482 lines
15 KiB
Text
482 lines
15 KiB
Text
###############################################################################
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##
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## Walk view module for FlightGear.
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##
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## Inspired by the work of Stewart Andreason.
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##
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## Copyright (C) 2010 Anders Gidenstam (anders(at)gidenstam.org)
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## This file is licensed under the GPL license v2 or later.
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##
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###############################################################################
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# Global API. Automatically selects the right walker for the current view.
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# NOTE: Coordinates are always 3 component lists: [x, y, z] in meters.
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# The coordinate system is the same as the main 3d model one.
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# X - back, Y - right and Z - up.
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# Set the forward speed of the active walker.
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# speed - walker speed in m/sec
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# Returns 1 of there is an active walker and 0 otherwise.
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var forward = func (speed) {
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var cv = view.current.getPath();
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if (contains(walkers, cv)) {
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walkers[cv].forward(speed);
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return 1;
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} else {
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return 0;
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}
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}
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# Set the side step speed of the active walker.
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# speed - walker speed in m/sec
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# Returns 1 of there is an active walker and 0 otherwise.
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var side_step = func (speed) {
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var cv = view.current.getPath();
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if (contains(walkers, cv)) {
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walkers[cv].side_step(speed);
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return 1;
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} else {
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return 0;
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}
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}
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# Get the currently active walker.
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# Returns the active walker object or nil otherwise.
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var active_walker = func {
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var cv = view.current.getPath();
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if (contains(walkers, cv)) {
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return walkers[cv];
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} else {
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return nil;
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}
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}
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###############################################################################
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# The walker class.
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# ==============================================================================
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# Class for a moving view.
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#
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# CONSTRUCTOR:
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# walker.new(<view name>, <constraints>, <managers>);
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#
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# view name ... The name of the view : string
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# constraints ... The movement constraints : constraint hash
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# Determines where the view can go.
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# managers ... Optional list of custom managers. A manager is a
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# a hash that contains an update function of the type
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# func(walker instance). The update function
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# of each manager will be called as the last part of
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# each walker update. Intended for controlling a
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# a 3d model or similar.
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#
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# METHODS:
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# active() : bool
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# returns true if this walk view is active.
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#
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# forward(speed)
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# Sets the forward speed of this walk view.
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# speed ... speed in m/sec : double
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#
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# side_step(speed)
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# Sets the side step speed of this walk view.
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# speed ... speed in m/sec : double
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#
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# set_pos(pos)
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# pos ... position in meter : [double, double, double]
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# get_pos() : position ([meter, meter, meter])
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#
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# set_eye_height(h)
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# get_eye_height() : int (meter)
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#
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# set_constraints(constraints)
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# get_constraints() : constraint hash
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#
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# EXAMPLE:
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# var constraint =
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# walkview.slopingYAlignedPlane.new([19.1, -0.3, -8.85],
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# [19.5, 0.3, -8.85]);
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# var walker = walkview.walker.new("Passenger View", constraint);
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#
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# See Aircraft/Nordstern, Aircraft/Short_Empire and Aircraft/ZLT-NT
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# for working examples of walk views.
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#
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# NOTES:
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# Currently there can only be one view manager per view so the
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# walk view should not have any other view manager.
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var Walker = {
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new : func (view_name, constraints = nil, managers = nil) {
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var obj = { parents : [Walker] };
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obj.view = view.views[view.indexof(view_name)];
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obj.constraints = constraints;
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obj.managers = managers;
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obj.position = [
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obj.view.getNode("config/z-offset-m").getValue(),
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obj.view.getNode("config/x-offset-m").getValue(),
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obj.view.getNode("config/y-offset-m").getValue()
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];
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obj.heading =
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obj.view.getNode("config/heading-offset-deg").getValue();
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obj.speed_fwd = 0.0;
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obj.speed_side = 0.0;
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obj.isactive = 0;
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obj.eye_height = 1.60;
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obj.goal_height = obj.position[2] + obj.eye_height;
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# Register this walker.
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view.manager.register(view_name, obj);
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walkers[obj.view.getPath()] = obj;
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#debug.dump(obj);
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return obj;
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},
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active : func {
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return me.isactive;
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},
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forward : func (speed) {
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me.speed_fwd = speed;
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},
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side_step : func (speed) {
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me.speed_side = speed;
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},
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set_pos : func (pos) {
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me.position[0] = pos[0];
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me.position[1] = pos[1];
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me.position[2] = pos[2];
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},
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get_pos : func {
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return [me.position[0], me.position[1], me.position[2]];
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},
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set_eye_height : func (h) {
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me.eye_height = h;
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},
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get_eye_height : func {
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return me.eye_height;
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},
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set_constraints : func (constraints) {
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me.constraints = constraints;
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},
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get_constraints : func {
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return me.constraints;
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},
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# View handler implementation.
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init : func {
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},
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start : func {
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me.isactive = 1;
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me.last_time = getprop("/sim/time/elapsed-sec") - 0.0001;
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me.update();
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me.position[2] = me.goal_height;
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},
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stop : func {
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me.isactive = 0;
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},
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# The update function is called by the view manager when the view is active.
