CSC v1

in #topshekels997 years ago

@name CSC v0.6
@inputs PodController:wirelink CamRanger:ranger [PodControllerE Base Rudder AileronLeft AileronRight CnrdLeft CnrdRight]:entity
@inputs ABSpeed [CamPos CamDir]:vector
@persist MouseAng:angle Pilot:entity
@persist [Trim TrimSpd PitchRate RollRate RudderRate MaxPitch MaxRoll MaxRudder PitchSpd RollSpd RudderSpd]:array
@persist ManAng PAng RAng YAng CurMaxPitch PitchMul RollMul YawMul PAVMul RAVMul YAVMul LevMul HvelMul
@persist [UpKey DownKey LeftKey RightKey HoldHdgKey]:string
@outputs FilterEntities:array Ops_CPUus:vector2
@trigger none

if(duped() | dupefinished()) {reset()}

if(first() | dupefinished()) {

Trim = array(0,0)     #Minimum and maximum pitch trims, respectively

TrimSpd = array(0,70)   #Trim speeds, corresponding to the previous trim values


    #~ Pitch things ~#


PitchRate = array(5,2.5)      #How fast the elevators pitch, at a minimum speed and a maximum speed, in degrees/second.

MaxPitch = array(20,15)       #This is the maximum pitch of the elevators, at minimum and maximum speed.

PitchSpd = array(0,70)      #The minimum and maximum speed for the PitchRate.

#Mouse-steer sub-division

PitchMul = 1.5                #Pitch multiplier; multiplies the pitch angle to where you are pointing

PAVMul = 0.5               #Pitch angular-velocity multiplier; dampens any shakiness from pitching


    #~ Roll things ~#


RollRate = array(20,15)      #How fast the ailerons roll, at a minimum speed and a maximum speed, in degrees/second.

MaxRoll = array(20,20)      #This is the maximum roll of the ailerons, in degrees, at minimum and maximum speed.

RollSpd = array(0,70)       #The minimum and maximum speed for the RollRate and MaxRoll.

#Mouse-steer sub-division

RollMul = 1.4                 #Roll multiplier; multiplies the roll angle to where you are pointing

RAVMul = 0.25               #Roll angular-velocity multiplier; similar to PAVMul, but dampens any shakiness from rolling

LevMul = 0.35               #Leveller multiplier; this tries to keep the plane level (0 roll)


    #~ Rudder things ~#


RudderRate = array(5,2.5)      #How fast the rudders rotate, at a minimum speed and a maximum speed.

MaxRudder = array(10,7.5)       #This is the maximum angle of the rudder, at minimum and maximum speed.

RudderSpd = array(0,70)      #The minimum and maximum speed for the RudderRate.

#Mouse-steer sub-division

YawMul = 1.5                  #Yaw multiplier; multiplies the yaw angle to where you are pointing

YAVMul = 0.5               #Yaw angular-velocity multiplier; also similar to PAVMul, but dampens any shakiness from yawing

HVelMul = 0.5             #Horizontal velocity multiplier; this is used to prevent the plane from slipping left-to-right

#~ Keybind things ~#

UpKey = "Up"

DownKey = "Down"

RightKey = "Right"

LeftKey = "Left"

HoldHdgKey = "LAlt"

        #~ THINGS YOU SHOULDN'T EDIT! ~#

#This converts the Dg/s from before to a usable angle
PitchRate[1,number] = PitchRate[1,number]/5
PitchRate[2,number] = PitchRate[2,number]/5

RollRate[1,number] = RollRate[1,number]/5
RollRate[2,number] = RollRate[2,number]/5

RudderRate[1,number] = RudderRate[1,number]/5
RudderRate[2,number] = RudderRate[2,number]/5

#Linear interpolation function, useful for transitioning from one number to another
function number blerp(OutArr:array,RefArr:array,Bias,Sample) {
    
    #The difference between the final reference point and the initial reference point.
    local RefDiff = RefArr[2,number] - RefArr[1,number]
    
