975 lines
28 KiB
Text
975 lines
28 KiB
Text
# These classes provide basic functions for 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.
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#
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# Class instances don't have to be assigned to variables. They do also
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# work if they remain anonymous. It's even a good idea to keep them
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# anonymous if you don't need further access to their members. On the
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# other hand, you can assign the class and apply setters at the same time:
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#
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# aircraft.light.new("sim/model/foo/beacon", [1, 1]); # anonymous
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# var strobe = aircraft.light.new("sim/model/foo/strobe", [1, 1]).cont().switch(1);
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#
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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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#
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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). In return, the property node can
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# always be accessed directly as member "node", and turned into a path
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# string with node.getPath():
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#
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# var beacon = aircraft.light.new("sim/model/foo/beacon", [1, 1]);
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# print(beacon.node.getPath());
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#
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# var strobe_node = props.globals.getNode("sim/model/foo/strobe", 1);
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# var strobe = aircraft.light.new(strobe_node, [0.05, 1.0]);
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#
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#
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# The classes implement only commonly used features, but are easy to
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# extend, 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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#
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# constants
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# ==============================================================================
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var D2R = math.pi / 180;
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var R2D = 180 / math.pi;
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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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var makeNode = func(n) {
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if (isa(n, props.Node))
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return n;
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else
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return props.globals.getNode(n, 1);
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}
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# returns arg[1]-th optional argument of vector arg[0] or default value arg[2]
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#
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var optarg = func {
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if (size(arg[0]) > arg[1] and arg[0][arg[1]] != nil)
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arg[0][arg[1]];
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else
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arg[2];
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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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# ./position-norm (double) (default: <startpos>)
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# ./enabled (bool) (default: 1)
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#
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# EXAMPLE:
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# var canopy = aircraft.door.new("sim/model/foo/canopy", 5);
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# canopy.open();
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#
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var door = {
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new : func {
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m = { parents : [door] };
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m.node = makeNode(arg[0]);
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m.swingtime = arg[1];
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m.positionN = m.node.getNode("position-norm", 1);
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m.enabledN = m.node.getNode("enabled", 1);
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if (m.enabledN.getValue() == nil)
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m.enabledN.setBoolValue(1);
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var pos = optarg(arg, 2, 0);
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if (m.positionN.getValue() == nil)
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m.positionN.setDoubleValue(pos);
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m.target = pos < 0.5;
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return m;
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},
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# door.enable(bool) -> set ./enabled
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enable : func(v) {
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me.enabledN.setBoolValue(v);
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me;
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},
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# door.setpos(double) -> set ./position-norm without movement
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setpos : func(pos) {
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me.positionN.setValue(pos);
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me.target = pos < 0.5;
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me;
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},
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# double door.getpos() -> return current position as double
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getpos : func { me.positionN.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.stop() -> stop movement
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stop : func { interpolate(me.positionN) },
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# door.move(double) -> move to arbitrary position
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move : func(target) {
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var pos = me.getpos();
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if (pos != target) {
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var time = abs(pos - target) * me.swingtime;
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interpolate(me.positionN, target, time);
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}
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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>, <pattern> [, <switch>]);
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# light.new(<property>, <stretch>, <pattern> [, <switch>]);
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#
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# property ... light node: property path or node
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# stretch ... multiplicator for all pattern values
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# pattern ... array of on/off time intervals (in seconds)
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# switch ... property path or node to use as switch (default: ./enabled)
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# instead of ./enabled
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#
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# PROPERTIES:
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# ./state (bool) (default: 0)
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# ./enabled (bool) (default: 0) except if <switch> given)
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#
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# EXAMPLES:
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# aircraft.light.new("sim/model/foo/beacon", [0.4, 0.4]); # anonymous light
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#-------
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# var strobe = aircraft.light.new("sim/model/foo/strobe", [0.05, 0.05, 0.05, 1],
