-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy patheveflightcontrols.py
More file actions
415 lines (390 loc) · 14.2 KB
/
eveflightcontrols.py
File metadata and controls
415 lines (390 loc) · 14.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
import sys
import math
# This is the EVE library.
import bteve2 as evelib
# Add the library directories to the module search path.
sys.path.append('../..')
sys.path.append('../../bteve2')
def circ_x(scale, deg):
return (scale * math.sin(deg/180 * math.pi))
def circ_y(scale, deg):
return (scale * math.cos(deg/180 * math.pi))
def altwidget(eve, x, y, radius, alt):
assert(type(eve) == evelib.EVE2)
# Like a real altitude instrument it will never go beyond the limits
alt = max(alt, 0)
alt = min(alt, 10000)
# Dimensions of the widget are detemined by the radius
radius_outer = radius
radius_b1 = (radius_outer * 39) // 40
radius_b2 = (radius_outer * 37) // 40
radius_inner = (radius_outer * 36) // 40
radius_major = (radius_outer * 30) // 40
radius_minor = (radius_inner + radius_major) // 2
# Altitude indicator line widths
alt_ref_bold = radius_outer * 2 // 10
alt_ref_narrow = radius_outer * 1 // 10
alt_needle = radius_outer * 5 // 10
# Bezel colours
bezel_col = 0x505050
bezel_col_bright = 0xaaaaaa
bezel_col_dark = 0x333333
alt_reference = 0xffffff
alt_background = 0x000000
alt_covering = 0x202020
eve.VERTEX_FORMAT(0)
# Draw bezel
eve.SAVE_CONTEXT()
eve.CLEAR(0,1,0)
eve.COLOR(bezel_col)
# Draw the circles to make the bezel in three levels in the stencil buffer
eve.STENCIL_OP(eve.STENCIL_INCR, eve.STENCIL_INCR) # Set the stencil to increment
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE(radius_outer * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_b1 * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_b2 * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_inner * 16)
eve.VERTEX2F(x, y)
eve.END()
eve.STENCIL_OP(eve.STENCIL_KEEP, eve.STENCIL_KEEP) # Stop the stencil INCR
# Gradient (light at top) for outer of bezel
eve.STENCIL_FUNC(eve.TEST_EQUAL, 1, 255)
eve.CMD_GRADIENT(x - radius_outer, y + radius_outer, bezel_col_dark, x - radius_outer, y - radius_outer, bezel_col_bright)
# Flat colour for centre of bezel
eve.STENCIL_FUNC(eve.TEST_EQUAL, 2, 255)
eve.POINT_SIZE(radius_outer * 16)
eve.VERTEX2F(x, y)
# Gradient (dark at top) for inner of bezel
eve.STENCIL_FUNC(eve.TEST_EQUAL, 3, 255)
eve.CMD_GRADIENT(x - radius_outer, y + radius_outer, bezel_col_bright, x - radius_outer, y - radius_outer, bezel_col_dark)
eve.RESTORE_CONTEXT()
# Altitude graduations
eve.SAVE_CONTEXT()
eve.CLEAR_STENCIL(0)
eve.CLEAR(0,1,0)
eve.COLOR(alt_covering)
eve.STENCIL_OP(eve.STENCIL_KEEP, eve.STENCIL_INCR)
# Draw ground and sky stencil
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE(radius_inner * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_minor * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_major * 16)
eve.VERTEX2F(x, y)
eve.BEGIN(eve.BEGIN_LINES)
# bold at 1000ft intervals
eve.STENCIL_FUNC(eve.TEST_NOTEQUAL, 0, 255)
eve.LINE_WIDTH(alt_ref_bold)
eve.COLOR(alt_reference)
for deg in range(0, 10):
dx1 = x + circ_x(radius_inner, deg * 36)
dy1 = y - circ_y(radius_inner, deg * 36)
dx2 = x + circ_x(radius_major, deg * 36)
dy2 = y - circ_y(radius_major, deg * 36)
