482 lines
13 KiB
Text
482 lines
13 KiB
Text
##
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## view.nas
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##
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## Nasal code for implementing view-specific functionality.
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# Dynamically calculate limits so that it takes STEPS iterations to
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# traverse the whole range, the maximum FOV is fixed at 120 degrees,
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# and the minimum corresponds to normal maximum human visual acuity
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# (~1 arc minute of resolution, although apparently people vary widely
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# in this ability). Quick derivation of the math:
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#
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# mul^steps = max/min
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# steps * ln(mul) = ln(max/min)
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# mul = exp(ln(max/min) / steps)
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STEPS = 40;
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ACUITY = 1/60; # Maximum angle subtended by one pixel (== 1 arc minute)
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max = min = mul = 0;
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calcMul = func {
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max = 120; # Fixed at 120 degrees
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min = getprop("/sim/startup/xsize") * ACUITY;
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mul = math.exp(math.ln(max/min) / STEPS);
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}
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##
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# Handler. Increase FOV by one step
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#
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increase = func {
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calcMul();
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val = fovProp.getValue() * mul;
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if(val == max) { return; }
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if(val > max) { val = max }
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fovProp.setDoubleValue(val);
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gui.popupTip(sprintf("FOV: %.1f", val));
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}
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##
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# Handler. Decrease FOV by one step
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#
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decrease = func {
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calcMul();
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val = fovProp.getValue() / mul;
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fovProp.setDoubleValue(val);
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gui.popupTip(sprintf("FOV: %.1f%s", val, val < min ? " (overzoom)" : ""));
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}
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##
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# Handler. Reset FOV to default.
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#
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var resetFOV = func {
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setprop("/sim/current-view/field-of-view",
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getprop("/sim/current-view/config/default-field-of-view-deg"));
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}
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var resetViewPos = func {
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var v = views[getprop("/sim/current-view/view-number")].getNode("config");
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setprop("/sim/current-view/x-offset-m", v.getNode("x-offset-m", 1).getValue() or 0);
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setprop("/sim/current-view/y-offset-m", v.getNode("y-offset-m", 1).getValue() or 0);
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setprop("/sim/current-view/z-offset-m", v.getNode("z-offset-m", 1).getValue() or 0);
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}
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var resetViewDir = func {
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setprop("/sim/current-view/goal-heading-offset-deg",
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getprop("/sim/current-view/config/heading-offset-deg"));
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setprop("/sim/current-view/goal-pitch-offset-deg",
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getprop("/sim/current-view/config/pitch-offset-deg"));
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setprop("/sim/current-view/goal-roll-offset-deg",
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getprop("/sim/current-view/config/roll-offset-deg"));
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}
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##
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# Handler. Step to the next (force=1) or next enabled view.
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#
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var stepView = func(step, force = 0) {
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step = step > 0 ? 1 : -1;
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var n = getprop("/sim/current-view/view-number");
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for (var i = 0; i < size(views); i += 1) {
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n += step;
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if (n < 0)
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n = size(views) - 1;
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elsif (n >= size(views))
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n = 0;
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if (force or (var e = views[n].getNode("enabled")) == nil or e.getValue())
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break;
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}
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setprop("/sim/current-view/view-number", n);
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# And pop up a nice reminder
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gui.popupTip(views[n].getNode("name").getValue());
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}
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##
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# Get view index by name.
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#
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var indexof = func(name) {
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forindex (var i; views)
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if (views[i].getNode("name", 1).getValue() == name)
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return i;
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return nil;
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}
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##
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# Standard view "slew" rate, in degrees/sec.
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#
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VIEW_PAN_RATE = 60;
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##
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# Pans the view horizontally. The argument specifies a relative rate
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# (or number of "steps" -- same thing) to the standard rate.
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#
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panViewDir = func(step) {
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if (getprop("/sim/freeze/master"))
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prop = "/sim/current-view/heading-offset-deg";
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else
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prop = "/sim/current-view/goal-heading-offset-deg";
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controls.slewProp(prop, step * VIEW_PAN_RATE);
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}
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##
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# Pans the view vertically. The argument specifies a relative rate
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# (or number of "steps" -- same thing) to the standard rate.
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#
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panViewPitch = func(step) {
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if (getprop("/sim/freeze/master"))
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prop = "/sim/current-view/pitch-offset-deg";
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else
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prop = "/sim/current-view/goal-pitch-offset-deg";
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controls.slewProp(prop, step * VIEW_PAN_RATE);
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}
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##
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# Reset view to default using current view manager (see default_handler).
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#
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var resetView = func {
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manager.reset();
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}
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##
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# Default view handler used by view.manager.
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#
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var default_handler = {
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reset : func {
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resetViewDir();
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resetFOV();
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},
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};
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##
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# View manager. Administrates optional Nasal view handlers.
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# Usage: view.manager.register(<view-id>, <view-handler>);
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#
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# view-id: the view's name, e.g. "Chase View"
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# view-handler: a hash with any combination of the functions listed in the
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# following example, or none at all. Only define the interface
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# functions that you really need! The hash may contain local
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# variables and other, non-interface functions.
