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fgdata/Nasal/dynamic_view.nas
2006-08-21 09:45:48 +00:00

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sin = func(a) { math.sin(a * math.pi / 180.0) }
cos = func(a) { math.cos(a * math.pi / 180.0) }
sigmoid = func(x) { 1 / (1 + math.exp(-x)) }
nsigmoid = func(x) { 2 / (1 + math.exp(-x)) - 1 }
pow = func(v, w) { math.exp(math.ln(v) * w) }
npow = func(v, w) { math.exp(math.ln(abs(v)) * w) * (v < 0 ? -1 : 1) }
clamp = func(v, min, max) { v < min ? min : v > max ? max : v }
normatan = func(x) { math.atan2(x, 1) * 2 / math.pi }
f1 = func(x) { 3.782 * math.sin(x) * math.sin(x) * math.exp(-x) }
f2 = func(x) { 2 * sin(x) / (x * x * x + 1) }
f3 = func(x) { 1 / (x * x + 1) }
# Class that implements EWMA (Exponentially Weighted Moving Average)
# lowpass filter. Initialize with coefficient, set new value when
# you fetch one.
#
LowPass = {
new : func(coeff) {
var m = { parents : [LowPass] };
m.value = nil;
m.coeff = 1.0 - 1.0 / pow(10, abs(coeff));
return m;
},
get : func(v) {
me.get = me._get_;
me.value = v;
},
_get_ : func(v) {
me.value = v * (1 - me.coeff) + me.value * me.coeff;
},
};
# Class that reads a property value, applies factor & offset, clamps to min & max,
# and optionally lowpass filters. lowpass = 0 means no filtering, lowpass = 1
# generates a coefficient 0.1, lowpass = 2 a coefficient 0.01 etc.
#
Input = {
new : func(prop = nil, factor = 1, offset = 0, lowpass = 0, min = nil, max = nil) {
var m = { parents : [Input] };
if (prop == nil) {
m.get = func { 0 }
m.set = func {}
return m;
}
m.prop = isa(props.Node, prop) ? prop : props.globals.getNode(prop, 1);
m.factor = factor;
m.offset = offset;
m.min = min;
m.max = max;
m.coeff = 0;
m.damped = m.get(); # wants coeff = 0!
m.coeff = lowpass ? 1.0 - 1.0 / pow(10, abs(lowpass)) : 0;
return m;
},
get : func {
var v = me.prop.getValue() * me.factor + me.offset;
if (me.min != nil and v < me.min) {
v = me.min;
}
if (me.max != nil and v > me.max) {
v = me.max;
}
return !me.coeff ? v : (me.damped = v * (1 - me.coeff) + me.damped * me.coeff);
},
set : func(v) {
me.prop.setDoubleValue(v);
},
};
# Class that maintains one sim/current-view/goal-*-offset-deg property.
#
ViewAxis = {
new : func(prop) {
var m = { parents : [ViewAxis] };
m.prop = props.globals.getNode(prop, 0);
m.reset();
return m;
},
reset : func {
me.applied_offset = 0;
},
add_offset : func {
me.prop.setValue(me.prop.getValue() + me.applied_offset);
},
apply : func(v) {
var raw = me.prop.getValue() - me.applied_offset;
me.applied_offset = v;
me.prop.setDoubleValue(raw + me.applied_offset);
},
};
# Class that manages a dynamic cockpit view by manipulating
# sim/current-view/goal-*-offset-deg properties.
#
ViewManager = {
new : func {
var m = { parents : [ViewManager] };
m.headingN = props.globals.getNode("/orientation/heading-deg", 1);
m.pitchN = props.globals.getNode("/orientation/pitch-deg", 1);
m.rollN = props.globals.getNode("/orientation/roll-deg", 1);
m.slipN = props.globals.getNode("/orientation/side-slip-deg", 1);
m.wind_dirN = props.globals.getNode("/environment/wind-from-heading-deg", 1);
m.wind_speedN = props.globals.getNode("/environment/wind-speed-kt", 1);
m.heading_axis = ViewAxis.new("/sim/current-view/goal-heading-offset-deg");
m.pitch_axis = ViewAxis.new("/sim/current-view/goal-pitch-offset-deg");
m.roll_axis = ViewAxis.new("/sim/current-view/goal-roll-offset-deg");
# accerations are converted to G (one G is subtraced from z-accel)
m.ax = Input.new("/accelerations/pilot/x-accel-fps_sec", 0.03108095, 0, 1.1, 0);
m.ay = Input.new("/accelerations/pilot/y-accel-fps_sec", 0.03108095, 0, 1.3);
m.az = Input.new("/accelerations/pilot/z-accel-fps_sec", -0.03108095, -1, 1.0073);
# velocities are converted to knots
m.vx = Input.new("/velocities/uBody-fps", 0.5924838, 0, 1);
m.vy = Input.new("/velocities/vBody-fps", 0.5924838, 0);
m.vz = Input.new("/velocities/wBody-fps", 0.5924838, 0);
# turn WoW bool into smooth values ranging from -1 to 1
m.wow = Input.new("/gear/gear/wow", 1, 0, 1.2);
m.hdg_chg_rate = LowPass.new(1.3);
