pa28/utilities.lua

910 lines
33 KiB
Lua
Executable File

dofile(minetest.get_modpath("pa28") .. DIR_DELIM .. "global_definitions.lua")
dofile(minetest.get_modpath("pa28") .. DIR_DELIM .. "hud.lua")
function pa28.get_hipotenuse_value(point1, point2)
return math.sqrt((point1.x - point2.x) ^ 2 + (point1.y - point2.y) ^ 2 + (point1.z - point2.z) ^ 2)
end
function pa28.dot(v1,v2)
return v1.x*v2.x+v1.y*v2.y+v1.z*v2.z
end
function pa28.sign(n)
return n>=0 and 1 or -1
end
function pa28.minmax(v,m)
return math.min(math.abs(v),m)*pa28.sign(v)
end
function pa28.get_gauge_angle(value, initial_angle)
initial_angle = initial_angle or 90
local angle = value * 18
angle = angle - initial_angle
angle = angle * -1
return angle
end
-- attach player
function pa28.attach(self, player, instructor_mode)
instructor_mode = instructor_mode or false
local name = player:get_player_name()
self.driver_name = name
-- attach the driver
local eye_y = 0
if instructor_mode == true then
eye_y = -2.5
player:set_attach(self.passenger_seat_base, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
else
eye_y = -4
player:set_attach(self.pilot_seat_base, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
end
if airutils.detect_player_api(player) == 1 then
eye_y = eye_y + 6.5
end
player:set_eye_offset({x = 0, y = eye_y, z = 2}, {x = 0, y = 1, z = -30})
player_api.player_attached[name] = true
player_api.set_animation(player, "sit")
--player:set_physics_override({gravity = 0})
-- make the driver sit
minetest.after(1, function()
if player then
--minetest.chat_send_all("okay")
airutils.sit(player)
--apply_physics_override(player, {speed=0,gravity=0,jump=0})
end
end)
end
-- attach passenger
function pa28.check_passenger_is_attached(self, name)
local is_attached = false
if self._passenger == name then is_attached = true end
if is_attached == false then
for i = 2,1,-1
do
if self._passengers[i] == name then
is_attached = true
break
end
end
end
return is_attached
end
-- attach passenger
function pa28.attach_pax(self, player, is_copilot)
local is_copilot = is_copilot or false
local name = player:get_player_name()
local eye_y = -4
if airutils.detect_player_api(player) == 1 then
eye_y = 2.5
end
if is_copilot == true then
if self._passenger == nil and self.co_pilot_seat_base then
self._passenger = name
-- attach the driver
player:set_attach(self.co_pilot_seat_base, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_eye_offset({x = 0, y = eye_y, z = 2}, {x = 0, y = 3, z = -30})
player_api.player_attached[name] = true
player_api.set_animation(player, "sit")
-- make the driver sit
minetest.after(0.3, function()
player = minetest.get_player_by_name(name)
if player then
airutils.sit(player)
--apply_physics_override(player, {speed=0,gravity=0,jump=0})
end
end)
end
else
--randomize the seat
local t = {1,2}
for i = 1, #t*2 do
local a = math.random(#t)
local b = math.random(#t)
t[a],t[b] = t[b],t[a]
end
--for i = 1,10,1 do
for k,v in ipairs(t) do
i = t[k]
if self._passengers[i] == nil then
--minetest.chat_send_all(self.driver_name)
self._passengers[i] = name
player:set_attach(self._passengers_base[i], "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
if i > 2 then
player:set_eye_offset({x = 0, y = eye_y, z = 2}, {x = 0, y = 3, z = -30})
else
player:set_eye_offset({x = 0, y = eye_y, z = 0}, {x = 0, y = 3, z = -30})
end
player_api.player_attached[name] = true
player_api.set_animation(player, "sit")
-- make the driver sit
minetest.after(0.3, function()
player = minetest.get_player_by_name(name)
if player then
airutils.sit(player)
--apply_physics_override(player, {speed=0,gravity=0,jump=0})
end
end)
break
end
end
end
end
function pa28.dettach_pax(self, player)
local name = player:get_player_name() --self._passenger
-- passenger clicked the object => driver gets off the vehicle
if self._passenger == name then
self._passenger = nil
else
for i = 4,1,-1
do
if self._passengers[i] == name then
self._passengers[i] = nil
break
end
end
end
-- detach the player
if player then
player:set_detach()
player_api.player_attached[name] = nil
player_api.set_animation(player, "stand")
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
