1
0
Fork 0
fgdata/Nasal/view.nas
mfranz 9a0600b150 - replace "sprintf hack" by real sprintf
- add view manager for saving/restoring and moving/interpolating view
  axes & fov to absolute values. This is used for cockpit tutorials in
  $FG_ROOT/Nasal/tutorial.nas
2007-03-22 16:22:41 +00:00

275 lines
8 KiB
Text

##
## view.nas
##
## Nasal code for implementing view-specific functionality. Right
## now, it does intelligent FOV scaling in the view.increase() and
## view.decrease() handlers.
##
#
# This is a neat trick. We want these globals to be initialized at
# startup, but there is no guarantee that the props.nas module will be
# loaded yet when we are run. So set the values to nil at startup (so
# that there is a value in the lexical environment -- otherwise
# assigning them in INIT() will only make local variables),
# and then assign them from inside a timer that we set to run
# immediately *after* startup.
#
# Nifty hacks notwithstanding, this really isn't the right way to do
# this. There ought to be an "import" mechanism we can use to resolve
# dependencies between modules.
#
fovProp = nil;
INIT = func {
fovProp = props.globals.getNode("/sim/current-view/field-of-view");
}
settimer(INIT, 0);
# Dynamically calculate limits so that it takes STEPS iterations to
# traverse the whole range, the maximum FOV is fixed at 120 degrees,
# and the minimum corresponds to normal maximum human visual acuity
# (~1 arc minute of resolution, although apparently people vary widely
# in this ability). Quick derivation of the math:
#
# mul^steps = max/min
# steps * ln(mul) = ln(max/min)
# mul = exp(ln(max/min) / steps)
STEPS = 40;
ACUITY = 1/60; # Maximum angle subtended by one pixel (== 1 arc minute)
max = min = mul = 0;
calcMul = func {
max = 120; # Fixed at 120 degrees
min = getprop("/sim/startup/xsize") * ACUITY;
mul = math.exp(math.ln(max/min) / STEPS);
}
##
# Handler. Increase FOV by one step
#
increase = func {
calcMul();
val = fovProp.getValue() * mul;
if(val == max) { return; }
if(val > max) { val = max }
fovProp.setDoubleValue(val);
gui.popupTip(sprintf("FOV: %.1f", val));
}
##
# Handler. Decrease FOV by one step
#
decrease = func {
calcMul();
val = fovProp.getValue() / mul;
fovProp.setDoubleValue(val);
gui.popupTip(sprintf("FOV: %.1f%s", val, val < min ? " (overzoom)" : ""));
}
##
# Handler. Reset FOV to default.
#
resetFOV = func {
setprop("/sim/current-view/field-of-view",
getprop("/sim/current-view/config/default-field-of-view-deg"));
}
##
# Handler. Reset view to default.
#
resetView = func {
setprop("/sim/current-view/goal-heading-offset-deg",
getprop("/sim/current-view/config/heading-offset-deg"));
setprop("/sim/current-view/goal-pitch-offset-deg",
getprop("/sim/current-view/config/pitch-offset-deg"));
setprop("/sim/current-view/goal-roll-offset-deg",
getprop("/sim/current-view/config/roll-offset-deg"));
resetFOV();
}
##
# Handler. Step to the next view.
#
stepView = func {
curr = getprop("/sim/current-view/view-number");
views = props.globals.getNode("/sim").getChildren("view");
curr = curr + arg[0];
if (curr < 0) { curr = size(views) - 1; }
elsif(curr >= size(views)) { curr = 0; }
setprop("/sim/current-view/view-number", curr);
# And pop up a nice reminder
gui.popupTip(views[curr].getNode("name").getValue());
}
##
# Standard view "slew" rate, in degrees/sec.
#
VIEW_PAN_RATE = 60;
##
# Pans the view horizontally. The argument specifies a relative rate
# (or number of "steps" -- same thing) to the standard rate.
#
panViewDir = func {
controls.slewProp("/sim/current-view/goal-heading-offset-deg",
arg[0] * VIEW_PAN_RATE);