eve.VERTEX2F(dx1, dy1)
eve.VERTEX2F(dx2, dy2)
# narrow at 10 and 20 degrees
eve.LINE_WIDTH(alt_ref_narrow)
for deg in range(0, 100, 2):
dx1 = x + circ_x(radius_inner, deg * 3.6)
dy1 = y - circ_y(radius_inner, deg * 3.6)
dx2 = x + circ_x(radius_minor, deg * 3.6)
dy2 = y - circ_y(radius_minor, deg * 3.6)
eve.VERTEX2F(dx1, dy1)
eve.VERTEX2F(dx2, dy2)
eve.STENCIL_FUNC(eve.TEST_ALWAYS, 0, 255)
eve.COLOR(alt_covering)
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE(radius_major * 16)
eve.VERTEX2F(x, y)
eve.RESTORE_CONTEXT()
eve.SAVE_CONTEXT()
eve.COLOR(alt_reference)
# Indicators choose a font which is about 1/5th of the radius
font = len(eve.ROMFONT_HEIGHTS)
for n in reversed(eve.ROMFONT_HEIGHTS):
if n < radius_inner / 5:
break
font -= 1
if font:
font = min(font, len(eve.ROMFONT_HEIGHTS) - 1)
for deg in range(0, 10):
dx = x + circ_x(radius_inner * 7 / 10, deg * 36)
dy = y - circ_y(radius_inner * 7 / 10, deg * 36)
eve.CMD_NUMBER(dx, dy, font, eve.OPT_CENTER, deg)
eve.CMD_TEXT(x, y - (radius_inner * 3 / 10), font, eve.OPT_CENTER, "Altitude")
eve.CMD_TEXT(x, y + (radius_inner * 3 / 10), font, eve.OPT_CENTER, "10000ft")
eve.RESTORE_CONTEXT()
# Altitude needle
eve.SAVE_CONTEXT()
eve.CLEAR(0,1,0)
eve.COLOR(alt_reference)
eve.BEGIN(eve.BEGIN_LINES)
degthou = alt * 360 / 10000
deghund = (alt % 1000) * 360 / 1000
dx = x
dy = y
dxt1 = x + circ_x(radius_major, degthou)
dyt1 = y - circ_y(radius_major, degthou)
dxt2 = x + circ_x((radius_major + radius_minor) / 2, degthou)
dyt2 = y - circ_y((radius_major + radius_minor) / 2, degthou)
dxt3 = x + circ_x(radius_minor, degthou)
dyt3 = y - circ_y(radius_minor, degthou)
dxh = x + circ_x(radius_major, deghund)
dyh = y - circ_y(radius_major, deghund)
for c,a in ((alt_background, 32), (alt_reference, 0)):
eve.COLOR(c)
eve.LINE_WIDTH(alt_needle/2 + a)
eve.VERTEX2F(dx, dy)
eve.VERTEX2F(dxt3, dyt3)
eve.VERTEX2F(dx, dy)
eve.VERTEX2F(dxh, dyh)
eve.LINE_WIDTH(alt_needle*2/3 + a)
eve.VERTEX2F(dx, dy)
eve.VERTEX2F(dxt2, dyt2)
eve.LINE_WIDTH(alt_needle + a)
eve.VERTEX2F(dx, dy)
eve.VERTEX2F(dxt1, dyt1)
eve.COLOR(alt_background)
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE((radius_inner / 5) * 16)
eve.VERTEX2F(x, y)
eve.RESTORE_CONTEXT()
def attwidget(eve, x, y, radius, pitch, climb, roll):
assert(type(eve) == evelib.EVE2)
# Dimensions of the widget are detemined by the radius
radius_outer = radius
radius_b1 = (radius_outer * 39) // 40
radius_b2 = (radius_outer * 37) // 40
radius_inner = (radius_outer * 36) // 40
radius_roll = (radius_outer * 30) // 40
radius_bank = (radius_inner + radius_roll) // 2
# Attitude indicator line widths
ai_ref_bold = radius_outer * 4 // 10
ai_ref_narrow = radius_outer * 2 // 10
# Overlay reference line widths
ovl_bold = radius_outer * 4 // 10
ovl_narrow = radius_outer * 2 // 10
# Bezel colours
bezel_col = 0x505050
bezel_col_bright = 0xaaaaaa
bezel_col_dark = 0x333333
# Attitude indicator colours for roll and pitch areas
roll_col_ground = 0x444400
roll_col_sky = 0x3060aa
pitch_col_ground = 0x555500
pitch_col_sky = 0x5070bb
ai_reference = 0xffffff
# Overlay reference colours
ovl_reference = 0xffaa00
ovl_reference_dark = 0x505050
eve.VERTEX_FORMAT(0)
# Draw bezel
eve.SAVE_CONTEXT()
eve.CLEAR(0,1,0)
eve.COLOR(bezel_col)