--remove_physics_override(player, {speed=1,gravity=1,jump=1})
end
end
function pa28.dettachPlayer(self, player)
local name = self.driver_name
airutils.setText(self, pa28.plane_text)
pa28.remove_hud(player)
--self._engine_running = false
-- driver clicked the object => driver gets off the vehicle
self.driver_name = nil
-- detach the player
--player:set_physics_override({speed = 1, jump = 1, gravity = 1, sneak = true})
player:set_detach()
player_api.player_attached[name] = nil
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
player_api.set_animation(player, "stand")
self.driver = nil
--remove_physics_override(player, {speed=1,gravity=1,jump=1})
end
function pa28.checkAttach(self, player)
if player then
local player_attach = player:get_attach()
if player_attach then
if player_attach == self.pilot_seat_base or player_attach == self.passenger_seat_base then
return true
end
end
end
return false
end
-- destroy the boat
function pa28.destroy(self)
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
if self._passenger then
-- detach the passenger
local passenger = minetest.get_player_by_name(self._passenger)
if passenger then
pa28.dettach_pax(self, passenger)
end
end
if self.driver_name then
-- detach the driver
local player = minetest.get_player_by_name(self.driver_name)
pa28.dettachPlayer(self, player)
end
local pos = self.object:get_pos()
if self.lights then self.lights:remove() end
if self.light then self.light:remove() end
if self.engine then self.engine:remove() end
if self.pilot_seat_base then self.pilot_seat_base:remove() end
if self.co_pilot_seat_base then self.co_pilot_seat_base:remove() end
if self._passengers_base[1] then self._passengers_base[1]:remove() end
if self._passengers_base[2] then self._passengers_base[2]:remove() end
airutils.destroy_inventory(self)
self.object:remove()
if not minetest.settings:get_bool('pa28.disable_craftitems') then
pos.y=pos.y+2
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'pa28:wings')
for i=1,2 do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:tin_ingot')
end
for i=1,6 do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:mese_crystal')
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:diamond')
end
else
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'pa28:pa28')
end
end
function pa28.testDamage(self, velocity, position)
if self._last_accell == nil then return end
local p = position --self.object:get_pos()
local collision = false
local low_node_pos = -2.0
if self._last_vel == nil then return end
--lets calculate the vertical speed, to avoid the bug on colliding on floor with hard lag
if abs(velocity.y - self._last_vel.y) > 2 then
local noded = airutils.nodeatpos(airutils.pos_shift(p,{y=low_node_pos}))
if (noded and noded.drawtype ~= 'airlike') then
collision = true
else
self.object:set_velocity(self._last_vel)
--self.object:set_acceleration(self._last_accell)
self.object:set_velocity(vector.add(velocity, vector.multiply(self._last_accell, self.dtime/8)))
end
end
local impact = abs(pa28.get_hipotenuse_value(velocity, self._last_vel))
--minetest.chat_send_all('impact: '.. impact .. ' - hp: ' .. self.hp_max)
if impact > 2 then
if self.colinfo then
collision = self.colinfo.collides
end
end
if impact > 1.2 and self._longit_speed > 3 then
local noded = airutils.nodeatpos(airutils.pos_shift(p,{y=low_node_pos}))
if (noded and noded.drawtype ~= 'airlike') then
minetest.sound_play("pa28_touch", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
end
end
--damage by speed
if self._last_speed_damage_time == nil then self._last_speed_damage_time = 0 end
self._last_speed_damage_time = self._last_speed_damage_time + self.dtime
if self._last_speed_damage_time > 2 then self._last_speed_damage_time = 2 end
if self._longit_speed > 14.7 and self._last_speed_damage_time >= 2 then
self._last_speed_damage_time = 0
minetest.sound_play("pa28_collision", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
self.hp_max = self.hp_max - 5
if self.driver_name then
local player_name = self.driver_name
airutils.setText(self, pa28.plane_text)
end
if self.hp_max < 0 then --if acumulated damage is greater than 50, adieu
pa28.destroy(self)
end
end
if collision then
