368 lines
12 KiB
Text
368 lines
12 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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# get_pos() : position
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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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# 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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#
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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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# 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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# 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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# Mostly aligned plane sloping along the X axis.
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# minp - the X,Y minimum point : position (meter)
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# maxp - the X,Y maximum point : position (meter)
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var slopingYAlignedPlane = {
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new : func (minp, maxp) {
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var obj = { parents : [slopingYAlignedPlane] };
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obj.minp = minp;
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obj.maxp = maxp;
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obj.kxz = (maxp[2] - minp[2])/(maxp[0] - minp[0]);
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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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if (pos[0] < me.minp[0]) p[0] = me.minp[0];
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if (pos[0] > me.maxp[0]) p[0] = me.maxp[0];
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if (pos[1] < me.minp[1]) p[1] = me.minp[1];
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if (pos[1] > me.maxp[1]) p[1] = me.maxp[1];
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p[2] = me.minp[2] + me.kxz * (pos[0] - me.minp[0]);
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return p;
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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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