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Julian Smith 4db50617ca Added 'Still View', a new core view, number 8.
This view is like Helicopter View except that it does not change the view
heading to match the aircraft, which makes it work much better for vertical
flight, e.g. with the shuttle.

The new view is disabled by default.

Nasal/view.nas
    contains the new view config.
defaults.xml:
    Added view 8 to list of views for which we default to Helicopter view's
    target offsets (so that they look at the centre of the aircraft).
2021-01-29 16:56:29 +00:00

994 lines
32 KiB
Text

##
## view.nas
##
## Nasal code for implementing view-specific functionality.
# ATTENTION:
# /sim/current-view/view-number is in the range 0..viewCount, it is NOT
# the index used in aircraft XML files (e.g. <view n="100">).
#
# For the latter, use /sim/current-view/view-number-raw.
# For debugging. Returns string containing description of <x>.
#
var str = func(x, prefix='') {
prefix = '';
var ret = '';
ret = ret ~ prefix ~ typeof(x) ~ ':';
if (typeof(x) == "hash") {
ret = ret ~ '{';
#prefix = prefix ~ ' ';
foreach(var key; keys(x)){
ret = ret ~ prefix ~ " '" ~ key ~ "'" ~ ':';
ret = ret ~ str(x[key], prefix ~ ' ');
}
ret = ret ~ '}'
}
else {
ret = ret ~ sprintf('%s', x);
}
return ret;
}
var index = nil; # current view index
var indices = {}; # view_index -> number
var views = nil; # list of all view branches (/sim/view[n]) as props.Node
var current = nil; # current view branch (e.g. /sim/view[1]) as props.Node
var fovProp = nil;
var setView = func(n) {
setprop("/sim/current-view/view-number", n);
# We install a listener for /sim/current-view/view-number which also sets
# /sim/current-view/view-number-raw, but set it here anyway, just in case.
setprop("/sim/current-view/view-number-raw", views[n].getIndex());
}
# activate view by index number used in XML definition (e.g. >100)
var setViewByIndex = func(i) {
if (indices[i] != nil)
setView(indices[i]);
}
var hasmember = func(class, member) {
if (contains(class, member))
return 1;
if (!contains(class, "parents"))
return 0;
if (typeof(class.parents) != "vector")
return 0;
foreach (var parent; class.parents)
if (hasmember(parent, member))
return 1;
return 0;
}
# Dynamically calculate limits so that it takes STEPS iterations to
# traverse the whole range, the maximum FOV is fixed at 120 degrees,
# and the minimum corresponds to normal maximum human visual acuity
# (~1 arc minute of resolution, although apparently people vary widely
# in this ability). Quick derivation of the math:
#
# mul^steps = max/min
# steps * ln(mul) = ln(max/min)
# mul = exp(ln(max/min) / steps)
var STEPS = 40;
var ACUITY = 1/60; # Maximum angle subtended by one pixel (== 1 arc minute)
var max = var min = var mul = 0;
var calcMul = func {
max = 120; # Fixed at 120 degrees
min = getprop("/sim/startup/xsize") * ACUITY;
mul = math.exp(math.ln(max/min) / STEPS);
}
##
# Handler. Increase FOV by one step
#
var increase = func {
calcMul();
var val = fovProp.getValue() * mul;
if(val == max) { return; }
if(val > max) { val = max }
fovProp.setDoubleValue(val);
var popup=getprop("/sim/view-name-popup");
if(popup == 1 or popup==nil) gui.popupTip(sprintf("FOV: %.1f", val));
}
##
# Handler. Decrease FOV by one step
#
var decrease = func {
calcMul();
var val = fovProp.getValue() / mul;
fovProp.setDoubleValue(val);
var popup=getprop("/sim/view-name-popup");
if(popup == 1 or popup==nil) gui.popupTip(sprintf("FOV: %.1f%s", val, val < min ? " (overzoom)" : ""));