    #This adds a percentage of the difference between the initial output and the final output, based on were the sample
    #is relative to the reference. It also raises the relative difference to a power to make a, optional, bias
    #(Sample/RefDiff)^Bias.
    local Result = OutArr[1,number] + ((clamp(Sample-RefArr[1,number],0,RefDiff)/RefDiff)^Bias)*(OutArr[2,number] - OutArr[1,number])
    
    return Result
}

FilterEntities = entity():getConstraints()

holoCreate(1)
holoAng(1,Base:angles())
holoPos(1,AileronRight:pos())
holoParent(1,Base)
AileronRight:parentTo(holoEntity(1))

holoCreate(2)
holoAng(2,Base:angles())
holoPos(2,AileronLeft:pos())
holoParent(2,Base)
AileronLeft:parentTo(holoEntity(2))

holoCreate(3)
holoAng(3,Base:angles())
holoPos(3,Rudder:pos())
holoParent(3,Base)
Rudder:parentTo(holoEntity(3))

holoCreate(4)
holoAng(4,Base:angles())
holoPos(4,CnrdRight:pos())
holoParent(4,Base)
CnrdRight:parentTo(holoEntity(4))

holoCreate(5)
holoAng(5,Base:angles())
holoPos(5,CnrdLeft:pos())
holoParent(5,Base)
CnrdLeft:parentTo(holoEntity(5))

holoVisible(1,players(),0)
holoVisible(2,players(),0)
holoVisible(3,players(),0)
holoVisible(4,players(),0)
holoVisible(5,players(),0)

}

interval(75)

Active = PodController["Active",number]

if(changed(Active) & Active) {

Pilot = PodControllerE:driver()

}

if(Active) {

#W A S D inputs from the PodController.
A = PodController["A",number]
D = PodController["D",number]

if(!Pilot:keyPressed(HoldHdgKey)) {
    
    #Angle of the plane relative to were the pilot is looking
    MouseAng = Base:heading(CamRanger:position())
}

#Base angular velocity
local AngVel = Base:angVel()

local BaseYVel = Base:velL():y()*HVelMul

local MouseAngYaw = MouseAng:yaw()


#Pitch angle rotation speed and limit
local PitchCurRate = blerp(PitchRate,PitchSpd,1,ABSpeed)

CurMaxPitch = blerp(MaxPitch,PitchSpd,1,ABSpeed)

#Roll angle rotation speed and limit
local RollCurRate = blerp(RollRate,RollSpd,1,ABSpeed)

local CurMaxRoll = blerp(MaxRoll,RollSpd,1,ABSpeed)

#Rudder angle and rotation speed limit
local RudderCurRate = blerp(RudderRate,RudderSpd,1,ABSpeed)

local CurMaxRudder = blerp(MaxRudder,RudderSpd,1,ABSpeed)


#Speed-based trim
local TrimAng = blerp(Trim,TrimSpd,1,ABSpeed)



if(Pilot:keyPressed(UpKey) | Pilot:keyPressed(DownKey)) {
    
    #This increments the angle of the elevators, and clamps them to the max pitch angle
    ManAng = clamp((Pilot:keyPressed(UpKey)-Pilot:keyPressed(DownKey))*CurMaxPitch,ManAng-PitchCurRate,ManAng+PitchCurRate)
    
    PAng = clamp(ManAng + TrimAng,-CurMaxPitch,CurMaxPitch)
}

else {
    
    #A reset for if the manual elevation angle was used
    ManAng = 0
    
    #Pitch angle for mouse-steer
    local PitchAng = -MouseAng:pitch()*PitchMul - AngVel:pitch()*PAVMul
    
    #This acounts for any other pitch adjustment angles
    PAng = clamp(PitchAng + TrimAng,-CurMaxPitch,CurMaxPitch)
}

#Same as above, but for roll
if(A|D){
    
    RAng = clamp((D-A)*CurMaxRoll,RAng-RollCurRate,RAng+RollCurRate)
}

else {
    
    local RollAng = MouseAngYaw*RollMul - AngVel:roll()*RAVMul - Base:angles():roll()*LevMul + BaseYVel
    
    RAng = clamp(RollAng,-CurMaxRoll,CurMaxRoll)
}

#Same as above, but for the rudder
if(Pilot:keyPressed(RightKey) | Pilot:keyPressed(RightKey)){
    