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# "controls/lighting/strobe");
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# strobe.switch(1);
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#-------
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# var switch = props.globals.getNode("controls/lighting/strobe", 1);
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# var pattern = [0.02, 0.03, 0.02, 1];
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# aircraft.light.new("sim/model/foo/strobe-top", 1.001, pattern, switch);
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# aircraft.light.new("sim/model/foo/strobe-bot", 1.005, pattern, switch);
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#
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var light = {
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new : func {
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m = { parents : [light] };
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m.node = makeNode(arg[0]);
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var stretch = 1.0;
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var c = 1;
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if (typeof(arg[c]) == "scalar") {
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stretch = arg[c];
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c += 1;
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}
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if (typeof(arg[c]) != "vector") {
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die("aircraft.nas: the arguments of aircraft.light.new() have changed!\n" ~
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" *** BEFORE: aircraft.light.new(property, 0.1, 0.9, switch)\n" ~
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" *** NOW: aircraft.light.new(property, [0.1, 0.9], switch)");
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}
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m.pattern = arg[c];
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c += 1;
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if (size(arg) > c and arg[c] != nil)
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m.switchN = makeNode(arg[c]);
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else
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m.switchN = m.node.getNode("enabled", 1);
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if (m.switchN.getValue() == nil)
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m.switchN.setBoolValue(0);
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m.stateN = m.node.getNode("state", 1);
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if (m.stateN.getValue() == nil)
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m.stateN.setBoolValue(0);
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forindex (var i; m.pattern)
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m.pattern[i] *= stretch;
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m.index = 0;
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m.loopid = 0;
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m.continuous = 0;
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m.lastswitch = 0;
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m.seqcount = -1;
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m.endstate = 0;
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m.count = nil;
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m.switchL = setlistener(m.switchN, func { m._switch_() }, 1);
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return m;
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},
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# class destructor
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del : func {
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removelistener(me.switchL);
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},
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# light.switch(bool) -> set light switch (also affects other lights
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# that use the same switch)
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switch : func(v) { me.switchN.setBoolValue(v); me },
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# light.toggle() -> toggle light switch
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toggle : func { me.switchN.setBoolValue(!me.switchN.getValue()); me },
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# light.cont() -> continuous light
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cont : func {
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if (!me.continuous) {
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me.continuous = 1;
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me.loopid += 1;
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me.stateN.setBoolValue(me.lastswitch);
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}
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me;
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},
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# light.blink() -> blinking light (default)
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# light.blink(3) -> when switched on, only run three blink sequences;
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# second optional arg defines state after the sequences
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blink : func(count = -1, endstate = 0) {
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me.seqcount = count;
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me.endstate = endstate;
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if (me.continuous) {
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me.continuous = 0;
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me.index = 0;
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me.stateN.setBoolValue(0);
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me.lastswitch and me._loop_(me.loopid += 1);
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}
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me;
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},
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_switch_ : func {
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var switch = me.switchN.getBoolValue();
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switch != me.lastswitch or return;
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me.lastswitch = switch;
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me.loopid += 1;
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if (me.continuous or !switch) {
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me.stateN.setBoolValue(switch);
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} elsif (switch) {
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me.stateN.setBoolValue(0);
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me.index = 0;
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me.count = me.seqcount;
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me._loop_(me.loopid);
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}
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},
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_loop_ : func(id) {
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id == me.loopid or return;
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if (!me.count) {
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me.loopid += 1;
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me.stateN.setBoolValue(me.endstate);
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return;
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}
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me.stateN.setBoolValue(me.index == 2 * int(me.index / 2));
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settimer(func { me._loop_(id) }, me.pattern[me.index]);
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if ((me.index += 1) >= size(me.pattern)) {
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me.index = 0;
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if (me.count > 0)
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me.count -= 1;
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}
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},
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};
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# lowpass
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# ==============================================================================
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# class that implements a variable-interval EWMA (Exponentially Weighted
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# Moving Average) lowpass filter with characteristics independent of the
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# frame rate.