}
##
# Handler. Reset FOV to default.
#
var resetFOV = func {
setprop("/sim/current-view/field-of-view",
getprop("/sim/current-view/config/default-field-of-view-deg"));
}
var resetViewPos = func {
var v = current.getNode("config");
setprop("/sim/current-view/x-offset-m", v.getNode("x-offset-m", 1).getValue() or 0);
setprop("/sim/current-view/y-offset-m", v.getNode("y-offset-m", 1).getValue() or 0);
setprop("/sim/current-view/z-offset-m", v.getNode("z-offset-m", 1).getValue() or 0);
}
var resetViewDir = func {
var v = current.getNode("config");
setprop("/sim/current-view/heading-offset-deg", v.getNode("heading-offset-deg", 1).getValue() or 0);
setprop("/sim/current-view/pitch-offset-deg", v.getNode("pitch-offset-deg", 1).getValue() or 0);
setprop("/sim/current-view/roll-offset-deg", v.getNode("roll-offset-deg", 1).getValue() or 0);
}
##
# Handler. Step to the next (force=1) or next enabled view.
#
var stepView = func(step, force = 0) {
step = step > 0 ? 1 : -1;
var n = index;
for (var i = 0; i < size(views); i += 1) {
n += step;
if (n < 0)
n = size(views) - 1;
elsif (n >= size(views))
n = 0;
var e = views[n].getNode("enabled");
if (force or (e == nil or e.getBoolValue()) and
(views[n].getNode("name")!=nil))
break;
}
setView(n);
# And pop up a nice reminder
var popup=getprop("/sim/view-name-popup");
if(popup == 1 or popup==nil) gui.popupTip(views[n].getNode("name").getValue());
}
##
# Get view index by name.
#
var indexof = func(name) {
forindex (var i; views)
if (views[i].getNode("name", 1).getValue() == name)
return i;
return nil;
}
##
# Standard view "slew" rate, in degrees/sec.
#
var VIEW_PAN_RATE = 60;
##
# Pans the view horizontally. The argument specifies a relative rate
# (or number of "steps" -- same thing) to the standard rate.
#
var panViewDir = func(step) {
if (getprop("/sim/freeze/master"))
var prop = "/sim/current-view/heading-offset-deg";
else
var prop = "/sim/current-view/goal-heading-offset-deg";
controls.slewProp(prop, step * VIEW_PAN_RATE);
}
##
# Pans the view vertically. The argument specifies a relative rate
# (or number of "steps" -- same thing) to the standard rate.
#
var panViewPitch = func(step) {
if (getprop("/sim/freeze/master"))
var prop = "/sim/current-view/pitch-offset-deg";
else
var prop = "/sim/current-view/goal-pitch-offset-deg";
controls.slewProp(prop, step * VIEW_PAN_RATE);
}
##
# Reset view to default using current view manager (see default_handler).
#
var resetView = func {
manager.reset();
}
##
# Default view handler used by view.manager.
#
var default_handler = {
reset : func {
resetViewDir();
resetFOV();
},
};
# If <from>/<path> exists and <to>/<path> doesn't, copy the former to the
# latter.
#
var set_default = func(from, path, to) {
from_ = from.getNode(path);
if (from_ != nil) {
if (to.getNode(path) == nil) {
to.setValue(path, from_.getValue());
