a978a79d16
- light class added (for lights and other pulsing/blinking objects) - fixed and improved documentation - all property args may be path strings or nodes - existing nodes aren't overwritten any more - better naming of class vars (for outside access) Tested with the bo105 (which I fully ported to use aircraft.nas) and the fokker70 (which are the only aircraft using the new classes :-)
183 lines
5.8 KiB
Text
183 lines
5.8 KiB
Text
# These classes provide basic functions to use in aircraft specific
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# Nasal context. Note that even if a class is called "door" or "light"
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# this doesn't mean that it can't be used for other purposes. The classes
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# implement only commonly used features, but are easily to extend,
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# as all class members are accessible from outside. For example:
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#
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# # add custom property to door node:
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# frontdoor.node.getNode("name", 1).setValue("front door");
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#
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# # add method to class instance (or base class -> aircraft.door.print)
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# frontdoor.print = func { print(me.position.getValue()) };
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#
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# Wherever a property argument can be given, this can either be a path,
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# or a node (i.e. property node hash). For example:
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#
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# beacon = aircraft.light.new("sim/model/foo/beacon");
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#
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# strobe_node = props.globals.getNode("sim/model/foo/strobe", 1);
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# strobe = aircraft.light.new(strobe_node, 0.05, 1.0);
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#
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# Classes do create properties, but they don't usually overwrite the contents
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# of an existing property. This makes it possible to preset them in
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# a *-set.xml file or on the command line. For example:
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#
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# $ fgfs --aircraft=bo105 --prop:/controls/doors/door[0]/position-norm=1
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# helper functions
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# ==============================================================================
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# creates (if necessary) and returns a property node from arg[0],
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# which can be a property node already, or a property path
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#
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makeNode = func {
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if (isa(arg[0], props.Node)) {
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return arg[0];
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} else {
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return props.globals.getNode(arg[0], 1);
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}
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}
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# door
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# ==============================================================================
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# class for objects moving at constant speed, with the ability to
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# reverse moving direction at any point. Appropriate for doors, canopies, etc.
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#
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# SYNOPSIS:
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# door.new(<property>, <swingtime> [, <startpos>]);
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#
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# property ... door node: property path or node
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# swingtime ... time in seconds for full movement (0 -> 1)
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# startpos ... initial position (default: 0)
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#
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# PROPERTIES:
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# <property>/position-norm (double)
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# <property>/enabled (bool)
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#
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# EXAMPLE:
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# canopy = aircraft.door.new("sim/model/foo/canopy", 5);
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# canopy.open();
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#
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door = {
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new : func {
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d = { parents : [door] };
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d.node = makeNode(arg[0]);
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d.swingtime = arg[1];
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d.position = d.node.getNode("position-norm", 1);
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d.enabled = d.node.getNode("enabled", 1);
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if (d.enabled.getValue() == nil) {
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d.enabled.setBoolValue(1);
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}
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pos = if (size(arg) > 2 and arg[2] != nil) { arg[2] } else { 0 };
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if (d.position.getValue() == nil) {
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d.position.setDoubleValue(pos);
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}
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d.target = pos < 0.5;
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return d;
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},
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# door.enable(bool) -> set <property>/enabled
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enable : func { me.enabled.setBoolValue(!!arg[0]) },
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# door.setpos(double) -> set <property>/position-norm without movement
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setpos : func { me.position.setValue(arg[0]); me.target = arg[0] < 0.5 },
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# double door.getpos() -> return current position as double
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getpos : func { me.position.getValue() },
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# door.close() -> move to closed state
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close : func { me.move(me.target = 0) },
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# door.open() -> move to open state
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open : func { me.move(me.target = 1) },
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# door.toggle() -> move to opposite end position
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toggle : func { me.move(me.target) },
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# door.move(double) -> move to arbitrary position
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move : func {
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time = abs(me.getpos() - arg[0]) * me.swingtime;
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interpolate(me.position, arg[0], time);
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me.target = !me.target;
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},
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};
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# light
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# ==============================================================================
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# class for generation of pulsing values. Appropriate for controlling
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# beacons, strobes, etc.
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#
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# SYNOPSIS:
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# light.new(<property> [, <ontime> [, <offtime> [, <switch>]]]);
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#
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# property ... light node: property path or node
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# ontime ... time in seconds that the light is on when blinking (default: 0.5)
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# offtime ... time in seconds that the light is off when blinking (default: ontime)
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# switch ... property path or node to use as switch (default: <property>/enabled)
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# If the switch node isn't given or nil, it gets
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# created and the light turned on.
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#
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# PROPERTIES:
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# <property>/state (bool)
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# <property>/enabled (bool) (except if <switch> given)
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#
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# EXAMPLES:
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# beacon = aircraft.light.new("sim/model/foo/beacon", 0.4);
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# strobe = aircraft.light.new("sim/model/foo/strobe", 0.05, 1.0, "controls/lighting/strobe");
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# strobe.set(1);
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#
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light = {
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new : func {
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d = { parents : [light] };
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d.node = makeNode(arg[0]);
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d.ontime = if (size(arg) > 1 and arg[1] != nil) { arg[1] } else { 0.5 };
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d.offtime = if (size(arg) > 2 and arg[2] != nil) { arg[2] } else { d.ontime };
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if (size(arg) > 3 and arg[3] != nil) {
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d.switch = makeNode(arg[3]);
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} else {
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d.switch = d.node.getNode("enabled", 1);
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}
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if (d.switch.getValue() == nil) {
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d.switch.setBoolValue(1);
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}
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d.state = d.node.getNode("state", 1);
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if (d.state.getValue() == nil) {
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d.state.setBoolValue(0);
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}
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d.continuous = 0;
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d._loop_();
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return d;
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},
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# light.set(bool) -> set light switch (also affects other lights
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# that use the same switch)
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set : func { me.switch.setBoolValue(!!arg[0]) },
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# light.toggle() -> toggle light switch
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toggle : func { me.switch.setBoolValue(!me.switch.getValue()) },
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# light.cont() -> continuous light
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cont : func { me.continuous = 1 },
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# light.blink() -> blinking light
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blink : func { me.continuous = 0 },
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_loop_ : func {
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if (!me.switch.getValue()) {
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value = 0; delay = 0.5;
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} elsif (me.continuous) {
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value = 1; delay = 0.5;
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} elsif (me.state.getValue()) {
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value = 0; delay = me.offtime;
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} else {
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value = 1; delay = me.ontime;
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}
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me.state.setValue(value);
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settimer(func { me._loop_() }, delay);
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},
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};
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