    YAng = clamp((Pilot:keyPressed(RightKey)-Pilot:keyPressed(RightKey))*CurMaxRudder,YAng-RudderCurRate,YAng+RudderCurRate)
}

else {
    
    local RudderAng = MouseAngYaw*YawMul + AngVel:yaw()*YAVMul + BaseYVel
    
    YAng = clamp(RudderAng,-CurMaxRoll,CurMaxRoll)
}



#Where the angles are actually applied
holoAng(1,Base:toWorld(ang(clamp(-PAng+RAng,-CurMaxPitch,CurMaxPitch),0,0)))

holoAng(2,Base:toWorld(ang(clamp(-PAng-RAng,-CurMaxPitch,CurMaxPitch),0,0)))

holoAng(3,Base:toWorld(ang(0,clamp(YAng,-CurMaxRudder,CurMaxRudder),0)))

holoAng(4,Base:toWorld(ang(clamp(PAng+RAng,-CurMaxPitch,CurMaxPitch),0,0)))

holoAng(5,Base:toWorld(ang(clamp(PAng-RAng,-CurMaxPitch,CurMaxPitch),0,0)))

}

else {

PAng=RAng = 0

CurMaxPitch = 0

holoAng(1,Base:toWorld(ang(0,0,0)))

holoAng(2,Base:toWorld(ang(0,0,0)))

holoAng(3,Base:toWorld(ang(0,0,0)))

holoAng(4,Base:toWorld(ang(0,0,0)))

holoAng(5,Base:toWorld(ang(0,0,0)))

}

Ops_CPUus = vec2(ops(),cpuUsage()*1000000)

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const promisify = func => {
// this need to not using arrow function, otherwise the this context will be wrong
return function() {
const args = Array.from(arguments);

return new Promise((resolve, reject) => {
  const callback = (err, data) => {
    if (error) {
      return reject(err);
    }

    return resolve(data);
  };

  args.push(callback);

  func.apply(this, args);
});

};
}

API.someAsyncFunc = promisify(someAsyncFunc)

Auka tortle.
Nei, tortle!
Faðir minn naut tortle.
Það var gagnlegt, svo gagnlegur.

Á morgun held ég grunnur minn er brotinn,
Ég hélt að hnén eru farin,
(En í raun ég annars hugar svolítið.)

En auðvitað held ég.
Ég held að leiðin breyttist allt um nóttina,
Þessi nótt dvöl í júní.

Hnén ...
Þegar ég held að hjálpaði prentara,
Að konungur sem hjálpaði mér.

あなたがタカと呼ぶのを気にしないなら(私は名前を書くのをはるかに簡単にします)、私は半職の牧師で、講壇から引退しましたが、依然として教え、相談、執筆をしています。あなたと同じようなニーズがありますが、私はスケッチを行い、タブレットを使用する必要があります。私はキーボードを弾いているときに楽譜を読まなければならないミュージシャンだからです。私は古いAndroidタブレットを持っていましたが、私のニーズを部分的に満たしていましたが、タブレットを交換する必要がありました。私は1月にSamsung Galaxy Note 10.1(2014年)を購入し、その差でちょうど床がついた私は数分でタブレットの機能に着きますが、私が使っているすばらしい主要なソフトウェアのいくつかを指摘する必要があります:

  1. MySwordのデラック

あなたがタカと呼ぶのを気にしないなら(私は名前を書くのをはるかに簡単にします)、私は半職の牧師で、講壇から引退しましたが、依然として教え、相談、執筆をしています。あなたと同じようなニーズがありますが、私はスケッチを行い、タブレットを使用する必要があります。私はキーボードを弾いているときに楽譜を読まなければならないミュージシャンだからです。私は古いAndroidタブレットを持っていましたが、私のニーズを部分的に満たしていましたが、タブレットを交換する必要がありました。私は1月にSamsung Galaxy Note 10.1(2014年)を購入し、その差でちょうど床がついた私は数分でタブレットの機能に着きますが、私が使っているすばらしい主要なソフトウェアのいくつかを指摘する必要があります:

  1. MySwordのデラック

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