}
}
}
##
# View manager. Administrates optional Nasal view handlers.
# Usage: view.manager.register(<view-id>, <view-handler>);
#
# view-id: the view's name (e.g. "Chase View") or index number
# view-handler: a hash with any combination of the functions listed in the
# following example, or none at all. Only define the interface
# functions that you really need! The hash may contain local
# variables and other, non-interface functions.
#
# Example:
#
# var some_view_handler = {
# init : func {}, # called only once at startup
# start : func {}, # called when view is switched to our view
# stop : func {}, # called when view is switched away from our view
# reset : func {}, # called with view.resetView()
# update : func { 0 }, # called iteratively if defined. Must return
# }; # interval in seconds until next invocation
# # Don't define it if you don't need it!
#
# view.manager.register("Some View", some_view_handler);
#
#
var manager = {
current : { node: nil, handler: default_handler },
init : func {
me.current = nil;
me.views = {};
me.loopid = 0;
var viewnodes = props.globals.getNode("sim").getChildren("view");
var helicopter_view = viewnodes[1];
forindex (var i; viewnodes) {
# Install this view, marking as multiplayer if appropriate.
var multiplayer = 1;
if (0) {
# Use this for views that do not work with multiplayer
# aircraft.
multiplayer = 0;
}
var viewnode = viewnodes[i];
me.views[i] = {
node: viewnode,
handler: default_handler,
multiplayer: multiplayer
};
# If this view is similar to helicopter view, copy across
# Helicopter View target offsets if not specified. E.g.
# this allows Tower View AGL to work on aircraft that don't
# know about it but need non-zero target-*-offset-m values
# to centre the view on the middle of the aircraft.
if (i==2 or i==3 or i==5 or i==7 or i==8) {
set_default(helicopter_view, "config/target-x-offset-m", viewnode);
set_default(helicopter_view, "config/target-y-offset-m", viewnode);
set_default(helicopter_view, "config/target-z-offset-m", viewnode);
}
}
# see comment at begin of file
setlistener("/sim/current-view/view-number", func(n) {
manager.set_view(n.getValue());
}, 1);
},
register : func(which, handler = nil) {
var n = num(which);
if (n == nil) n = indexof(which);
if (n == nil) {
printf('Unable to register view handler: which=%s', which);
return;
}
if (handler == nil)
handler = default_handler;
me.views[n]["handler"] = handler;
var viewnodes = props.globals.getNode("sim").getChildren("view");
me.views[n]["node"] = viewnodes[n];
if (hasmember(handler, "init"))
handler.init(me.views[n].node);
me.set_view();
},
set_view : func(which = nil) {
if (which == nil)
which = index;
elsif (num(which) == nil)
which = indexof(which);
me.loopid += 1;
if (me.current != nil) {
if (me.current.multiplayer) {
model_view_handler.stop();
}
if (hasmember(me.current.handler, "stop"))
me.current.handler.stop();
}
me.current = me.views[which];
if (hasmember(me.current.handler, "start"))
me.current.handler.start();
if (hasmember(me.current.handler, "update"))
me._loop_(me.loopid += 1);
if (me.current != nil and me.current.multiplayer) {
model_view_handler.start();
}
screenWidthCompens.update();
# Make sure /sim/current-view/view-number-raw is kept up to
# date.
setprop("/sim/current-view/view-number-raw", views[which].getIndex());
},
reset : func {
if (hasmember(me.current.handler, "reset"))
me.current.handler.reset();
else
default_handler.reset();
},
_loop_ : func(id) {
id == me.loopid or return;
settimer(func { me._loop_(id) }, me.current.handler.update() or 0);
},
multiplayer_callback: func(data) {
# We are called by model_view_handler when the user wants to
# look at a different aircraft.
#
# We can be called very early due to model_view_handler_class's use
# of a listener, so we need to protect against me.current.node not
# being set up yet.
#
if (me.current.node != nil) {
me.current.node.getNode("config").setValues({
"root": data.root,});
me.current.node.getNode("config/root").setValue(data.root)
}
},
};
var fly_by_view_handler = {
init : func {
setlistener("/sim/signals/reinit", func(n) { n.getValue() or me.reset() });
setlistener("/sim/crashed", func(n) { n.getValue() and me.reset() });
setlistener("/sim/freeze/replay-state", func {
settimer(func { me.reset() }, 1); # time for replay to catch up
});
setlistener("/sim/current-view/multiplayer", func(n) { me.reset(); } );
me.reset();
},
start : func {
me.reset();