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#
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# Example:
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#
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# var some_view_handler = {
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# init : func {}, # called only once at startup
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# start : func {}, # called when view is switched to our view
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# stop : func {}, # called when view is switched away from our view
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# reset : func {}, # called with view.resetView()
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# update : func { 0 }, # called iteratively if defined. Must return
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# }; # interval in seconds until next invocation
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# # Don't define it if you don't need it!
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#
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# view.manager.register("Some View", some_view_handler);
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#
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#
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var manager = {
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current : { node: nil, handler: default_handler },
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init : func {
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me.views = {};
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me.loopid = 0;
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var viewnodes = props.globals.getNode("sim").getChildren("view");
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forindex (var i; viewnodes)
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me.views[i] = { node: viewnodes[i], handler: default_handler };
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setlistener("/sim/current-view/view-number", func(n) {
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manager.set_view(n.getValue());
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}, 1);
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},
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register : func(which, handler = nil) {
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if (num(which) == nil)
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which = view.indexof(which);
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if (handler == nil)
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handler = default_handler;
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me.views[which]["handler"] = handler;
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if (contains(handler, "init"))
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handler.init(me.views[which].node);
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me.set_view();
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},
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set_view : func(which = nil) {
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if (which == nil)
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which = getprop("/sim/current-view/view-number");
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elsif (num(which) == nil)
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which = view.indexof(which);
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me.loopid += 1;
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if (contains(me.current.handler, "stop"))
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me.current.handler.stop();
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me.current = me.views[which];
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if (contains(me.current.handler, "start"))
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me.current.handler.start();
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if (contains(me.current.handler, "update"))
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me._loop_(me.loopid += 1);
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},
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reset : func {
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if (contains(me.current.handler, "reset"))
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me.current.handler.reset();
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else
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default_handler.reset();
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},
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_loop_ : func(id) {
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id == me.loopid or return;
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settimer(func { me._loop_(id) }, me.current.handler.update());
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},
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};
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##
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# View handler for fly-by view.
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#
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var fly_by_view_handler = {
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init : func {
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me.latN = props.globals.getNode("/sim/viewer/latitude-deg", 1);
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me.lonN = props.globals.getNode("/sim/viewer/longitude-deg", 1);
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me.altN = props.globals.getNode("/sim/viewer/altitude-ft", 1);
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me.hdgN = props.globals.getNode("/orientation/heading-deg", 1);
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setlistener("/sim/signals/reinit", func(n) { n.getValue() or me.reset() });
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setlistener("/sim/crashed", func(n) { n.getValue() and me.reset() });
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setlistener("/sim/freeze/replay-state", func {
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settimer(func { me.reset() }, 1); # time for replay to catch up
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});
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me.reset();
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},
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start : func {
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me.reset();
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},
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reset: func {
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me.chase = -getprop("/sim/chase-distance-m");
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me.course = me.hdgN.getValue();
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me.last = geo.aircraft_position();
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me.setpos(1);
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me.dist = 20;
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},
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setpos : func(force = 0) {
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var pos = geo.aircraft_position();
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# check if the aircraft has moved enough
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var dist = me.last.distance_to(pos);
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if (dist < 1.7 * me.chase and !force)
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return 1.13;
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# "predict" and remember next aircraft position
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var course = me.hdgN.getValue();
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var delta_alt = (pos.alt() - me.last.alt()) * 0.5;
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pos.apply_course_distance(course, dist * 0.8);
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pos.set_alt(pos.alt() + delta_alt);
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me.last.set(pos);
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# apply random deviation
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var radius = me.chase * (0.5 * rand() + 0.7);
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var agl = getprop("/position/altitude-agl-ft") * geo.FT2M;
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if (agl > me.chase)
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var angle = rand() * 2 * math.pi;
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else
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var angle = ((2 * rand() - 1) * 0.15 + 0.5) * (rand() < 0.5 ? -math.pi : math.pi);
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var dev_alt = math.cos(angle) * radius;
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var dev_side = math.sin(angle) * radius;
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pos.apply_course_distance(course + 90, dev_side);
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# and make sure it's not under ground
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var lat = pos.lat();
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var lon = pos.lon();
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var alt = pos.alt();
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var elev = geo.elevation(lat, lon);
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if (elev != nil) {
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elev += 2; # min elevation
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if (alt + dev_alt < elev and dev_alt < 0)
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dev_alt = -dev_alt;
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if (alt + dev_alt < elev)
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alt = elev;
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else
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alt += dev_alt;
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}
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# set new view point
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me.latN.setValue(lat);
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me.lonN.setValue(lon);
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me.altN.setValue(alt * geo.M2FT);
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return 6.3;
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},
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update : func {
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return me.setpos();
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},
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};
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#------------------------------------------------------------------------------
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#
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# Saves/restores/moves the view point (position, orientation, field-of-view).
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# Moves are interpolated with sinusoidal characteristic. There's only one
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# instance of this class, available as "view.point".
