eff0eecb8f
light: - only trigger switch action if switch state actually changed - simplify loop
331 lines
9.6 KiB
Text
331 lines
9.6 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"); # anonymous
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# strobe = aircraft.light.new("sim/model/foo/strobe").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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# beacon = aircraft.light.new("sim/model/foo/beacon");
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# print(beacon.node.getPath());
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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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#
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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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# 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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# returns arg[1]-th optional argument of vector arg[0] or default value arg[2]
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#
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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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}
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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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# 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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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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}
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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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}
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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 { me.enabledN.setBoolValue(arg[0]); me },
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# door.setpos(double) -> set ./position-norm without movement
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setpos : func { me.positionN.setValue(arg[0]); me.target = arg[0] < 0.5; me },
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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 {
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time = abs(me.getpos() - arg[0]) * me.swingtime;
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interpolate(me.positionN, 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 that the light is on when blinking (default: 0.5 [s])
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# offtime ... time that the light is off when blinking (default: <ontime>)
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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); # anonymous light
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# strobe = aircraft.light.new("sim/model/foo/strobe", 0.05, 1.0,
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# "controls/lighting/strobe");
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# strobe.switch(1);
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#
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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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m.ontime = optarg(arg, 1, 0.5);
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m.offtime = optarg(arg, 2, m.ontime);
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if (size(arg) > 3 and arg[3] != nil) {
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m.switchN = makeNode(arg[3]);
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} else {
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m.switchN = m.node.getNode("enabled", 1);
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}
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if (m.switchN.getValue() == nil) {
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m.switchN.setBoolValue(0);
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}
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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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}
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m.continuous = 0;
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m.loopid = 0;
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m.switch = -1;
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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 { me.switchN.setBoolValue(arg[0]); 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 { if (!me.continuous) { me.continuous = 1; me._switch_(); } me },
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# light.blink() -> blinking light (default)
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blink : func { if (me.continuous) { me.continuous = 0; me._switch_(); } me },
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_switch_ : func {
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var switch = me.switchN.getBoolValue();
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if (me.switch == switch) {
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return;
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}
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me.switch = switch;
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me.loopid += 1;
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if (me.continuous) {
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me.stateN.setBoolValue(switch);
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} elsif (switch) {
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me._loop_(me.loopid);
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} else {
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me.stateN.setBoolValue(0);
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}
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},
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_loop_ : func(id) {
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if (id != me.loopid) {
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return;
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}
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me.stateN.setBoolValue(var state = !me.stateN.getBoolValue());
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settimer(func { me._loop_(id) }, state ? me.ontime : me.offtime);
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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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lowpass = {
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new : func(coeff) {
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var m = { parents : [lowpass] };
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m.dtN = props.globals.getNode("/sim/time/delta-realtime-sec", 1);
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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
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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 = me.dtN.getValue();
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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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# HUD control class to handle both HUD implementations.
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#
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HUDControl = {
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new : func {
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var m = { parents : [HUDControl] };
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m.vis0N = props.globals.getNode("/sim/hud/visibility[0]", 1);
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m.vis1N = props.globals.getNode("/sim/hud/visibility[1]", 1);
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m.currcolN = props.globals.getNode("/sim/hud/current-color", 1);
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m.paletteN = props.globals.getNode("/sim/hud/palette", 1);
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m.brightnessN = props.globals.getNode("/sim/hud/color/brightness", 1);
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m.currentN = m.vis0N;
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return m;
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},
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cycle_color : func { # h-key
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if (!me.currentN.getBoolValue()) { # if off, turn on
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return me.currentN.setBoolValue(1);
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}
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var i = me.currcolN.getValue() + 1; # if through, turn off
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if (i < 0 or i >= size(me.paletteN.getChildren("color"))) {
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me.currentN.setBoolValue(0);
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me.currcolN.setIntValue(0);
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} else { # otherwise change color
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me.currentN.setBoolValue(1);
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me.currcolN.setIntValue(i);
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}
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},
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cycle_brightness : func { # H-key
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var br = me.brightnessN.getValue() - 0.2;
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me.brightnessN.setValue(br > 0.01 ? br : 1);
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},
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normal_type : func { # i-key
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me.oldinit1();
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me.vis0N.setBoolValue(1);
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me.vis1N.setBoolValue(0);
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me.currentN = me.vis0N;
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},
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cycle_type : func { # I-key
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if (me.currentN == me.vis0N) {
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me.vis0N.setBoolValue(0);
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me.vis1N.setBoolValue(1);
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me.currentN = me.vis1N;
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} elsif (me.currentN == me.vis1N) {
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me.vis0N.setBoolValue(1);
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me.vis1N.setBoolValue(0);
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me.oldinit2();
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me.currentN = me.vis0N;
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}
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},
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oldinit1 : func { fgcommand("hud-init", props.Node.new()) },
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oldinit2 : func { fgcommand("hud-init2", props.Node.new()) },
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};
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var HUD = nil;
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settimer(func { HUD = HUDControl.new() }, 0);
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