},
# Sets me.root to node with path given by the value of property
# /sim/view[6]/config/root (which will be /ai/models/multiplayer[N]
# where N is the index of the multiplayer aircraft]. Note that this
# node sometimes doesn't yet exist, in which case we return with
# me.root = nil.
#
_set_multiplayer_root: func() {
# Set me.root to /ai/models/multiplayer[.]
var root = getprop("/sim/view[6]/config/root"); # /ai/models/multiplayer[]
me.root = props.globals.getNode(root);
if (me.root == nil) {
#printf("root does not exist: %s", str(root));
}
},
aircraft_position: func() {
if (me.multiplayer) {
me._set_multiplayer_root();
if (me.root == nil) {
return geo.Coord.new();
}
var lat = me.root.getValue("position/latitude-deg");
var lon = me.root.getValue("position/longitude-deg");
var alt = me.root.getValue("position/altitude-ft") * FT2M;
return geo.Coord.new().set_latlon(lat, lon, alt);
}
else {
return geo.aircraft_position();
}
},
reset: func {
me.multiplayer = getprop("/sim/current-view/multiplayer") or 0;
if (me.multiplayer) {
me._set_multiplayer_root();
if (me.root == nil) {
return;
}
me.chase = me.root.getValue("set/sim/chase-distance-m");
}
else {
me.chase = getprop("/sim/chase-distance-m");
}
if (me.chase == nil or me.chase == 0) me.chase = -25;
me.chase = -me.chase;
me.last = me.aircraft_position();
me.setpos(1);
},
setpos : func(force = 0) {
if (me.multiplayer) {
me._set_multiplayer_root();
if (me.root == nil) {
return 1; # Ensure we get called back soon to try again.
}
# We would like to find the aircraft's actual velocity
# vector rather than heading, but it's not easily available
# as a property, so we use the aircraft heading and its
# forwards speed (uBody-fps).
#
# E.g. i think this may give biased viewpoint positions if
# aircraft is moving sideways due to wind.
#
var u = me.root.getValue("velocities/uBody-fps"); # forwards
#var v = me.root.getValue("velocities/vBody-fps"); # vertical
#var w = me.root.getValue("velocities/wBody-fps"); # lateral
var course = me.root.getValue("orientation/true-heading-deg");
var course_rad = course * math.pi / 180;
var vn = u * math.cos(course_rad);
var ve = u * -math.sin(course_rad);
}
else {
var vn = getprop("/velocities/speed-north-fps");
var ve = getprop("/velocities/speed-east-fps");
var course = (0.5*math.pi - math.atan2(vn, ve))*R2D;
}
var pos = me.aircraft_position();
var dist = 0.0;
if ( force ) {
# predict distance based on speed
var mps = math.sqrt( vn*vn + ve*ve ) * FT2M;
dist = mps * 3.5; # 3.5 seconds worth of travel
} else {
# use actual distance
dist = me.last.distance_to(pos);
# reset when too far (i.e. position changed due to skipping time in replay mode)
if (dist>5000) return me.reset();
}
# check if the aircraft has moved enough
if (dist < 1.7 * me.chase and !force)
return 1.13;
# "predict" and remember next aircraft position
var delta_alt = (pos.alt() - me.last.alt()) * 0.5;
pos.apply_course_distance(course, dist * 0.8);
pos.set_alt(pos.alt() + delta_alt);
me.last.set(pos);
# apply random deviation
var radius = me.chase * (0.5 * rand() + 0.7);
if (me.multiplayer) {
# AGL not available for multiplayer aircraft as a property,
# so we calculate it explicitly.
var gl = geo.elevation(pos.lat(), pos.lon());
if (gl == nil) gl = 0;
var agl = pos.alt() - gl;
}
else {
var agl = getprop("/position/altitude-agl-ft") * FT2M;
}
if (agl > me.chase)
var angle = rand() * 2 * math.pi;
else
var angle = ((2 * rand() - 1) * 0.15 + 0.5) * (rand() < 0.5 ? -math.pi : math.pi);
var dev_alt = math.cos(angle) * radius;
var dev_side = math.sin(angle) * radius;
pos.apply_course_distance(course + 90, dev_side);
# and make sure it's not under ground
var lat = pos.lat();
var lon = pos.lon();
var alt = pos.alt();
var elev = geo.elevation(lat, lon);
if (elev != nil) {
elev += 2; # min elevation
if (alt + dev_alt < elev and dev_alt < 0)
dev_alt = -dev_alt;
if (alt + dev_alt < elev)
alt = elev;
else
alt += dev_alt;