# Draw the circles to make the bezel in three levels in the stencil buffer
eve.STENCIL_OP(eve.STENCIL_INCR, eve.STENCIL_INCR) # Set the stencil to increment
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE(radius_outer * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_b1 * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_b2 * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_inner * 16)
eve.VERTEX2F(x, y)
eve.END()
eve.STENCIL_OP(eve.STENCIL_KEEP, eve.STENCIL_KEEP) # Stop the stencil INCR
# Gradient (light at top) for outer of bezel
eve.STENCIL_FUNC(eve.TEST_EQUAL, 1, 255)
eve.CMD_GRADIENT(x - radius_outer, y + radius_outer, bezel_col_dark, x - radius_outer, y - radius_outer, bezel_col_bright)
# Flat colour for centre of bezel
eve.STENCIL_FUNC(eve.TEST_EQUAL, 2, 255)
eve.POINT_SIZE(radius_outer * 16)
eve.VERTEX2F(x, y)
# Gradient (dark at top) for inner of bezel
eve.STENCIL_FUNC(eve.TEST_EQUAL, 3, 255)
eve.CMD_GRADIENT(x - radius_outer, y + radius_outer, bezel_col_bright, x - radius_outer, y - radius_outer, bezel_col_dark)
eve.RESTORE_CONTEXT()
# Bank/Roll Index: Outer circle
eve.SAVE_CONTEXT()
eve.CLEAR_STENCIL(0)
eve.CLEAR(0,1,0)
eve.STENCIL_OP(eve.STENCIL_KEEP, eve.STENCIL_INCR)
# Draw ground and sky stencil
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE(radius_inner * 16)
eve.VERTEX2F(x, y)
eve.POINT_SIZE(radius_roll * 16)
eve.VERTEX2F(x, y)
eve.STENCIL_FUNC(eve.TEST_EQUAL, 1, 255)
eve.BEGIN(eve.BEGIN_LINES)
eve.LINE_WIDTH(radius_inner * 16 // 2)
# Draw the roll sky and ground
# These are rotated depending on the "roll"
eve.COLOR(roll_col_ground)
dx = x + circ_x((radius_inner/2) + (ai_ref_bold/16), -roll)
dy = y + circ_y((radius_inner/2) + (ai_ref_bold/16), -roll)
for deg in (-90, 90):
dx1 = dx + circ_x(radius_inner, -roll + deg)
dy1 = dy + circ_y(radius_inner, -roll + deg)
eve.VERTEX2F(dx1, dy1)
eve.COLOR(roll_col_sky)
dx = x - circ_x((radius_inner/2) + (ai_ref_bold/16), -roll)
dy = y - circ_y((radius_inner/2) + (ai_ref_bold/16), -roll)
for deg in (-90, 90):
dx1 = dx + circ_x(radius_inner, -roll + deg)
dy1 = dy + circ_y(radius_inner, -roll + deg)
eve.VERTEX2F(dx1, dy1)
# Draw reference lines:
eve.COLOR(ai_reference)
# These are rotated depending on the "roll"
eve.STENCIL_FUNC(eve.TEST_EQUAL, 2, 255)
eve.BEGIN(eve.BEGIN_LINES)
# bold at 60 and 30 degrees
eve.LINE_WIDTH(ai_ref_bold)
for deg in (-60, -30, 30, 60):
dx = x + circ_x(radius_inner, deg + roll)
dy = y - circ_y(radius_inner, deg + roll)
eve.VERTEX2F(dx, dy)
eve.VERTEX2F(x, y)
# narrow at 10 and 20 degrees
eve.LINE_WIDTH(ai_ref_narrow)
for deg in (-20, -10, 10, 20):
dx = x + circ_x(radius_bank, deg + roll)
dy = y - circ_y(radius_bank, deg + roll)
eve.VERTEX2F(dx, dy)
eve.VERTEX2F(x, y)
# dot at 45 degrees
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE(ai_ref_narrow)
for deg in (-45, 45):
dx = x + circ_x(radius_bank, deg + roll)
dy = y - circ_y(radius_bank, deg + roll)
eve.VERTEX2F(dx, dy)
eve.STENCIL_FUNC(eve.TEST_ALWAYS, 0, 255)
eve.RESTORE_CONTEXT()
# Pitch Indicator: Inner circle
eve.SAVE_CONTEXT()
eve.CLEAR_STENCIL(0)
eve.CLEAR(0,1,0)
eve.STENCIL_OP(eve.STENCIL_KEEP, eve.STENCIL_INCR)
# Draw ground and sky stencil
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE(radius_roll * 16)
eve.VERTEX2F(x, y)
eve.STENCIL_FUNC(eve.TEST_GEQUAL, 1, 255)