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#
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# SYNOPSIS:
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# lowpass.new(<coefficient>);
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#
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# EXAMPLE:
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# var lp = aircraft.lowpass.new(0.5);
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# print(lp.filter(10)); # prints 10
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# print(lp.filter(0));
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#
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var lowpass = {
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new : func(coeff) {
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var m = { parents : [lowpass] };
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m.coeff = coeff >= 0 ? coeff : die("aircraft.lowpass(): coefficient must be >= 0");
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m.value = nil;
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return m;
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},
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# filter(raw_value) -> push new value, returns filtered value
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filter : func(v) {
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me.filter = me._filter_;
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me.value = v;
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},
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# get() -> returns filtered value
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get : func {
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me.value;
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},
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# set() -> sets new average and returns it
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set : func(v) {
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me.value = v;
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},
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_filter_ : func(v) {
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var dt = getprop("/sim/time/delta-sec");
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var c = dt / (me.coeff + dt);
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me.value = v * c + me.value * (1 - c);
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},
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};
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# angular lowpass
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# ==============================================================================
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# same as above, but for angles. Filters sin/cos separately and calculates the
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# angle again from them. This avoids unexpected jumps from 179.99 to -180 degree.
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#
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var angular_lowpass = {
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new : func(coeff) {
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var m = { parents : [angular_lowpass] };
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m.sin = lowpass.new(coeff);
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m.cos = lowpass.new(coeff);
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m.value = nil;
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return m;
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},
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filter : func(v) {
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v *= D2R;
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me.value = math.atan2(me.sin.filter(math.sin(v)), me.cos.filter(math.cos(v))) * R2D;
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},
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set : func(v) {
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v *= D2R;
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me.sin.set(math.sin(v));
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me.cos.set(math.cos(v));
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},
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get : func {
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me.value;
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},
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};
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# data
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# ==============================================================================
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# class that loads and saves properties to aircraft-specific data files in
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# ~/.fgfs/aircraft-data/ (Unix) or %APPDATA%\flightgear.org\aircraft-data\.
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# There's no public constructor, as the only needed instance gets created
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# by the system.
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#
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# SYNOPSIS:
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# data.add(<properties>);
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# data.save([<interval>])
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#
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# properties ... about any combination of property nodes (props.Node)
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# or path name strings, or lists or hashes of them,
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# lists of lists of them, etc.
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# interval ... save in <interval> minutes intervals, or only once
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# if 'nil' or empty (and again at reinit/exit)
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#
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# SIGNALS:
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# /sim/signals/save ... set to 'true' right before saving. Can be used
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# to update values that are to be saved
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#
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# EXAMPLE:
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# var p = props.globals.getNode("/sim/model", 1);
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# var vec = [p, p];
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# var hash = {"foo": p, "bar": p};
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#
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# # add properties
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# aircraft.data.add("/sim/fg-root", p, "/sim/fg-home");
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# aircraft.data.add(p, vec, hash, "/sim/fg-root");
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#
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# # now save only once (and at exit/reinit, which is automatically done)
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# aircraft.data.save();
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#
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# # or save now and every 30 sec (and at exit/reinit)
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# aircraft.data.save(0.5);
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#
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var data = {
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init : func {
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me.path = getprop("/sim/fg-home") ~ "/aircraft-data/" ~ getprop("/sim/aircraft") ~ ".xml";
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me.signalN = props.globals.getNode("/sim/signals/save", 1);
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me.catalog = [];
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me.loopid = 0;
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me.interval = 0;
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setlistener("/sim/signals/reinit", func(n) { n.getBoolValue() and me._save_() });
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setlistener("/sim/signals/exit", func { me._save_() });
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},
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load : func {
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if (io.stat(me.path) != nil) {
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printlog("info", "loading aircraft data from ", me.path);
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io.read_properties(me.path, props.globals);
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}
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},
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save : func(v = nil) {
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me.loopid += 1;
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if (v == nil) {
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me._save_();
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} else {
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me.interval = 60 * v;
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me._loop_(me.loopid);
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}
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},
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_loop_ : func(id) {
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id == me.loopid or return;
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me._save_();
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settimer(func { me._loop_(id) }, me.interval);
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},
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_save_ : func {
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size(me.catalog) or return;
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printlog("debug", "saving aircraft data to ", me.path);
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me.signalN.setBoolValue(1);
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var data = props.Node.new();
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foreach (var c; me.catalog) {
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if (c[0] == `/`)
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c = substr(c, 1);
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props.copy(props.globals.getNode(c, 1), data.getNode(c, 1));
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}
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io.write_properties(me.path, data);
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},
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add : func(p...) {
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foreach (var n; props.nodeList(p))
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append(me.catalog, n.getPath());
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},
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};
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# timer
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# ==============================================================================
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# class that implements timer that can be started, stopped, reset, and can
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# have its value saved to the aircraft specific data file. Saving the value
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# is done automatically by the aircraft.Data class.