--self.object:set_velocity({x=0,y=0,z=0})
local damage = impact -- / 2
self.hp_max = self.hp_max - damage --subtract the impact value directly to hp meter
minetest.sound_play("pa28_collision", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
if damage > 5 then
self._power_lever = 0
self._engine_running = false
end
if self.driver_name then
local player_name = self.driver_name
airutils.setText(self, pa28.plane_text)
--minetest.chat_send_all('damage: '.. damage .. ' - hp: ' .. self.hp_max)
if self.hp_max < 0 then --if acumulated damage is greater than 50, adieu
pa28.destroy(self)
end
local player = minetest.get_player_by_name(player_name)
if player then
if player:get_hp() > 0 then
player:set_hp(player:get_hp()-(damage/2))
end
end
if self._passenger ~= nil then
local passenger = minetest.get_player_by_name(self._passenger)
if passenger then
if passenger:get_hp() > 0 then
passenger:set_hp(passenger:get_hp()-(damage/2))
end
end
end
end
end
end
function pa28.checkattachBug(self)
-- for some engine error the player can be detached from the plane, so lets set him attached again
if self.owner and self.driver_name then
-- attach the driver again
local player = minetest.get_player_by_name(self.owner)
if player then
if player:get_hp() > 0 then
pa28.attach(self, player, self._instruction_mode)
else
pa28.dettachPlayer(self, player)
end
else
if self._passenger ~= nil and self._command_is_given == false then
self._autopilot = false
airutils.transfer_control(self, true)
end
end
end
end
function pa28.engineSoundPlay(self)
--sound
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
if self.object then
self.sound_handle = minetest.sound_play({name = "pa28_engine"},
{object = self.object, gain = 2.0,
pitch = 0.5 + ((self._power_lever/100)/2),
max_hear_distance = 32,
loop = true,})
end
end
function pa28.engine_set_sound_and_animation(self)
--minetest.chat_send_all('test1 ' .. dump(self._engine_running) )
if self._engine_running then
if self._last_applied_power ~= self._power_lever then
--minetest.chat_send_all('test2')
self._last_applied_power = self._power_lever
self.engine:set_animation_frame_speed(60 + self._power_lever)
pa28.engineSoundPlay(self)
end
else
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
self.engine:set_animation_frame_speed(0)
end
end
end
function pa28.start_engine(self)
if self._engine_running then
self._engine_running = false
-- sound and animation
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
self.engine:set_animation_frame_speed(0)
self._power_lever = 0 --zero power
elseif self._engine_running == false and self._energy > 0 then
self._engine_running = true
-- sound and animation
pa28.engineSoundPlay(self)
self.engine:set_animation_frame_speed(60)
end
end
function pa28.flap_on(self)
self._wing_configuration = 2.5
self.object:set_bone_position("flap.l", {x=0, y=0, z=0}, {x=-30, y=0, z=0})
self.object:set_bone_position("flap.r", {x=0, y=0, z=0}, {x=-30, y=0, z=0})
end
function pa28.flap_off(self)
self._wing_configuration = pa28.wing_angle_of_attack
self.object:set_bone_position("flap.l", {x=0, y=0, z=0}, {x=0, y=0, z=0})
self.object:set_bone_position("flap.r", {x=0, y=0, z=0}, {x=0, y=0, z=0})
end
function pa28.flap_operate(self, player)
if self._flap == false then
minetest.chat_send_player(player:get_player_name(), ">>> Flap down")
self._flap = true
pa28.flap_on(self)
minetest.sound_play("pa28_collision", {
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 0.5,
}, true)
else
minetest.chat_send_player(player:get_player_name(), ">>> Flap up")
self._flap = false
pa28.flap_off(self)
minetest.sound_play("pa28_collision", {
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 0.7,
}, true)
end
end
function pa28.flightstep(self)
local velocity = self.object:get_velocity()
local curr_pos = self.object:get_pos()
self._last_time_command = self._last_time_command + self.dtime
if self._last_time_command > 1.2 then self._last_time_command = 1.2 end
local player = nil
if self.driver_name then player = minetest.get_player_by_name(self.driver_name) end
local passenger = nil
if self._passenger then passenger = minetest.get_player_by_name(self._passenger) end
local ctrl = nil