eve.BEGIN(eve.BEGIN_LINES)
eve.LINE_WIDTH(radius_roll * 16 / 4)
# Draw the pitch sky and ground
# These are rotated depending on the "pitch"
# Offset of pitch radius_roll is pitch of +40, -radius_roll is -40
eve.COLOR(pitch_col_ground)
for i in range(1, 8):
pw = ((radius_roll * i) / 4) + (ai_ref_narrow/16) + ((radius_roll * climb) / 40)
dx = x + circ_x(pw, -pitch)
dy = y + circ_y(pw, -pitch)
for deg in (-90, 90):
dx1 = dx + circ_x(radius_roll, -pitch + deg)
dy1 = dy + circ_y(radius_roll, -pitch + deg)
eve.VERTEX2F(dx1, dy1)
eve.COLOR(pitch_col_sky)
for i in range(1, 8):
pw = ((radius_roll * i) / 4) + (ai_ref_narrow/16) - ((radius_roll * climb) / 40)
dx = x - circ_x(pw, -pitch)
dy = y - circ_y(pw, -pitch)
for deg in (-90, 90):
dx1 = dx + circ_x(radius_roll, -pitch + deg)
dy1 = dy + circ_y(radius_roll, -pitch + deg)
eve.VERTEX2F(dx1, dy1)
# Draw the pitch and climb reference lines
eve.COLOR(ai_reference)
eve.LINE_WIDTH(ai_ref_narrow)
# Major reference lines
for i in (20, 10, -10, -20):
pw = ((radius_roll * climb) / 40) + ((radius_roll * i) / 40)
dx = x + circ_x(pw, -pitch)
dy = y + circ_y(pw, -pitch)
for deg in (-90, 90):
dx1 = dx + circ_x(radius_roll * i / 50, -pitch + deg)
dy1 = dy + circ_y(radius_roll * i / 50, -pitch + deg)
eve.VERTEX2F(dx1, dy1)
# Minor reference lines
for i in (15, 5, -5, -15):
pw = ((radius_roll * climb) / 40) + ((radius_roll * i) / 40)
dx = x + circ_x(pw, -pitch)
dy = y + circ_y(pw, -pitch)
for deg in (-90, 90):
dx1 = dx + circ_x(radius_roll / 10, -pitch + deg)
dy1 = dy + circ_y(radius_roll / 10, -pitch + deg)
eve.VERTEX2F(dx1, dy1)
eve.RESTORE_CONTEXT()
# Triangle for 0 in Pitch Indicator
eve.SAVE_CONTEXT()
eve.BEGIN(eve.BEGIN_LINE_STRIP)
eve.LINE_WIDTH(ai_ref_narrow)
eve.COLOR(ai_reference)
dx = x + circ_x(radius_roll - (ai_ref_bold/8), roll)
dy = y - circ_y(radius_roll - (ai_ref_bold/8), roll)
eve.VERTEX2F(dx, dy)
dx2 = x + circ_x(radius_inner - (ai_ref_bold/16), roll + 5)
dy2 = y - circ_y(radius_inner - (ai_ref_bold/16), roll + 5)
eve.VERTEX2F(dx2, dy2)
dx1 = x + circ_x(radius_inner - (ai_ref_bold/16), roll - 5)
dy1 = y - circ_y(radius_inner - (ai_ref_bold/16), roll - 5)
eve.VERTEX2F(dx1, dy1)
eve.VERTEX2F(dx, dy)
eve.END()
eve.RESTORE_CONTEXT()
# Reference Overlay
# Triangle for 0 in reference
eve.SAVE_CONTEXT()
eve.BEGIN(eve.BEGIN_LINE_STRIP)
eve.LINE_WIDTH(ovl_narrow)
eve.COLOR(ovl_reference)
dx = x
dy = y - radius_roll
eve.VERTEX2F(dx, dy)
dx2 = x - (radius_roll * 2 / 10)
dy2 = y - (radius_roll * 8 / 10)
eve.VERTEX2F(dx2, dy2)
dx1 = x + (radius_roll * 2 / 10)
dy1 = y - (radius_roll * 8 / 10)
eve.VERTEX2F(dx1, dy1)
eve.VERTEX2F(dx, dy)
eve.END()
# Centre target for reference
eve.BEGIN(eve.BEGIN_LINE_STRIP)
eve.LINE_WIDTH(ovl_bold)
dx = x - ((radius_roll * 3) / 4)
dy = y
eve.VERTEX2F(dx, dy)
dx = x - (radius_roll / 4)
eve.VERTEX2F(dx, dy)
dx = x - (radius_roll / 5)
dy = y + (radius_roll / 10)
eve.VERTEX2F(dx, dy)
eve.END()
eve.BEGIN(eve.BEGIN_LINE_STRIP)
dx = x + (radius_roll / 5)
dy = y + (radius_roll / 10)
eve.VERTEX2F(dx, dy)
dx = x + (radius_roll / 4)
dy = y
eve.VERTEX2F(dx, dy)
dx = x + ((radius_roll * 3) / 4)
dy = y
eve.VERTEX2F(dx, dy)
eve.END()
# dot at 45 degrees
eve.BEGIN(eve.BEGIN_POINTS)
eve.POINT_SIZE(ovl_bold)
dx = x
dy = y
eve.VERTEX2F(dx, dy)
eve.RESTORE_CONTEXT()