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#
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# SYNOPSIS:
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# timer.new(<property> [, <resolution:double> [, <save:bool>]])
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#
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# <property> ... property path or props.Node hash that holds the timer value
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# <resolution> ... timer update resolution -- interval in seconds in which the
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# timer property is updated while running (default: 1 s)
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# <save> ... bool that defines whether the timer value should be saved
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# and restored next time, as needed for Hobbs meters
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# (default: 1)
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#
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# EXAMPLES:
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# var hobbs_turbine = aircraft.timer.new("/sim/time/hobbs/turbine[0]", 60);
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# hobbs_turbine.start();
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#
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# aircraft.timer.new("/sim/time/hobbs/battery", 60).start(); # anonymous timer
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#
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var timer = {
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new : func(prop, res = 1, save = 1) {
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var m = { parents : [timer] };
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m.node = makeNode(prop);
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if (m.node.getType() == "NONE")
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m.node.setDoubleValue(0);
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m.systimeN = props.globals.getNode("/sim/time/elapsed-sec", 1);
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m.last_systime = nil;
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m.interval = res;
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m.loopid = 0;
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m.running = 0;
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if (save) {
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data.add(m.node);
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m.saveL = setlistener("/sim/signals/save", func { m._save_() });
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} else {
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m.saveL = nil;
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}
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return m;
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},
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del : func {
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me.stop();
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if (me.saveL != nil)
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removelistener(me.saveL);
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},
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start : func {
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me.running and return;
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me.last_systime = me.systimeN.getValue();
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me.interval != nil and me._loop_(me.loopid);
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me.running = 1;
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me;
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},
|
|
stop : func {
|
|
me.running or return;
|
|
me.running = 0;
|
|
me.loopid += 1;
|
|
me._apply_();
|
|
me;
|
|
},
|
|
reset : func {
|
|
me.node.setDoubleValue(0);
|
|
me.last_systime = me.systimeN.getValue();
|
|
},
|
|
_apply_ : func {
|
|
var sys = me.systimeN.getValue();
|
|
me.node.setDoubleValue(me.node.getValue() + sys - me.last_systime);
|
|
me.last_systime = sys;
|
|
},
|
|
_save_ : func {
|
|
if (me.running)
|
|
me._apply_();
|
|
},
|
|
_loop_ : func(id) {
|
|
id != me.loopid and return;
|
|
me._apply_();
|
|
settimer(func { me._loop_(id) }, me.interval);
|
|
},
|
|
};