}
##
# Pans the view vertically. The argument specifies a relative rate
# (or number of "steps" -- same thing) to the standard rate.
#
panViewPitch = func {
controls.slewProp("/sim/current-view/goal-pitch-offset-deg",
arg[0] * VIEW_PAN_RATE);
}
#-- view manager --------------------------------------------------------------
#
# Saves/restores/moves the view point (position, orientation, field-of-view).
# Moves are interpolated with sinusoidal characteristic. There's only one
# instance of this class, available as "view.point".
#
# Usage:
# view.point.save(); ... save current view and return reference to
# saved values in the form of a props.Node
#
# view.point.restore(); ... restore saved view parameters
#
# view.point.move(<prop> [, <time>]);
# ... set view parameters from a props.Node with
# optional move time in seconds. <prop> may be
# nil, in which case nothing happens.
#
# A parameter set as expected by set() and returned by save() is a props.Node
# object containing any (or none) of these children:
#
# <heading-offset-deg>
# <pitch-offset-deg>
# <roll-offset-deg>
# <x-offset-m>
# <y-offset-m>
# <z-offset-m>
# <field-of-view>
# <move-time-sec>
#
# The <move-time> isn't really a property of the view, but is available
# for convenience. The time argument in the move() method overrides it.
##
# Normalize angle to -180 <= angle < 180
#
var normdeg = func(a) {
while (a >= 180) {
a -= 360;
}
while (a < -180) {
a += 360;
}
return a;
}
##
# Manages one translation/rotation axis. (For simplicity reasons the
# field-of-view parameter is also managed by this class.)
#
var ViewAxis = {
new : func(prop) {
var m = { parents : [ViewAxis] };
m.prop = props.globals.getNode(prop, 1);
if (m.prop.getType() == "NONE") {
m.prop.setDoubleValue(0);
}
m.from = m.to = m.prop.getValue();
return m;
},
reset : func {
me.from = me.to = normdeg(me.prop.getValue());
},
target : func(v) {
me.to = normdeg(v);
},
move : func(blend) {
me.prop.setValue(me.from + blend * (me.to - me.from));
},
};
var ViewManager = {
new : func {
var m = { parents : [ViewManager] };
m.axes = {
"heading-offset-deg" : ViewAxis.new("/sim/current-view/goal-heading-offset-deg"),
"pitch-offset-deg" : ViewAxis.new("/sim/current-view/goal-pitch-offset-deg"),
"roll-offset-deg" : ViewAxis.new("/sim/current-view/goal-roll-offset-deg"),
"x-offset-m" : ViewAxis.new("/sim/current-view/x-offset-m"),
"y-offset-m" : ViewAxis.new("/sim/current-view/y-offset-m"),
"z-offset-m" : ViewAxis.new("/sim/current-view/z-offset-m"),
"field-of-view" : ViewAxis.new("/sim/current-view/field-of-view"),
};
m.storeN = props.Node.new();
m.dtN = props.globals.getNode("/sim/time/delta-realtime-sec", 1);
m.currviewN = props.globals.getNode("/sim/current-view", 1);
m.blend = 0;
m.loop_id = 0;
props.copy(props.globals.getNode("/sim/view/config"), m.storeN);
return m;
},
save : func {
me.storeN = props.Node.new();
props.copy(me.currviewN, me.storeN);
return me.storeN;
},
restore : func {
me.move(me.storeN);
},
move : func(prop, time = nil) {
prop != nil or return;
foreach (var a; keys(me.axes)) {
var n = prop.getNode(a);
me.axes[a].reset();
if (n != nil) {
me.axes[a].target(n.getValue());
}
}
var m = prop.getNode("move-time-sec");
if (m != nil) {
time = m.getValue();
}
if (time == nil) {
time = 1;
}
me.blend = -1; # range -1 .. 1
me._loop_(me.loop_id += 1, time);
},
_loop_ : func(id, time) {
me.loop_id == id or return;
me.blend += me.dtN.getValue() / time;
if (me.blend > 1) {
me.blend = 1;
}
var b = (math.sin(me.blend * math.pi / 2) + 1) / 2; # range 0 .. 1
foreach (var a; keys(me.axes)) {
me.axes[a].move(b);
}
if (me.blend < 1) {
settimer(func { me._loop_(id, time) }, 0);
}
},
};
var point = nil;
_setlistener("/sim/signals/nasal-dir-initialized", func {
point = ViewManager.new();
ViewManager.new = nil;
});