if player then
ctrl = player:get_player_control()
---------------------
-- change the driver
---------------------
if passenger and self._last_time_command >= 1 then
if self._command_is_given == true then
if ctrl.sneak or ctrl.jump or ctrl.up or ctrl.down or ctrl.right or ctrl.left then
self._last_time_command = 0
--take the control
airutils.transfer_control(self, false)
end
else
if ctrl.aux1 == true and ctrl.jump == true then
self._last_time_command = 0
--trasnfer the control to student
airutils.transfer_control(self, true)
end
end
end
-----------
--autopilot
-----------
if self._last_time_command >= 1 then
if self._autopilot == true then
if ctrl.sneak or ctrl.jump or ctrl.up or ctrl.down or ctrl.right or ctrl.left then
self._last_time_command = 0
self._autopilot = false
minetest.chat_send_player(self.driver_name," >>> Autopilot deactivated")
end
else
if ctrl.sneak == true and ctrl.jump == true then
self._last_time_command = 0
self._autopilot = true
self._auto_pilot_altitude = curr_pos.y
minetest.chat_send_player(self.driver_name,core.colorize('#00ff00', " >>> Autopilot on"))
end
end
end
----------------------------------
-- shows the hud for the player
----------------------------------
if ctrl.up == true and ctrl.down == true and self._last_time_command >= 1 then
self._last_time_command = 0
if self._show_hud == true then
self._show_hud = false
else
self._show_hud = true
end
end
end
local accel_y = self.object:get_acceleration().y
local rotation = self.object:get_rotation()
local yaw = rotation.y
local newyaw=yaw
local pitch = rotation.x
local roll = rotation.z
local newroll=roll
if newroll > 360 then newroll = newroll - 360 end
if newroll < -360 then newroll = newroll + 360 end
local hull_direction = airutils.rot_to_dir(rotation) --minetest.yaw_to_dir(yaw)
local nhdir = {x=hull_direction.z,y=0,z=-hull_direction.x} -- lateral unit vector
local longit_speed = vector.dot(velocity,hull_direction)
self._longit_speed = longit_speed
local longit_drag = vector.multiply(hull_direction,longit_speed*
longit_speed*PA28_LONGIT_DRAG_FACTOR*-1*pa28.sign(longit_speed))
local later_speed = pa28.dot(velocity,nhdir)
--minetest.chat_send_all('later_speed: '.. later_speed)
local later_drag = vector.multiply(nhdir,later_speed*later_speed*
PA28_LATER_DRAG_FACTOR*-1*pa28.sign(later_speed))
local accel = vector.add(longit_drag,later_drag)
local stop = false
local node_bellow = airutils.nodeatpos(airutils.pos_shift(curr_pos,{y=-2.0}))
local is_flying = true
if self.colinfo then
is_flying = not self.colinfo.touching_ground
end
--if node_bellow and node_bellow.drawtype ~= 'airlike' then is_flying = false end
--if is_flying then minetest.chat_send_all('is flying') end
local is_attached = pa28.checkAttach(self, player)
--landing light
self._last_light_move = self._last_light_move + self.dtime
if self._last_light_move > 0.15 then
self._last_light_move = 0
if self._land_light == true and is_attached then
self._light_active_time = self._light_active_time + self.dtime
--minetest.chat_send_all(self._light_active_time)
if self._light_active_time > 24 then self._land_light = false end
self.light:set_properties({textures={"pa28_landing_light.png"},glow=15})
airutils.put_light(self)
else
self._land_light = false
self._light_active_time = 0
self.light:set_properties({textures={"pa28_metal.png"},glow=0})
airutils.remove_light(self)
end
end
if not is_attached then
-- for some engine error the player can be detached from the machine, so lets set him attached again
pa28.checkattachBug(self)
end
if longit_speed == 0 and is_flying == false and is_attached == false and self._engine_running == false then
if pa28.mode == 1 then
self.object:move_to(curr_pos)
self.object:set_acceleration({x=0,y=airutils.gravity,z=0})
end
return
end
--ajustar angulo de ataque
if longit_speed then
local percentage = math.abs(((longit_speed * 100)/(pa28.min_speed + 5))/100)
if percentage > 1.5 then percentage = 1.5 end
self._angle_of_attack = self._angle_of_attack - ((self._elevator_angle / 20)*percentage)
if self._angle_of_attack < -0.5 then
self._angle_of_attack = -0.1
self._elevator_angle = self._elevator_angle - 0.1
end --limiting the negative angle]]--