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#
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# Usage:
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# view.point.save(); ... save current view and return reference to
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# saved values in the form of a props.Node
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#
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# view.point.restore(); ... restore saved view parameters
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#
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# view.point.move(<prop> [, <time>]);
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# ... set view parameters from a props.Node with
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# optional move time in seconds. <prop> may be
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# nil, in which case nothing happens.
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#
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# A parameter set as expected by set() and returned by save() is a props.Node
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# object containing any (or none) of these children:
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#
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# <heading-offset-deg>
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# <pitch-offset-deg>
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# <roll-offset-deg>
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# <x-offset-m>
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# <y-offset-m>
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# <z-offset-m>
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# <field-of-view>
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# <move-time-sec>
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#
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# The <move-time> isn't really a property of the view, but is available
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# for convenience. The time argument in the move() method overrides it.
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##
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# Normalize angle to -180 <= angle < 180
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#
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var normdeg = func(a) {
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while (a >= 180) {
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a -= 360;
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}
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while (a < -180) {
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a += 360;
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}
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return a;
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}
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##
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# Manages one translation/rotation axis. (For simplicity reasons the
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# field-of-view parameter is also managed by this class.)
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#
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var ViewAxis = {
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new : func(prop) {
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var m = { parents : [ViewAxis] };
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m.prop = props.globals.getNode(prop, 1);
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if (m.prop.getType() == "NONE") {
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m.prop.setDoubleValue(0);
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}
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m.from = m.to = m.prop.getValue();
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return m;
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},
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reset : func {
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me.from = me.to = normdeg(me.prop.getValue());
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},
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target : func(v) {
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me.to = normdeg(v);
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},
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move : func(blend) {
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me.prop.setValue(me.from + blend * (me.to - me.from));
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},
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};
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##
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# view.point: handles smooth view movements
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#
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var point = {
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init : func {
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me.axes = {
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"heading-offset-deg" : ViewAxis.new("/sim/current-view/goal-heading-offset-deg"),
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"pitch-offset-deg" : ViewAxis.new("/sim/current-view/goal-pitch-offset-deg"),
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"roll-offset-deg" : ViewAxis.new("/sim/current-view/goal-roll-offset-deg"),
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"x-offset-m" : ViewAxis.new("/sim/current-view/x-offset-m"),
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"y-offset-m" : ViewAxis.new("/sim/current-view/y-offset-m"),
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"z-offset-m" : ViewAxis.new("/sim/current-view/z-offset-m"),
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"field-of-view" : ViewAxis.new("/sim/current-view/field-of-view"),
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};
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me.storeN = props.Node.new();
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me.dtN = props.globals.getNode("/sim/time/delta-realtime-sec", 1);
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me.currviewN = props.globals.getNode("/sim/current-view", 1);
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me.blend = 0;
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me.loop_id = 0;
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props.copy(props.globals.getNode("/sim/view/config"), me.storeN);
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},
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save : func {
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me.storeN = props.Node.new();
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props.copy(me.currviewN, me.storeN);
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return me.storeN;
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},
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restore : func {
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me.move(me.storeN);
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},
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move : func(prop, time = nil) {
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prop != nil or return;
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foreach (var a; keys(me.axes)) {
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var n = prop.getNode(a);
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me.axes[a].reset();
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if (n != nil) {
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me.axes[a].target(n.getValue());
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}
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}
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var m = prop.getNode("move-time-sec");
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if (m != nil) {
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time = m.getValue();
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}
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if (time == nil) {
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time = 1;
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}
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me.blend = -1; # range -1 .. 1
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me._loop_(me.loop_id += 1, time);
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},
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_loop_ : func(id, time) {
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me.loop_id == id or return;
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me.blend += me.dtN.getValue() / time;
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if (me.blend > 1) {
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me.blend = 1;
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}
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var b = (math.sin(me.blend * math.pi / 2) + 1) / 2; # range 0 .. 1
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foreach (var a; keys(me.axes)) {
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me.axes[a].move(b);
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}
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if (me.blend < 1) {
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settimer(func { me._loop_(id, time) }, 0);
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}
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},
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};
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var views = nil;
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var fovProp = nil;
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_setlistener("/sim/signals/nasal-dir-initialized", func {
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views = props.globals.getNode("/sim").getChildren("view");
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fovProp = props.globals.getNode("/sim/current-view/field-of-view");
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point.init();
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});
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_setlistener("/sim/signals/fdm-initialized", func {
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foreach (var v; views) {
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var index = v.getIndex();
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if (index > 6 and index < 100) {
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globals["view"] = nil;
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die("\n***\n*\n* Illegal use of reserved view index "
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~ index ~ ". Use indices >= 100!\n*\n***");
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} elsif (index >= 100 and index < 200) {
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var e = v.getNode("enabled");
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if (e != nil) {
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aircraft.data.add(e);
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e.setAttribute("userarchive", 0);
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}
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}
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}
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manager.init();
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manager.register("Fly-By View", fly_by_view_handler);
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});
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