|
|
|
|
|
|
|
|
# livery
|
|
# =============================================================================
|
|
# Class that maintains livery XML files (see English Electric Lightning for an
|
|
# example). The last used livery is saved on exit and restored next time. Livery
|
|
# files are regular PropertyList XML files whose properties are copied to the
|
|
# main tree (whereby the node types are ignored).
|
|
#
|
|
# SYNOPSIS:
|
|
# livery.init(<livery-dir> [, <name-path> [, <sort-path>]]);
|
|
#
|
|
# <livery-dir> ... directory with livery XML files, relative to $FG_ROOT
|
|
# <name-path> ... property path to the livery name in the livery files
|
|
# and the property tree (default: /sim/model/livery/name)
|
|
# <sort-path> ... property path to the sort criterion (default: same as
|
|
# <name-path> -- that is: alphabetic sorting)
|
|
#
|
|
# EXAMPLE:
|
|
# aircraft.livery.init("Aircraft/Lightning/Models/Liveries",
|
|
# "sim/model/livery/variant",
|
|
# "sim/model/livery/index"); # optional
|
|
#
|
|
# aircraft.livery.dialog.toggle();
|
|
# aircraft.livery.select("OEBH");
|
|
# aircraft.livery.next();
|
|
#
|
|
var livery = {
|
|
init : func(livery_dir, name_path = "sim/model/livery/name", sort_path = nil) {
|
|
me.dir = livery_dir;
|
|
if (me.dir[-1] != `/`)
|
|
me.dir ~= "/";
|
|
me.name_path = name_path;
|
|
me.sort_path = sort_path != nil ? sort_path : name_path;
|
|
me.rescan();
|
|
aircraft.data.add(name_path);
|
|
me.dialog = gui.Dialog.new("livery-select");
|
|
},
|
|
rescan : func {
|
|
me.data = [];
|
|
var path = getprop("/sim/fg-root") ~ "/" ~ me.dir;
|
|
foreach (var file; directory(path)) {
|
|
if (substr(file, -4) != ".xml")
|
|
continue;
|
|
var n = io.read_properties(path ~ file);
|
|
var name = n.getNode(me.name_path);
|
|
var index = n.getNode(me.sort_path);
|
|
if (name == nil or index == nil)
|
|
continue;
|
|
append(me.data, [name.getValue(), index.getValue(), n.getValues(),
|
|
substr(file, 0, size(file) - 4)]);
|
|
}
|
|
me.data = sort(me.data, func(a, b) {
|
|
num(a[1]) == nil or num(b[1]) == nil ? cmp(a[1], b[1]) : a[1] - b[1];
|
|
});
|
|
me.select(getprop(me.name_path));
|
|
},
|
|
# select by index (out-of-bounds indices are wrapped)
|
|
set : func(i) {
|
|
if (i < 0)
|
|
i = size(me.data) - 1;
|
|
if (i >= size(me.data))
|
|
i = 0;
|
|
me.current = i;
|
|
props.globals.setValues(me.data[i][2]);
|
|
setprop("sim/model/livery/file", me.data[i][3]);
|
|
},
|
|
# select by name
|
|
select : func(name) {
|
|
forindex (var i; me.data)
|
|
if (me.data[i][0] == name)
|
|
me.set(i);
|
|
},
|
|
next : func {
|
|
me.set(me.current + 1);
|
|
},
|
|
previous : func {
|
|
me.set(me.current - 1);
|
|
},
|
|
};
|
|
|
|
|
|
|
|
# livery_update
|
|
# =============================================================================
|
|
# Class for maintaining liveries in MP aircraft. It is used in Nasal code that's
|
|
# embedded in aircraft animation XML files, and checks in intervals whether the
|
|
# parent aircraft has changed livery, in which case it changes the livery
|
|
# in the remote aircraft accordingly.
|
|
#
|
|
# SYNOPSIS:
|
|
# livery_update.new(<livery-dir> [, <interval:10> [, <func>]]);
|
|
#
|
|
# <livery-dir> ... directory with livery files, relative to $FG_ROOT
|
|
# <interval> ... checking interval in seconds (default: 10)
|
|
# <func> ... callback function that's called with the ./sim/model/livery/file
|
|
# contents as argument whenever the livery has changed. This can
|
|
# be used for post-processing.
|
|
#
|
|
# EXAMPLE:
|
|
# <nasal>
|
|
# <load>
|
|
# var livery_update = aircraft.livery_update.new(
|
|
# "Aircraft/R22/Models/Liveries", 30,
|
|
# func { print("R22 livery update") });
|
|
# </load>
|
|
#
|
|
# <unload>
|
|
# livery_update.stop();
|
|
# </unload>
|
|
# </nasal>
|
|
#
|
|
var livery_update = {
|
|
new : func(liveriesdir, interval = 10, callback = nil) {
|
|
var m = { parents : [livery_update] };
|
|
var root = cmdarg();
|
|
m.root = root.getPath();
|
|
m.fileN = root.getNode("sim/model/livery/file", 1);
|
|
m.dir = getprop("/sim/fg-root") ~ "/" ~ liveriesdir ~ "/";
|
|
m.interval = interval;
|
|
m.last = "";
|
|
m.running = 1;
|
|
m.callback = callback;
|
|
if (root.getName() == "multiplayer")
|
|
m._loop_();
|
|
return m;
|
|
},
|
|
stop : func {
|
|
me.running = 0;
|
|
},
|
|
_loop_ : func {
|
|
me.running or return;
|
|
var file = me.fileN.getValue();
|
|
if (file != nil and file != me.last) {
|
|
io.read_properties(me.dir ~ file ~ ".xml", me.root);
|
|
me.last = file;
|
|
if (me.callback != nil)
|
|
me.callback(file);
|
|
}
|
|
settimer(func { me._loop_() }, me.interval);
|
|
},
|
|
};