if self._angle_of_attack > 20 then
self._angle_of_attack = 20
self._elevator_angle = self._elevator_angle + 0.1
end --limiting the very high climb angle due to strange behavior]]--
--set the plane on level
if airutils.adjust_attack_angle_by_speed then
self._angle_of_attack = airutils.adjust_attack_angle_by_speed(self._angle_of_attack, 1, 5, 45, longit_speed, pa28.ideal_step, self.dtime)
end
end
-- pitch
local newpitch = math.rad(0)
if airutils.get_plane_pitch then
newpitch = airutils.get_plane_pitch(velocity, longit_speed, pa28.min_speed, self._angle_of_attack)
end
-- adjust pitch at ground
if is_flying == false then
if newpitch < 0 then newpitch = 0 end
local min_speed = 4
if longit_speed < min_speed then
if newpitch > 0 then
local percentage = ((longit_speed * 100)/min_speed)/100
newpitch = newpitch * percentage
if newpitch < 0 then newpitch = 0 end
end
end
end
-- new yaw
if math.abs(self._rudder_angle)>1.5 then
local turn_rate = math.rad(12)
local yaw_turn = self.dtime * math.rad(self._rudder_angle) * turn_rate *
pa28.sign(longit_speed) * math.abs(longit_speed/2)
newyaw = yaw + yaw_turn
end
--roll adjust
---------------------------------
local delta = 0.002
if is_flying then
local roll_reference = newyaw
local sdir = minetest.yaw_to_dir(roll_reference)
local snormal = {x=sdir.z,y=0,z=-sdir.x} -- rightside, dot is negative
local prsr = pa28.dot(snormal,nhdir)
local rollfactor = -90
local roll_rate = math.rad(10)
newroll = (prsr*math.rad(rollfactor)) * (later_speed * roll_rate) * pa28.sign(longit_speed)
--minetest.chat_send_all('newroll: '.. newroll)
else
delta = 0.2
if roll > 0 then
newroll = roll - delta
if newroll < 0 then newroll = 0 end
end
if roll < 0 then
newroll = roll + delta
if newroll > 0 then newroll = 0 end
end
end
---------------------------------
-- end roll
local pilot = player
if self._command_is_given and passenger then
pilot = passenger
else
self._command_is_given = false
end
------------------------------------------------------
--accell calculation block
------------------------------------------------------
if is_attached or passenger then
if self._autopilot ~= true then
accel, stop = pa28.control(self, self.dtime, hull_direction,
longit_speed, longit_drag, later_speed, later_drag, accel, pilot, is_flying)
else
accel = pa28.autopilot(self, self.dtime, hull_direction, longit_speed, accel, curr_pos)
end
end
--end accell
if accel == nil then accel = {x=0,y=0,z=0} end
--lift calculation
accel.y = accel_y
--lets apply some bob in water
if self.isinliquid then
self._engine_running = false
local bob = pa28.minmax(pa28.dot(accel,hull_direction),0.2) -- vertical bobbing
accel.y = accel.y + bob
local max_pitch = 6
local h_vel_compensation = (((longit_speed * 2) * 100)/max_pitch)/100
if h_vel_compensation < 0 then h_vel_compensation = 0 end
if h_vel_compensation > max_pitch then h_vel_compensation = max_pitch end
newpitch = newpitch + (velocity.y * math.rad(max_pitch - h_vel_compensation))
end
local new_accel = accel
if longit_speed > 1.5 then
--[[lets do something interesting:
here I'll fake the longit speed effect for takeoff, to force the airplane
to use more runway
]]--
local factorized_longit_speed = longit_speed
if is_flying == false and airutils.quadBezier then
local takeoff_speed = pa28.min_speed * 4 --so first I'll consider the takeoff speed 4x the minimal flight speed
if longit_speed < takeoff_speed and longit_speed > pa28.min_speed then -- then if the airplane is above the mininam speed and bellow the take off
local scale = (longit_speed*1)/takeoff_speed --get a scale of current longit speed relative to takeoff speed
if scale == nil then scale = 0 end --lets avoid any nil
factorized_longit_speed = airutils.quadBezier(scale, pa28.min_speed, longit_speed, longit_speed) --here the magic happens using a bezier curve
--minetest.chat_send_all("factor: " .. factorized_longit_speed .. " - longit: " .. longit_speed .. " - scale: " .. scale)
if factorized_longit_speed < 0 then factorized_longit_speed = 0 end --lets avoid negative numbers
if factorized_longit_speed == nil then factorized_longit_speed = longit_speed end --and nil numbers
end
end
--now gets the lift!