}
# set new view point
if (me.multiplayer) {
# flightgear:src/Viewer/view.cxx will
# expect to find viewing position in
# /ai/models/multiplayer[]/sim/viewer/latitude-deg etc.
#
me.root.setValue("sim/viewer/latitude-deg", lat);
me.root.setValue("sim/viewer/longitude-deg", lon);
me.root.setValue("sim/viewer/altitude-ft", alt * M2FT);
}
else {
setprop("/sim/viewer/latitude-deg", lat);
setprop("/sim/viewer/longitude-deg", lon);
setprop("/sim/viewer/altitude-ft", alt * M2FT);
}
return 7.3;
},
update : func {
return me.setpos();
},
};
# Helper for views that can show multiplayer aircaft as well as the user's
# aircraft. Used by <manager> above.
#
var model_view_handler_class = {
new: func() {
var m = { parents:[model_view_handler_class]};
m.current = nil;
m.legendN = props.globals.initNode("/sim/current-view/model-view", "");
m.dialog = props.Node.new({ "dialog-name": "model-view" });
m.listener = setlistener("/sim/signals/multiplayer-updated", func m._update_(), 1);
m.reset();
_setlistener("/sim/menubar/legacy-multiplayer-view-selector/enabled", func {
var enabled = getprop("/sim/menubar/legacy-multiplayer-view-selector/enabled");
if (enabled) {
m.start();
}
else {
m.stop();
}
});
return m;
},
start: func() {
if (getprop('/sim/menubar/legacy-multiplayer-view-selector/enabled')) {
fgcommand("dialog-show", me.dialog);
}
me.next(0);
},
stop: func() {
fgcommand("dialog-close", me.dialog);
},
reset: func {
me.select(0);
},
find: func(callsign) {
forindex (var i; me.list) {
if (me.list[i].callsign == callsign)
return i;
}
return nil;
},
select: func(which, by_callsign=0) {
if (by_callsign or num(which) == nil) {
which = me.find(which) or 0; # turn callsign into index
}
me.setup(me.list[which]);
},
next: func(step) {
var i = me.find(me.current);
i = i == nil ? 0 : math.mod(i + step, size(me.list));
me.setup(me.list[i]);
},
_update_: func {
var self = {
callsign: getprop("/sim/multiplay/callsign"),
model:,
node: props.globals,
root: '/',
};
# It looks like we can get called (from me.new()) before
# multiplayer.model.list is created, so need to check whether it
# exists.
if (hasmember(multiplayer.model, 'list')) {
me.list = [self] ~ multiplayer.model.list;
}
else {
me.list = [self];
}
if (!me.find(me.current))
me.select(0);
},
setup: func(data) {
if (data.root == '/') {
var ident = '[' ~ data.callsign ~ ']';
setprop('/sim/current-view/multiplayer', 0);
} else {
var ident = '"' ~ data.callsign ~ '" (' ~ data.model ~ ')';
setprop('/sim/current-view/multiplayer', 1);
}
me.current = data.callsign;
me.legendN.setValue(data.callsign);
manager.multiplayer_callback(data);
},
};
var model_view_handler = model_view_handler_class.new();