|
|
|
|
|
|
|
|
# formation
|
|
# =============================================================================
|
|
# A modification of the livery class. This class maintains formation
|
|
# XML files (see Blackburn Buccaneer for an example). Files are regular
|
|
# PropertyList XML files whose properties are copied to the
|
|
# main tree (whereby the node types are ignored).
|
|
#
|
|
# SYNOPSIS:
|
|
# formation.init(<formation-dir> [, <name-path> [, <sort-path>]]);
|
|
#
|
|
# <formation-dir> ... directory with livery XML files, relative to $FG_ROOT
|
|
# <name-path> ... property path to the livery name in the livery files
|
|
# and the property tree (default: /sim/model/formation/name)
|
|
# <sort-path> ... property path to the sort criterion (default: same as
|
|
# <name-path> -- that is: alphabetic sorting)
|
|
#
|
|
# EXAMPLE:
|
|
# aircraft.formation.init("Aircraft/Buccaneer/Formations",
|
|
# "sim/model/formation/variant",
|
|
# "sim/model/formation/index"); # optional
|
|
#
|
|
# aircraft.formation.dialog.toggle();
|
|
# aircraft.formation.select("take off");
|
|
# aircraft.formation.next();
|
|
#
|
|
var formation = {
|
|
init : func(formation_dir, name_path = "sim/model/formation/name", sort_path = nil) {
|
|
me.dir = formation_dir;
|
|
if (me.dir[-1] != `/`)
|
|
me.dir ~= "/";
|
|
me.name_path = name_path;
|
|
me.sort_path = sort_path != nil ? sort_path : name_path;
|
|
me.rescan();
|
|
aircraft.data.add(name_path);
|
|
me.dialog = gui.Dialog.new("formation-select");
|
|
},
|
|
rescan : func {
|
|
me.data = [];
|
|
var path = getprop("/sim/fg-root") ~ "/" ~ me.dir;
|
|
foreach (var file; directory(path)) {
|
|
if (substr(file, -4) != ".xml")
|
|
continue;
|
|
var n = io.read_properties(path ~ file);
|
|
var name = n.getNode(me.name_path);
|
|
var index = n.getNode(me.sort_path);
|
|
if (name == nil or index == nil)
|
|
continue;
|
|
append(me.data, [name.getValue(), index.getValue(), n.getValues()]);
|
|
}
|
|
me.data = sort(me.data, func(a, b) {
|
|
num(a[1]) == nil or num(b[1]) == nil ? cmp(a[1], b[1]) : a[1] - b[1];
|
|
});
|
|
me.select(getprop(me.name_path));
|
|
},
|
|
# select by index (out-of-bounds indices are wrapped)
|
|
set : func(i) {
|
|
if (i < 0)
|
|
i = size(me.data) - 1;
|
|
if (i >= size(me.data))
|
|
i = 0;
|
|
props.globals.setValues(me.data[i][2]);
|
|
me.current = i;
|
|
},
|
|
# select by name
|
|
select : func(name) {
|
|
forindex (var i; me.data)
|
|
if (me.data[i][0] == name)
|
|
me.set(i);
|
|
},
|
|
next : func {
|
|
me.set(me.current + 1);
|
|
},
|
|
previous : func {
|
|
me.set(me.current - 1);
|
|
},
|
|
};