new_accel = airutils.getLiftAccel(self, velocity, new_accel, factorized_longit_speed, roll, curr_pos, pa28.lift, 15000, 12) --I added more 3 meters for wingspan to increase the ground effect for the low wing (the wingspan variable is only used for ground effect)
end
-- end lift
if stop ~= true then --maybe == nil
self._last_accell = new_accel
--solution to avoid rubber band bug
--[[if player then
pa28.attach(self, player, false)
end]]--
--for mode==1, see at custom_physics
if pa28.mode == 2 then
self.object:move_to(curr_pos)
airutils.set_acceleration(self.object, new_accel)
end
else
if stop == true then
self.object:set_acceleration({x=0,y=0,z=0})
self.object:set_velocity({x=0,y=0,z=0})
end
end
if is_flying == false then --isn't flying?
--animate wheels
if math.abs(longit_speed) > 0.2 then
self.object:set_animation_frame_speed(longit_speed * 20)
else
self.object:set_animation_frame_speed(0)
end
else
--stop wheels
self.object:set_animation_frame_speed(0)
end
------------------------------------------------------
-- end accell
------------------------------------------------------
------------------------------------------------------
-- sound and animation
------------------------------------------------------
pa28.engine_set_sound_and_animation(self)
------------------------------------------------------
--adjust climb indicator
local climb_rate = velocity.y
if self.isonground then climb_rate = 0 end
if climb_rate > 5 then climb_rate = 5 end
if climb_rate < -5 then
climb_rate = -5
end
--in a command compression during a dive, force the control to recover
local longit_initial_speed = 13.0
--minetest.chat_send_all(longit_speed)
if longit_speed > longit_initial_speed and climb_rate < 0 and is_flying then
local recover_command = -0.2
if ctrl then
if not ctrl.up then
self._elevator_angle = recover_command
end
else
self._elevator_angle = recover_command
end
end
--is an stall, force a recover
if longit_speed < (pa28.min_speed) and climb_rate < -3 and is_flying then
self._elevator_angle = 0
self._angle_of_attack = -2
newpitch = math.rad(self._angle_of_attack)
end
--minetest.chat_send_all("speed: "..longit_speed.." - climb: "..climb_rate.." - angle attack: "..self._angle_of_attack.." - elevator:"..self._elevator_angle)
--minetest.chat_send_all('rate '.. climb_rate)
local climb_angle = pa28.get_gauge_angle(climb_rate)
self.object:set_bone_position("climber", {x=-1.98,y=2.40,z=10.2}, {x=0,y=0,z=climb_angle-90})
local indicated_speed = longit_speed * 0.9
if indicated_speed < 0 then indicated_speed = 0 end
local speed_angle = pa28.get_gauge_angle(indicated_speed, -45)
self.object:set_bone_position("speed", {x=-7.01,y=1.26,z=10.2}, {x=0,y=0,z=speed_angle})
local energy_indicator_angle = pa28.get_gauge_angle((PA28_MAX_FUEL - self._energy)/1.5) - 90
self.object:set_bone_position("fuel", {x=0, y=0, z=10.2}, {x=0, y=0, z=-energy_indicator_angle+180})
self.object:set_bone_position("compass", {x=0, y=2.8, z=10.3}, {x=0, y=0, z=-(math.deg(newyaw))})
local adf = 0
if self._adf == true then
if airutils.getAngleFromPositions then
adf = airutils.getAngleFromPositions(curr_pos, self._adf_destiny)