m.last_heading = m.headingN.getValue();
m.size_factor = -getprop("/sim/chase-distance-m") / 25;
m.reset();
return m;
},
reset : func {
me.heading_axis.reset();
me.pitch_axis.reset();
me.roll_axis.reset();
},
add_offset : func {
me.heading_axis.add_offset();
me.pitch_axis.add_offset();
me.roll_axis.add_offset();
},
apply : func {
var pitch = me.pitchN.getValue();
var roll = me.rollN.getValue();
var wow = me.wow.get();
# var ax = me.ax.get();
# var ay = me.ay.get();
var az = me.az.get();
# var adir = math.atan2(ay, ax) * 180 / math.pi;
# var aval = math.sqrt(ax * ax + ay * ay);
# var vx = me.vx.get();
# var vy = me.vy.get();
# var vdir = math.atan2(vy, vx) * 180 / math.pi;
# var vval = math.sqrt(vx * vx + vy * vy);
# var wspd = me.wind_speedN.getValue();
# var wdir = me.headingN.getValue() - me.wind_dirN.getValue();
# var u = vx - wspd * cos(wdir);
var hdg = me.headingN.getValue();
var hdiff = me.last_heading - hdg;
me.last_heading = hdg;
while (hdiff >= 180) {
hdiff -= 360;
}
while (hdiff < -180) {
hdiff += 360;
}
var steering = 40 * normatan(me.hdg_chg_rate.get(hdiff)) * me.size_factor;
me.heading_axis.apply( # heading ...
-15 * sin(roll) * cos(pitch) # due to roll
+ steering * wow # due to ground steering
+ 0.4 * me.slipN.getValue() * (1 - wow) # due to sideslip
);
me.pitch_axis.apply( # pitch ...
10 * sin(roll) * sin(roll) # due to roll
+ 30 * (1 / (1 + math.exp(2 - az)) # due to G load
- 0.119202922) # [move to origin; 1/(1+exp(2)) ]
);
me.roll_axis.apply(0 # roll ...
#0.0 * sin(roll) * cos(pitch) # due to roll (none)
);
},
};
# Update loop for the whole dynamic view manager. It only runs if
# /sim/view[0]/dynamic/enabled is true.
#
main_loop = func(id) {
if (id != loop_id) {
return;
}
if (cockpit_view and !panel_visible and !mouse_button) {
view_manager.apply();
}
settimer(func { main_loop(id) }, 0);
}
# Register new, aircraft specific manager. (Needs to offer the
# same methods, of course.)
#
register = func(mgr) {
view_manager = mgr;
var p = "/sim/view/dynamic/enabled";
setprop(p, getprop(p)); # fire listener
}
var dynamic_view = nil;
var original_resetView = nil;
var view_manager = nil;
var panel_visibilityN = nil;
var cockpit_view = nil;
var panel_visible = nil;
var mouse_button = nil;
var loop_id = 0;
var L = []; # vector of listener ids; allows to remove all listeners (= useless feature :-)
# Initialization.
#
settimer(func {
var fdms = { acms:0, ada:0, balloon:0, external:0, jsb:1, larcsim:1, magic:0,
network:0, null:0, pipe:0, ufo:0, yasim:1 };
var fdm = getprop("/sim/flight-model");
if (!contains(fdms, fdm) or !fdms[fdm]) {
return gui.menuEnable("dynamic-view", 0);
}
# some properties may still be unavailable or nil
props.globals.getNode("/accelerations/pilot/x-accel-fps_sec", 1).setDoubleValue(0);
props.globals.getNode("/accelerations/pilot/y-accel-fps_sec", 1).setDoubleValue(0);
props.globals.getNode("/accelerations/pilot/z-accel-fps_sec", 1).setDoubleValue(-32);
props.globals.getNode("/orientation/side-slip-deg", 1).setDoubleValue(0);
props.globals.getNode("/gear/gear/wow", 1).setBoolValue(1);
# let listeners keep some variables up-to-date, so that they don't have
# to be queried in the loop
append(L, setlistener("/sim/current-view/view-number", func {
cockpit_view = (cmdarg().getValue() == 0);
}, 1));
append(L, setlistener("/sim/signals/reinit", func {
cockpit_view = getprop("/sim/current-view/view-number") == 0;
}, 0));
append(L, setlistener("/sim/panel/visibility", func {
panel_visible = cmdarg().getBoolValue();
}, 1));
append(L, setlistener("/devices/status/mice/mouse/button", func {
mouse_button = cmdarg().getBoolValue();
}, 1));
view_manager = ViewManager.new();
original_resetView = view.resetView;
view.resetView = func {
original_resetView();
if (cockpit_view and dynamic_view) {
view_manager.add_offset();
}
}
append(L, setlistener("/sim/view/dynamic/enabled", func {
dynamic_view = cmdarg().getBoolValue();
loop_id += 1;
view.resetView();
if (dynamic_view) {
main_loop(loop_id);
}
}, 1));
append(L, setlistener("/sim/signals/reinit", func {
view_manger.reset();
}, 0));
}, 0);