|
|
|
|
|
|
|
|
# steering
|
|
# =============================================================================
|
|
# Class that implements differential braking depending on rudder position.
|
|
# Note that this overrides the controls.applyBrakes() wrapper. If you need
|
|
# your own version, then override it again after the steering.init() call.
|
|
#
|
|
# SYNOPSIS:
|
|
# steering.init([<property> [, <threshold>]]);
|
|
#
|
|
# <property> ... property path or props.Node hash that enables/disables
|
|
# brake steering (usually bound to the js trigger button)
|
|
# <threshold> ... defines range (+- threshold) around neutral rudder
|
|
# position in which both brakes are applied
|
|
#
|
|
# EXAMPLES:
|
|
# aircraft.steering.init("/controls/gear/steering", 0.2);
|
|
# aircraft.steering.init();
|
|
#
|
|
var steering = {
|
|
init : func(switch = "/controls/gear/brake-steering", threshold = 0.3) {
|
|
me.threshold = threshold;
|
|
me.switchN = makeNode(switch);
|
|
me.switchN.setBoolValue(me.switchN.getBoolValue());
|
|
me.leftN = props.globals.getNode("/controls/gear/brake-left", 1);
|
|
me.rightN = props.globals.getNode("/controls/gear/brake-right", 1);
|
|
me.rudderN = props.globals.getNode("/controls/flight/rudder", 1);
|
|
me.loopid = 0;
|
|
|
|
controls.applyBrakes = func(v, w = 0) {
|
|
if (w < 0)
|
|
steering.leftN.setValue(v);
|
|
elsif (w > 0)
|
|
steering.rightN.setValue(v);
|
|
else
|
|
steering.switchN.setValue(v);
|
|
}
|
|
setlistener(me.switchN, func(n) {
|
|
me.loopid += 1;
|
|
if (n.getValue())
|
|
me._loop_(me.loopid);
|
|
else
|
|
me.setbrakes(0, 0);
|
|
}, 1);
|
|
},
|
|
_loop_ : func(id) {
|
|
id == me.loopid or return;
|
|
var rudder = me.rudderN.getValue();
|
|
if (rudder > me.threshold)
|
|
me.setbrakes(0, rudder);
|
|
elsif (rudder < -me.threshold)
|
|
me.setbrakes(-rudder, 0);
|
|
else
|
|
me.setbrakes(1, 1);
|
|
|
|
settimer(func { me._loop_(id) }, 0);
|
|
},
|
|
setbrakes : func(left, right) {
|
|
me.leftN.setDoubleValue(left);
|
|
me.rightN.setDoubleValue(right);
|
|
},
|
|
};
|
|
|
|
|
|
|
|
# autotrim
|
|
# =============================================================================
|
|
# Singleton class that supports quick trimming and compensates for the lack
|
|
# of resistance/force feedback in most joysticks. Normally the pilot trims such
|
|
# that no real or artificially generated (by means of servo motors and spring
|
|
# preloading) forces act on the stick/yoke and it is in a comfortable position.
|
|
# This doesn't work well on computer joysticks.
|
|
#
|
|
# SYNOPSIS:
|
|
# autotrim.start(); # on key/button press
|
|
# autotrim.stop(); # on key/button release (mod-up)
|
|
#
|
|
# USAGE:
|
|
# (1) move the stick such that the aircraft is in an orientation that
|
|
# you want to trim for (forward flight, hover, ...)
|
|
# (2) press autotrim button and keep it pressed
|
|
# (3) move stick/yoke to neutral position (center)
|
|
# (4) release autotrim button
|
|
#
|
|
var autotrim = {
|
|
init : func {
|
|
me.elevator = me.Trim.new("elevator");
|
|
me.aileron = me.Trim.new("aileron");
|
|
me.rudder = me.Trim.new("rudder");
|
|
me.loopid = 0;
|
|
me.active = 0;
|
|
},
|
|
start : func {
|
|
me.active and return;
|
|
me.active = 1;
|
|
me.elevator.start();
|
|
me.aileron.start();
|
|
me.rudder.start();
|
|
me._loop_(me.loopid += 1);
|
|
},
|
|
stop : func {