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update : func {
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var t = getprop("/sim/time/elapsed-sec");
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var dt = t - me.last_time;
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if (dt == 0.0) return;
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var cur = props.globals.getNode("/sim/current-view");
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me.heading = cur.getNode("heading-offset-deg").getValue();
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me.position[0] -=
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me.speed_fwd * dt * math.cos(me.heading * TO_RAD) +
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me.speed_side * dt * math.sin(me.heading * TO_RAD);
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me.position[1] -=
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me.speed_fwd * dt * math.sin(me.heading * TO_RAD) -
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me.speed_side * dt * math.cos(me.heading * TO_RAD);
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var cur_height = me.position[2];
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if (me.constraints != nil) {
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me.position = me.constraints.constrain(me.position);
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me.goal_height = me.position[2] + me.eye_height;
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}
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# Change the view height smoothly
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if (math.abs(me.goal_height - cur_height) > 2.0 * dt) {
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me.position[2] =
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cur_height +
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2.0 * dt *
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((me.goal_height > cur_height) ? 1 : -1);
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} else {
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me.position[2] = me.goal_height;
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}
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cur.getNode("z-offset-m").setValue(me.position[0]);
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cur.getNode("x-offset-m").setValue(me.position[1]);
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cur.getNode("y-offset-m").setValue(me.position[2]);
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if (me.managers != nil) {
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foreach(var m; me.managers) {
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m.update(me);
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}
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}
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me.last_time = t;
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return 0.0;
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},
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};
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###############################################################################
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# Constraint classes. Determines where the view can walk.
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#
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# Convenience functions.
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# Build a UnionConstraint hierarchy from a list of constraints.
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# cs - list of constraints : [constraint]
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var makeUnionConstraint = func (cs) {
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if (size(cs) < 2) return cs[0];
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var ret = cs[0];
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for (var i = 1; i < size(cs); i += 1) {
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ret = UnionConstraint.new(ret, cs[i]);
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}
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return ret;
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}
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# Build a UnionConstraint hierachy that represents a polyline path
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# with a certain width. Each internal point gets a circular surface.
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# points - list of points : [position] ([[meter, meter, meter]])
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# width - width of the path : length (meter)
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# round_ends - put a circle also on the first and last points : bool
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var makePolylinePath = func (points, width, round_ends = 0) {
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if (size(points) < 2) return nil;
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var ret = LinePlane.new(points[0], points[1], width);
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if (round_ends) {
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ret = UnionConstraint.new(line,
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CircularXYSurface.new(points[0], width/2));
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}
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for (var i = 2; i < size(points); i += 1) {
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var line = LinePlane.new(points[i-1], points[i], width);
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if (i + 1 < size(points) or round_ends) {
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line = UnionConstraint.new
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(line,
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CircularXYSurface.new(points[i], width/2));
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}
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ret = UnionConstraint.new(line, ret);
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}
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return ret;
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}
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# The union of two constraints.
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# c1, c2 - the constraints : constraint
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# NOTE: Assumes that the constraints are convex.
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var UnionConstraint = {
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new : func (c1, c2) {
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var obj = { parents : [UnionConstraint] };
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obj.c1 = c1;
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obj.c2 = c2;
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return obj;
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},
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constrain : func (pos) {
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var p1 = me.c1.constrain(pos);
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var p2 = me.c2.constrain(pos);
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if (p1[0] == pos[0] and p1[1] == pos[1]) {
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return p1;
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} elsif (p2[0] == pos[0] and p2[1] == pos[1]) {
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return p2;
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} else {
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if (closerXY(pos, p1, p2) <= 0) {
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return p1;
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} else {
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return p2;
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}
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}
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}
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};
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# Rectangular plane defined by a straight line and a width.
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# The line is extruded horizontally on each side by width/2 into a
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# planar surface.
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# p1, p2 - the line endpoints. : position ([meter, meter, meter])
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# width - total width of the plane. : length (meter)
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var LinePlane = {
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new : func (p1, p2, width) {
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var obj = { parents : [LinePlane] };
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obj.p1 = p1;
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obj.p2 = p2;
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obj.halfwidth = width/2;
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obj.length = vec2.length(vec2.sub(p2, p1));
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obj.e1 = vec2.normalize(vec2.sub(p2, p1));
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obj.e2 = [obj.e1[1], -obj.e1[0]];
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obj.k = (p2[2] - p1[2]) / obj.length;
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return obj;
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},
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constrain : func (pos) {
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var p = [pos[0], pos[1], pos[2]];
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var pXY = vec2.sub(pos, me.p1);
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var along = vec2.dot(pXY, me.e1);
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var across = vec2.dot(pXY, me.e2);
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var along2 = max(0, min(along, me.length));
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var across2 = max(-me.halfwidth, min(across, me.halfwidth));
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if (along2 != along or across2 != across) {
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# Compute new XY position.
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var t = vec2.add(vec2.mul(along2, me.e1), vec2.mul(across2, me.e2));
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p[0] = me.p1[0] + t[0];
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p[1] = me.p1[1] + t[1];
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}
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# Compute Z positition.
