add(i);
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}
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} elsif (t == "hash") {
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foreach (var i; keys(a)) {
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me.add(a[i]);
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}
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} else {
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die("aircraft.data.add(): invalid item of type " ~ t);
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}
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}
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},
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};
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# timer
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# ==============================================================================
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# class that implements timer that can be started, stopped, reset, and can
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# have its value saved to the aircraft specific data file. Saving the value
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# is done automatically by the aircraft.Data class.
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#
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# SYNOPSIS:
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# timer.new(<property> [, <resolution:double> [, <save:bool>]])
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#
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# <property> ... property path or props.Node hash that holds the timer value
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# <resolution> ... timer update resolution -- interval in seconds in which the
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# timer property is updated while running (default: 1 s)
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# <save> ... bool that defines whether the timer value should be saved
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# and restored next time, as needed for Hobbs meters
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# (default: 1)
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#
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# EXAMPLES:
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# var hobbs_turbine = aircraft.timer.new("/sim/time/hobbs/turbine[0]", 60);
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# hobbs_turbine.start();
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#
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# aircraft.timer.new("/sim/time/hobbs/battery", 60).start(); # anonymous timer
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#
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timer = {
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new : func(prop, res = 1, save = 1) {
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var m = { parents : [timer] };
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m.node = makeNode(prop);
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if (m.node.getType() == "NONE") {
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m.node.setDoubleValue(0);
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}
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m.systimeN = props.globals.getNode("/sim/time/elapsed-sec", 1);
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m.last_systime = nil;
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m.interval = res;
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m.loop_id = 0;
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m.running = 0;
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if (save) {
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data.add(m.node);
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m.saveL = setlistener("/sim/signals/save", func { m._save_() });
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} else {
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m.saveL = nil;
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}
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return m;
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},
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del : func {
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me.stop();
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if (me.saveL != nil) {
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removelistener(me.saveL);
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}
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},
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start : func {
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me.running and return;
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me.last_systime = me.systimeN.getValue();
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me.interval != nil and me._loop_(me.loop_id);
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me.running = 1;
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me;
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},
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stop : func {
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me.running or return;
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me.running = 0;
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me.loop_id += 1;
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me._apply_();
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},
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reset : func {
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me.node.setDoubleValue(0);
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me.last_systime = me.systimeN.getValue();
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},
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_apply_ : func {
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var sys = me.systimeN.getValue();
|
|
me.node.setDoubleValue(me.node.getValue() + sys - me.last_systime);
|
|
me.last_systime = sys;
|
|
},
|
|
_save_ : func {
|
|
if (me.running) {
|
|
me._apply_();
|
|
}
|
|
},
|
|
_loop_ : func(id) {
|
|
id != me.loop_id and return;
|
|
me._apply_();
|
|
settimer(func { me._loop_(id) }, me.interval);
|
|
},
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# HUD control class to handle both HUD implementations
|
|
# ==============================================================================
|
|
#
|
|
HUDControl = {
|
|
new : func {
|
|
var m = { parents : [HUDControl] };
|
|
m.vis0N = props.globals.getNode("/sim/hud/visibility[0]", 1);
|
|
m.vis1N = props.globals.getNode("/sim/hud/visibility[1]", 1);
|
|
m.currcolN = props.globals.getNode("/sim/hud/current-color", 1);
|
|
m.paletteN = props.globals.getNode("/sim/hud/palette", 1);
|
|
m.brightnessN = props.globals.getNode("/sim/hud/color/brightness", 1);
|
|
m.currentN = m.vis0N;
|
|
return m;
|
|
},
|
|
cycle_color : func { # h-key
|
|
if (!me.currentN.getBoolValue()) { # if off, turn on
|
|
return me.currentN.setBoolValue(1);
|
|
}
|
|
var i = me.currcolN.getValue() + 1; # if through, turn off
|
|
if (i < 0 or i >= size(me.paletteN.getChildren("color"))) {
|
|
me.currentN.setBoolValue(0);
|
|
me.currcolN.setIntValue(0);
|
|
} else { # otherwise change color
|
|
me.currentN.setBoolValue(1);
|
|
me.currcolN.setIntValue(i);
|
|
}
|
|
},
|
|
cycle_brightness : func { # H-key
|
|
var br = me.brightnessN.getValue() - 0.2;
|
|
me.brightnessN.setValue(br > 0.01 ? br : 1);
|
|
},
|
|
normal_type : func { # i-key
|
|
me.oldinit1();
|
|
me.vis0N.setBoolValue(1);
|
|
me.vis1N.setBoolValue(0);
|
|
me.currentN = me.vis0N;
|
|
},
|
|
cycle_type : func { # I-key
|
|
if (me.currentN == me.vis0N) {
|
|
me.vis0N.setBoolValue(0);
|
|
me.vis1N.setBoolValue(1);
|
|
me.currentN = me.vis1N;
|
|
} elsif (me.currentN == me.vis1N) {
|
|
me.vis0N.setBoolValue(1);
|
|
me.vis1N.setBoolValue(0);
|
|
me.oldinit2();
|
|
me.currentN = me.vis0N;
|
|
}
|
|
},
|
|
oldinit1 : func { fgcommand("hud-init", props.Node.new()) },
|
|
oldinit2 : func { fgcommand("hud-init2", props.Node.new()) },
|
|
};
|
|
|
|
|
|
|
|
# module initialization
|
|
# ==============================================================================
|
|
#
|
|
var HUD = nil;
|
|
var data = nil;
|
|
|
|
var L = _setlistener("/sim/signals/nasal-dir-initialized", func {
|
|
removelistener(L);
|
|
|
|
props.globals.getNode("/sim/time/delta-realtime-sec", 1).setDoubleValue(0.00000001);
|
|
HUD = HUDControl.new();
|
|
|
|
data = Data.new();
|
|
Data.new = nil;
|
|
if (getprop("/sim/startup/save-on-exit")) {
|
|
data.load();
|
|
var n = props.globals.getNode("/sim/aircraft-data");
|
|
if (n != nil) {
|
|
foreach (var c; n.getChildren("path")) {
|
|
if (c.getType() != "NONE") {
|
|
data.add(c.getValue());
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
Data._save_ = func {}
|
|
Data._loop_ = func {}
|
|
}
|
|
});
|
|
|
|
|