# Note that gui/dialogs/model-view.xml expects to be able to call
# view.model_view_handler.next() etc.
var pilot_view_limiter = {
new : func {
return { parents: [pilot_view_limiter] };
},
init : func {
me.hdgN = props.globals.getNode("/sim/current-view/heading-offset-deg");
me.xoffsetN = props.globals.getNode("/sim/current-view/x-offset-m");
me.xoffset_lowpass = aircraft.lowpass.new(0.1);
me.last_offset = 0;
me.needs_start = 0;
},
start : func {
var limits = current.getNode("config/limits", 1);
me.left = {
heading_max : abs(limits.getNode("left/heading-max-deg", 1).getValue() or 1000),
threshold : abs(limits.getNode("left/x-offset-threshold-deg", 1).getValue() or 0),
xoffset_max : abs(limits.getNode("left/x-offset-max-m", 1).getValue() or 0),
};
me.right = {
heading_max : -abs(limits.getNode("right/heading-max-deg", 1).getValue() or 1000),
threshold : -abs(limits.getNode("right/x-offset-threshold-deg", 1).getValue() or 0),
xoffset_max : -abs(limits.getNode("right/x-offset-max-m", 1).getValue() or 0),
};
me.left.scale = me.left.xoffset_max / (me.left.heading_max - me.left.threshold);
me.right.scale = me.right.xoffset_max / (me.right.heading_max - me.right.threshold);
me.last_hdg = normdeg(me.hdgN.getValue());
me.enable_xoffset = me.right.xoffset_max > 0.001 or me.left.xoffset_max > 0.001;
me.needs_start = 0;
},
update : func {
if (getprop("/devices/status/keyboard/ctrl"))
return;
if( getprop("/sim/signals/reinit") )
{
me.needs_start = 1;
return;
}
else if( me.needs_start )
me.start();
var hdg = normdeg(me.hdgN.getValue());
if (abs(me.last_hdg - hdg) > 180) # avoid wrap-around skips
me.hdgN.setDoubleValue(hdg = me.last_hdg);
elsif (hdg > me.left.heading_max)
me.hdgN.setDoubleValue(hdg = me.left.heading_max);
elsif (hdg < me.right.heading_max)
me.hdgN.setDoubleValue(hdg = me.right.heading_max);
me.last_hdg = hdg;
# translate view on X axis to look far right or far left
if (me.enable_xoffset) {
var offset = 0;
if (hdg > me.left.threshold)
offset = (me.left.threshold - hdg) * me.left.scale;
elsif (hdg < me.right.threshold)
offset = (me.right.threshold - hdg) * me.right.scale;
var new_offset = me.xoffset_lowpass.filter(offset);
me.xoffsetN.setDoubleValue((me.xoffsetN.getValue() or 0) - me.last_offset + new_offset);
me.last_offset = new_offset;
}
return 0;
},
};
var panViewDir = func(step) { # FIXME overrides panViewDir function from above; needs better integration
if (getprop("/sim/freeze/master"))
var prop = "/sim/current-view/heading-offset-deg";
else
var prop = "/sim/current-view/goal-heading-offset-deg";
var viewVal = getprop(prop);
var delta = step * VIEW_PAN_RATE * getprop("/sim/time/delta-realtime-sec");
var viewValSlew = normdeg(viewVal + delta);
var headingMax = abs(current.getNode("config/limits/left/heading-max-deg", 1).getValue() or 1000);
var headingMin = -abs(current.getNode("config/limits/right/heading-max-deg", 1).getValue() or 1000);
if (viewValSlew > headingMax)
viewValSlew = headingMax;
elsif (viewValSlew < headingMin)
viewValSlew = headingMin;
setprop(prop, viewValSlew);