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p[2] = me.p1[2] + me.k * along2;
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return p;
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}
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};
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# Circular surface aligned with the XY plane
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# center - the center point : position ([meter, meter, meter])
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# radius - radius in the XY plane : length (meter)
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var CircularXYSurface = {
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new : func (center, radius) {
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var obj = { parents : [CircularXYSurface] };
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obj.center = center;
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obj.radius = radius;
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return obj;
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},
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constrain : func (pos) {
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var p = [pos[0], pos[1], me.center[2]];
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var pXY = vec2.sub(pos, me.center);
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var lXY = vec2.length(pXY);
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if (lXY > me.radius) {
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var t = vec2.add(me.center, vec2.mul(me.radius/lXY, pXY));
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p[0] = t[0];
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p[1] = t[1];
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}
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return p;
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},
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};
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# Mostly aligned plane sloping along the X axis.
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# NOTE: Obsolete. Use linePlane instead.
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# minp - the X,Y minimum point : position ([meter, meter, meter])
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# maxp - the X,Y maximum point : position ([meter, meter, meter])
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var SlopingYAlignedPlane = {
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new : func (minp, maxp) {
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return LinePlane.new([minp[0], (minp[1] + maxp[1])/2, minp[2]],
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[maxp[0], (minp[1] + maxp[1])/2, maxp[2]],
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(maxp[1] - minp[1]));
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}
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};
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# Action constraint
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# Triggers an action when entering or exiting the constraint.
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# constraint - the area in question : constraint
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# on_enter() - function that is called when the walker enters the area.
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# on_exit(x, y) - function that is called when the walker leaves the area.
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# x and y are <0, 0 or >0 depending on in which direction(s)
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# the walker left the constraint.
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var ActionConstraint = {
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new : func (constraint, on_enter = nil, on_exit = nil) {
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var obj = { parents : [ActionConstraint] };
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obj.constraint = constraint;
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obj.on_enter = on_enter;
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obj.on_exit = on_exit;
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obj.inside = 0;
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return obj;
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},
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constrain : func (pos) {
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var p = me.constraint.constrain(pos);
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if (p[0] == pos[0] and p[1] == pos[1]) {
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if (!me.inside) {
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me.inside = 1;
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if (me.on_enter != nil) {
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me.on_enter();
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}
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}
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} else {
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if (me.inside) {
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me.inside -= 1;
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if (!me.inside and me.on_exit != nil) {
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me.on_exit(pos[0] - p[0], pos[1] - p[1]);
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}
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}
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}
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return p;
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}
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};
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###############################################################################
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# Manager classes.
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# JSBSim pointmass manager.
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# Moves a pointmass representing the crew member together with the view.
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# CONSTRUCTOR:
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# JSBSimPointmass.new(<pointmass index>);
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#
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# pointmass index ... The index of the pointmass : int
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# offsets ... [x, y ,z] position in meter of the origin of the
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# JSBSim structural frame in the 3d model frame.
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#
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# NOTE: Only supports aligned frames (yet).
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#
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var JSBSimPointmass = {
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new : func (index, offsets = nil) {
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var base = props.globals.getNode("fdm/jsbsim/inertia");
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var prefix = "pointmass-location-";
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var postfix = "-inches[" ~ index ~"]";
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var obj = { parents : [JSBSimPointmass] };
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obj.pos_ft =
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[
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base.getNode(prefix ~ "X" ~ postfix),
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base.getNode(prefix ~ "Y" ~ postfix),
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base.getNode(prefix ~ "Z" ~ postfix)
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];
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obj.offset = (offsets == nil) ? [0.0, 0.0, 0.0] : offsets;
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return obj;
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},
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update : func (walker) {
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var pos = walker.get_pos();
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pos[2] += walker.get_eye_height()/2;
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forindex (var i; pos) {
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me.pos_ft[i].setValue((pos[i] - me.offset[i])*M2FT*12);
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}
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}
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};
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###############################################################################
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# Module implementation below
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var TO_RAD = math.pi/180;
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var TO_DEG = 180/math.pi;
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var walkers = {};
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var closerXY = func (pos, p1, p2) {
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var l1 = [p1[0] - pos[0], p1[1] - pos[1]];
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var l2 = [p2[0] - pos[0], p2[1] - pos[1]];
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return (l1[0]*l1[0] + l1[1]*l1[1]) - (l2[0]*l2[0] + l2[1]*l2[1]);
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}
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var max = func (a, b) {
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return b > a ? b : a;
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}
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var min = func (a, b) {
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return a > b ? b : a;
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}
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# 2D vector math.
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var vec2 = {
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add : func (a, b) {
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return [a[0] + b[0], a[1] + b[1]];
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},
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sub : func (a, b) {
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return [a[0] - b[0], a[1] - b[1]];
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},
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mul : func (k, a) {
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return [k * a[0], k * a[1]];
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},
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length : func (a) {
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return math.sqrt(a[0]*a[0] + a[1]*a[1]);
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},
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dot : func (a, b) {
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return a[0]*b[0] + a[1]*b[1];
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},
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normalize : func (a) {
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var s = 1/vec2.length(a);
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return [s * a[0], s * a[1]];
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}
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}
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