[Flightgear-devel] Nasal in scenery object XML files
FYI: I've now added Nasal support for scenery objects to my copy of sg fg. This can be used for 'intelligent' objects -- special lighting features, specific lighthouse signals, things that couldn't be done with animations alone. The code is run as soon as the tile loader decided to load the model. It can use listeners and timers and so run as long as it wishes. If the object is removed from memory, then a variable is changed in the object's namespace, so that the code can stop itself. An optional destructor part can be used for further cleanup (remove listeners etc.) The required changes for sg fg are minimal, but because of the nearing release I better send the patches for review after the release. See below for an example. m. ?xml version=1.0? PropertyList pathhelipad.ac/path nasal script f = func { if (!valid) { return } print(Hello, I'm the helipad!); settimer(f, 5); } f(); /script script !-- optional destructor -- print(Bye, bye!) /script /nasal animation typenoshadow/type object-namehelipad/object-name /animation /PropertyList --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nasal in scenery object XML files
Melchior FRANZ wrote: FYI: I've now added Nasal support for scenery objects to my copy of sg fg. This can be used for 'intelligent' objects -- special lighting Can you make a patch available for those of us that want to experiment with this? Josh --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nasal in scenery object XML files
FYI: I've now added Nasal support for scenery objects to my copy of sg fg. This can be used for 'intelligent' objects -- special lighting features, specific lighthouse signals, things that couldn't be done with animations alone. That is great! Thank you Melchior :-) That will open new horizons to people like me who like adding nice widgets to the scenery. Serious air flight 'addicted' ones will be pleased with more realistic environment too, of course :-) I was trying to get realistic lighthouse signals with the former animation system but that has a few limitations which cannot be overcome with any amount of fantasy. I hope Nasal scripting will help more. The code is run as soon as the tile loader decided to load the model. It can use listeners and timers and so run as long as it wishes. If the object is removed from memory, then a variable is changed in the object's namespace, so that the code can stop itself. An optional destructor part can be used for further cleanup (remove listeners etc.) Is there any chance we can get a nasal-modified binary for Win platform to play with as soon as something works in an acceptable stable way? I'd appreciate that a lot. cheers, Roberto -- Feel free mit GMX FreeMail! Monat für Monat 10 FreeSMS inklusive! http://www.gmx.net --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nasal in scenery object XML files
Melchior FRANZ wrote: If the object is removed from memory, then a variable is changed in the object's namespace, so that the code can stop itself. Rather than set this from C++ code, why not use: An optional destructor part can be used for further cleanup (remove listeners etc.) Which can do it all from Nasal with just a single line. And defining it as the second script tag seems clumsy to me; how about calling it on-unload or destroy or something similar? Andy --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nasal in scenery object XML files
Is there any chance we can get a nasal-modified binary for Win platform toplay with as soon as something works in an acceptable stable way? I'd appreciate that a lot.If the code is in CVS (and to be turned on manually) or in a reasonable clean patch, I can supply you with a windows build. Just ask with a private mail.