|
|
me.active or return;
|
|
me.active = 0;
|
|
me.loopid += 1;
|
|
me.update();
|
|
},
|
|
_loop_ : func(id) {
|
|
id == me.loopid or return;
|
|
me.update();
|
|
settimer(func { me._loop_(id) }, 0);
|
|
},
|
|
update : func {
|
|
me.elevator.update();
|
|
me.aileron.update();
|
|
me.rudder.update();
|
|
},
|
|
Trim : {
|
|
new : func(name) {
|
|
var m = { parents : [ autotrim.Trim ] };
|
|
m.trimN = props.globals.getNode("/controls/flight/" ~ name ~ "-trim", 1);
|
|
m.ctrlN = props.globals.getNode("/controls/flight/" ~ name, 1);
|
|
return m;
|
|
},
|
|
start : func {
|
|
me.last = me.ctrlN.getValue();
|
|
},
|
|
update : func {
|
|
var v = me.ctrlN.getValue();
|
|
me.trimN.setDoubleValue(me.trimN.getValue() + me.last - v);
|
|
me.last = v;
|
|
},
|
|
},
|
|
};
|
|
|
|
|
|
|
|
# HUD control class to handle both HUD implementations
|
|
# ==============================================================================
|
|
#
|
|
var HUD = {
|
|
init : func {
|
|
me.vis0N = props.globals.getNode("/sim/hud/visibility[0]", 1);
|
|
me.vis1N = props.globals.getNode("/sim/hud/visibility[1]", 1);
|
|
me.currcolN = props.globals.getNode("/sim/hud/current-color", 1);
|
|
me.paletteN = props.globals.getNode("/sim/hud/palette", 1);
|
|
me.brightnessN = props.globals.getNode("/sim/hud/color/brightness", 1);
|
|
me.currentN = me.vis0N;
|
|
},
|
|
cycle_color : func { # h-key
|
|
if (!me.currentN.getBoolValue()) # if off, turn on
|
|
return me.currentN.setBoolValue(1);
|
|
|
|
var i = me.currcolN.getValue() + 1; # if through, turn off
|
|
if (i < 0 or i >= size(me.paletteN.getChildren("color"))) {
|
|
me.currentN.setBoolValue(0);
|
|
me.currcolN.setIntValue(0);
|
|
} else { # otherwise change color
|
|
me.currentN.setBoolValue(1);
|
|
me.currcolN.setIntValue(i);
|
|
}
|
|
},
|
|
cycle_brightness : func { # H-key
|
|
me.is_active() or return;
|
|
var br = me.brightnessN.getValue() - 0.2;
|
|
me.brightnessN.setValue(br > 0.01 ? br : 1);
|
|
},
|
|
normal_type : func { # i-key
|
|
me.is_active() or return;
|
|
me.oldinit1();
|
|
me.vis0N.setBoolValue(1);
|
|
me.vis1N.setBoolValue(0);
|
|
me.currentN = me.vis0N;
|
|
},
|
|
cycle_type : func { # I-key
|
|
me.is_active() or return;
|
|
if (me.currentN == me.vis0N) {
|
|
me.vis0N.setBoolValue(0);
|
|
me.vis1N.setBoolValue(1);
|
|
me.currentN = me.vis1N;
|
|
} elsif (me.currentN == me.vis1N) {
|
|
me.vis0N.setBoolValue(1);
|
|
me.vis1N.setBoolValue(0);
|
|
me.oldinit2();
|
|
me.currentN = me.vis0N;
|
|
}
|
|
},
|
|
oldinit1 : func { fgcommand("hud-init") },
|
|
oldinit2 : func { fgcommand("hud-init2") },
|
|
is_active : func { me.vis0N.getValue() or me.vis1N.getValue() },
|
|
};
|
|
|
|
|
|
|
|
# module initialization
|
|
# ==============================================================================
|
|
#
|
|
|
|
_setlistener("/sim/signals/nasal-dir-initialized", func {
|
|
props.initNode("/sim/time/delta-sec", 0);
|
|
props.initNode("/sim/time/delta-realtime-sec", 0.00000001);
|
|
|
|
HUD.init();
|
|
data.init();
|
|
autotrim.init();
|
|
|
|
if (getprop("/sim/startup/save-on-exit")) {
|
|
data.load();
|
|
var n = props.globals.getNode("/sim/aircraft-data");
|
|
if (n != nil)
|
|
foreach (var c; n.getChildren("path"))
|
|
if (c.getType() != "NONE")
|
|
data.add(c.getValue());
|
|
} else {
|
|
data._save_ = func {}
|
|
data._loop_ = func {}
|
|
}
|
|
});
|
|
|
|
|