adf = -(adf + math.deg(newyaw))
--minetest.chat_send_all(adf)
else
minetest.chat_send_player(self.driver_name," >>> Impossible to activate the ADF - the airutils lib is outdated")
end
end
self.object:set_bone_position("compass_plan", {x=0, y=2.8, z=10.25}, {x=0, y=0, z=adf})
--altimeter
local altitude = (curr_pos.y / 0.32) / 100
local hour, minutes = math.modf( altitude )
hour = math.fmod (hour, 10)
minutes = minutes * 100
minutes = (minutes * 100) / 100
local minute_angle = (minutes*-360)/100
local hour_angle = (hour*-360)/10 + ((minute_angle*36)/360)
self.object:set_bone_position("altimeter_pt_1", {x=-4.63, y=2.4, z=10.2}, {x=0, y=0, z=(hour_angle)})
self.object:set_bone_position("altimeter_pt_2", {x=-4.63, y=2.4, z=10.2}, {x=0, y=0, z=(minute_angle)})
if is_attached then
if self._show_hud then
pa28.update_hud(player, climb_angle, speed_angle)
else
pa28.remove_hud(player)
end
end
--adjust power indicator
local power_indicator_angle = pa28.get_gauge_angle(self._power_lever/6.5)
self.object:set_bone_position("power", {x=2.8,y=2.40,z=10.2}, {x=0,y=0,z=power_indicator_angle - 90})
if is_flying == false then
-- new yaw
local turn_rate = math.rad(30)
local yaw_turn = self.dtime * math.rad(self._rudder_angle) * turn_rate *
pa28.sign(longit_speed) * math.abs(longit_speed/2)
newyaw = yaw + yaw_turn
end
--apply rotations
self.object:set_rotation({x=newpitch,y=newyaw,z=newroll})
--end
--adjust elevator pitch (3d model)
self.object:set_bone_position("elevator", {x=0, y=2.5, z=-45}, {x=(-self._elevator_angle/3) - 90, y=0, z=0})
--adjust rudder
self.object:set_bone_position("rudder", {x=0,y=0,z=0}, {x=0,y=self._rudder_angle,z=0})
--adjust ailerons
self.object:set_bone_position("aileron.r", {x=0,y=0,z=0}, {x=-self._rudder_angle - 90,y=0,z=0})
self.object:set_bone_position("aileron.l", {x=0,y=0,z=0}, {x=self._rudder_angle - 90,y=0,z=0})
--set stick position
local stick_z = 9 + (self._elevator_angle / pa28.elevator_limit )
self.object:set_bone_position("stick.l", {x=-4.25, y=0.5, z=stick_z}, {x=0,y=0,z=self._rudder_angle})
self.object:set_bone_position("stick.r", {x=4.25, y=0.5, z=stick_z}, {x=0,y=0,z=self._rudder_angle})
if self._wing_configuration == pa28.wing_angle_of_attack and self._flap then
pa28.flap_on(self)
end
if self._wing_configuration ~= pa28.wing_angle_of_attack and self._flap == false then
pa28.flap_off(self)
end
if longit_speed > 9.5 and self._flap == true then
if is_attached and self.driver_name then
minetest.chat_send_player(self.driver_name, core.colorize('#ff0000', " >>> Flaps retracted due for overspeed"))
end
self._flap = false
end
if self._engine_running == true then
self.lights:set_properties({textures={"pa28_l_light.png^pa28_l_light.png","pa28_l_light.png","pa28_r_light.png"},glow=15})
else
self.lights:set_properties({textures={"pa28_l_light.png","pa28_l_light.png","pa28_r_light.png"},glow=0})
end
-- calculate energy consumption --
pa28.consumptionCalc(self, accel)
--test damage
pa28.testDamage(self, self.object:get_velocity(), curr_pos)
--saves last velocity for collision detection (abrupt stop)
self._last_vel = self.object:get_velocity()
end