}
#------------------------------------------------------------------------------
#
# Saves/restores/moves the view point (position, orientation, field-of-view).
# Moves are interpolated with sinusoidal characteristic. There's only one
# instance of this class, available as "view.point".
#
# Usage:
# view.point.save(); ... save current view and return reference to
# saved values in the form of a props.Node
#
# view.point.restore(); ... restore saved view parameters
#
# view.point.move(<prop> [, <time>]);
# ... set view parameters from a props.Node with
# optional move time in seconds. <prop> may be
# nil, in which case nothing happens.
#
# A parameter set as expected by set() and returned by save() is a props.Node
# object containing any (or none) of these children:
#
# <heading-offset-deg>
# <pitch-offset-deg>
# <roll-offset-deg>
# <x-offset-m>
# <y-offset-m>
# <z-offset-m>
# <field-of-view>
# <move-time-sec>
#
# The <move-time> isn't really a property of the view, but is available
# for convenience. The time argument in the move() method overrides it.
##
# Normalize angle to -180 <= angle < 180
#
var normdeg = func(a) {
while (a >= 180)
a -= 360;
while (a < -180)
a += 360;
return a;
}
##
# Manages one translation/rotation axis. (For simplicity reasons the
# field-of-view parameter is also managed by this class.)
#
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.from = m.to = m.prop.getValue();
return m;
},
reset : func {
me.from = me.to = normdeg(me.prop.getValue());
},
target : func(v) {
me.to = normdeg(v);
},
move : func(blend) {
me.prop.setValue(me.from + blend * (me.to - me.from));
},
};
##
# view.point: handles smooth view movements
#
var point = {
init : func {
me.axes = {
"heading-offset-deg" : ViewAxis.new("/sim/current-view/goal-heading-offset-deg"),
"pitch-offset-deg" : ViewAxis.new("/sim/current-view/goal-pitch-offset-deg"),
"roll-offset-deg" : ViewAxis.new("/sim/current-view/goal-roll-offset-deg"),
"x-offset-m" : ViewAxis.new("/sim/current-view/x-offset-m"),
"y-offset-m" : ViewAxis.new("/sim/current-view/y-offset-m"),
"z-offset-m" : ViewAxis.new("/sim/current-view/z-offset-m"),
"field-of-view" : ViewAxis.new("/sim/current-view/field-of-view"),
};
me.storeN = props.Node.new();
me.dtN = props.globals.getNode("/sim/time/delta-realtime-sec", 1);
me.currviewN = props.globals.getNode("/sim/current-view", 1);
me.blend = 0;
me.loop_id = 0;
props.copy(props.globals.getNode("/sim/view/config"), me.storeN);
},
save : func {
me.storeN = props.Node.new();
props.copy(me.currviewN, me.storeN);
return me.storeN;
},
restore : func {
me.move(me.storeN);
},
move : func(prop, time = nil) {
prop != nil or return;
var n = prop.getNode("view-number");
if (n != nil)
setView(n.getValue());
foreach (var a; keys(me.axes)) {
var n = prop.getNode(a);
me.axes[a].reset();
if (n != nil)
me.axes[a].target(n.getValue());
}
var m = prop.getNode("move-time-sec");
if (m != nil)
time = m.getValue();
if (time == nil)
time = 1;
me.blend = -1; # range -1 .. 1
me._loop_(me.loop_id += 1, time);
},
_loop_ : func(id, time) {
me.loop_id == id or return;
me.blend += me.dtN.getValue() / time;
if (me.blend > 1)
me.blend = 1;
var b = (math.sin(me.blend * math.pi / 2) + 1) / 2; # range 0 .. 1
foreach (var a; keys(me.axes))
me.axes[a].move(b);
if (me.blend < 1)
settimer(func { me._loop_(id, time) }, 0);
},
};
##
# view.ScreenWidthCompens: optional FOV compensation for wider screens.
# It keeps an equivalent of 55° FOV on a 4:3 zone centered on the screen
# whichever is the screen width/height ratio. Works only if width >= height.
var screenWidthCompens = {
defaultFov: nil,
oldW: nil, oldH: nil, oldOpt: nil,
assumedW: 4, assumedH: 3,
fovStore: [],
lastViewStatus: {},
statusNode: nil, # = /sim/current-view/field-of-view-compensation
getStatus: func me.statusNode.getValue(),
setStatus: func(state) me.statusNode.setValue(state),
wNode: nil, # = /sim/startup/xsize
hNode: nil, # = /sim/startup/ysize
getDimensions: func [me.wNode.getDoubleValue(),me.hNode.getDoubleValue()],
calcNewFov: func(fov=55, oldW=nil, oldH=nil, w=nil, h=nil) {
var dim = me.getDimensions();
if (w == nil) w = dim[0];
if (h == nil) h = dim[1];
if (oldW == nil) oldW = me.assumedW;
if (oldH == nil) oldH = me.assumedH;
if (w/h == oldW/oldH or h > w) return fov;
else return math.atan2(w/h, oldW/oldH / math.tan(fov * D2R)) * R2D;
},
init: func() {
me.defaultFov = getprop("/sim/current-view/config/default-field-of-view-deg");
me.statusNode = props.globals.getNode("/sim/current-view/field-of-view-compensation", 1);
me.wNode = props.globals.getNode("/sim/startup/xsize", 1);
me.hNode = props.globals.getNode("/sim/startup/ysize", 1);
(me.oldW, me.oldH) = me.getDimensions();
setsize(me.fovStore, size(views));
forindex (var i; views) {
me.fovStore[i] = views[i].getNode("config/default-field-of-view-deg", 1).getDoubleValue() or 55;
me.lastViewStatus[i] = { w:me.assumedW, h:me.assumedH };
}
me.update(opt:nil, force:1);
},
toggle: func() me.update(!me.getStatus(), 1),
update: func(opt=nil, force=0) {
if (opt == nil)
opt = me.getStatus();
else me.setStatus(opt);
var (w, h) = me.getDimensions();
# Update config/default-field-of-view-deg nodes if state changed:
if (force or me.oldOpt != opt or me.oldW/me.oldH != w/h) {
me.oldW = w;
me.oldH = h;
me.oldOpt = opt;
if (!opt) {
setprop("/sim/current-view/config/default-field-of-view-deg", me.defaultFov);
forindex (var i; views)
views[i].setValue("config/default-field-of-view-deg", me.fovStore[i]);
} else {
setprop("/sim/current-view/config/default-field-of-view-deg",
me.calcNewFov(fov:me.defaultFov, w:w, h:h));
forindex (var i; views)
views[i].setValue("config/default-field-of-view-deg",
me.calcNewFov(fov:me.fovStore[i], w:w, h:h));
}
}
# Update this view if necessary:
if (!opt) (w,h) = (me.assumedW,me.assumedH); # back to default FOV
var thisview = me.lastViewStatus[index];
if (thisview.w/thisview.h != w/h) {
fovProp.setValue(me.calcNewFov(fovProp.getValue(), thisview.w, thisview.h, w, h))
and
((thisview.opt,thisview.w,thisview.h) = (opt,w,h));
}
},
};
views = props.globals.getNode("/sim", 1).getChildren("view");
fovProp = props.globals.getNode("/sim/current-view/field-of-view", 1);
point.init();
setlistener("/sim/current-view/view-number", func(n) {
current = views[index = n.getValue()];
}, 1);
props.globals.initNode("/position/altitude-agl-ft"); # needed by Fly-By View
screenWidthCompens.init();
manager.init();
manager.register("Fly-By View", fly_by_view_handler);
setlistener("/sim/signals/reinit", func {
screenWidthCompens.update(opt:nil,force:1);
});
setlistener("/sim/startup/xsize", func {
screenWidthCompens.update();
});
setlistener("/sim/startup/ysize", func {
screenWidthCompens.update();
});
var fdm_init_listener = setlistener("/sim/signals/fdm-initialized", func {
removelistener(fdm_init_listener); # uninstall, so we are only called once
var zoffset = nil;
foreach (var v; views) {
var index = v.getIndex();
if (index > 8 and index < 100) {
globals["view"] = nil;
die("\n***\n*\n* Illegal use of reserved view index "
~ index ~ ". Use indices >= 100!\n*\n***");
} elsif (index >= 100 and index < 200) {
if (v.getNode("name") == nil)
continue;
var e = v.getNode("enabled");
if (e != nil) {
aircraft.data.add(e);
e.setAttribute("userarchive", 0);
}
}
}
forindex (var i; views) {
indices[views[i].getIndex()] = i;
var limits = views[i].getNode("config/limits/enabled");
if (limits != nil) {
func (i) {
var limiter = pilot_view_limiter.new();
setlistener(limits, func(n) {
manager.register(i, n.getBoolValue() ? limiter : nil);
manager.set_view();
}, 1);
}(i);
}
}
});