#Turret by 5H1N0B1
#GNU licence

#turret Gun class
var turret = {
  #create new object
  new: func(name,index, view_number,heading_path,pitch_path,minhead, maxhead,headdegsec,minpitch, maxpitch,pitchdegsec) {
    # copy the turret object
    var m             = { parents: [turret] };
    m.name            = name;
    m.index           = index;
    m.view            = view_number;
    m.viewheading     = props.globals.getNode("/sim/current-view/heading-offset-deg");
    m.viewpitch       = props.globals.getNode("/sim/current-view/pitch-offset-deg");
    m.loop_running    = 0;

    #Heading management
    m.heading         = props.globals.getNode(heading_path);
    m.heading_Min     = minhead;
    m.heading_Max     = maxhead;
    m.headingDegBySec = headdegsec;
    m.LastHeading     = 0;

    #Ptich management
    m.pitch           = props.globals.getNode(pitch_path);
    m.pitch_Min       = minpitch;
    m.pitch_Max       = maxpitch;
    m.pitchDegBySec   = pitchdegsec;
    m.LastPitch       = 0;

    #Self Update period
    m.UPDATE_PERIOD   = 0.04 ; # update interval for engine init() functions
    m.LastTime        = 0;

    #SetListener
    m.viewChange      = nil;
    m.viewPitch       = nil;
    m.viewHeading     = nil;

    return m;
  },

  #In case of new without limitations arguments
  #new: func(name,index, view_number,heading_path,pitch_path) {
  #  var m = turret.new(name,index,view_number,heading_path, pitch_path,0 ,0 ,0 ,0);
  #  return m;
  #},
  #move the turret
  move: func {
    #print("L4");
    var ActTime      = getprop("sim/time/elapsed-sec");
    var headingcoeff = 0;
    var pitchcoeff   = 0;

    #degTime

    #----------------Heading----------------
    var Myheading    = 360-me.viewheading.getValue();

    #Heading coeff
    headingcoeff     = (ActTime - me.LastTime)*me.headingDegBySec;

    #Heading coeff limitation
    headingcoeff     = (headingcoeff-abs(Myheading - me.LastHeading)>0)? abs(Myheading - me.LastHeading):headingcoeff;
    #Add sign
    headingcoeff     = (Myheading - me.LastHeading)<0? -headingcoeff:headingcoeff;
    #Invert it when angle>180
    headingcoeff     = abs(Myheading - me.LastHeading)>180?-headingcoeff:headingcoeff;

    #This is to take account of the modulo 2Pi
    Myheading        = headingcoeff+me.LastHeading;
    Myheading        = Myheading>360?Myheading-360:Myheading;
    Myheading        = Myheading<0?360-Myheading:Myheading;

    #Limitation
    Myheading        = me.limit(Myheading,me.heading_Min,me.heading_Max,me.LastHeading);
    me.heading.setValue(Myheading);
    me.LastHeading   = Myheading;

    #gui.popupTip (Myheading,0.1);

    #-----------------Pitch-----------------
    var Mypitch      = me.viewpitch.getValue();

    #Pitch coeff
    pitchcoeff       = (ActTime - me.LastTime)*me.headingDegBySec;

    #Pitch coeff limitation
    pitchcoeff       = (pitchcoeff-abs(Mypitch - me.LastPitch)>0)? abs(Mypitch - me.LastPitch):pitchcoeff;
    #Add sign
    pitchcoeff       = (Mypitch - me.LastPitch)<0? -pitchcoeff:pitchcoeff;

    Mypitch          = pitchcoeff+me.LastPitch;

    #Limitation
    Mypitch          = me.limit(Mypitch,me.pitch_Min,me.pitch_Max,me.LastPitch);
    me.pitch.setValue(Mypitch);
    me.LastPitch     = Mypitch;

    #Free for anotherupdate
    #me.loop_running = 0;
    me.LastTime      = ActTime;
  },

  #Tool : limitations func.
  limit: func(value, min, max, lastValue) {
    var tempo        = value;
    if (max != min) {
      if (max>min) {
        if (value>max) {
          tempo      = max;
        }
        if (value<min) {
          tempo      = min;
        }
      } else {
        #print("min:",min,", max:",max," value:",value, " LastValue", lastValue);
        if ((value>max) and (value<min) and (lastValue>=min)) {
          tempo      = min;
        }
        if ((value>max) and (value<min) and (lastValue<=max)) {
          tempo      = max;
        }
      }
    }
    #print("value :",value," tempo :",tempo, "min :", min," max :",max);
    return tempo
  },

  #Call the update loop
  init: func {
    #settimer(loop, 0);
    if (me.viewChange == nil) {
      me.viewChange  = setlistener("sim/current-view/view-number-raw", func(currentView) {
        #print("L1 ", me.loop_running);
        if (currentView.getValue() == me.view) {
          #print("L1 prime", me.loop_running);
          me.update();
          removelistener(me.viewChange);
          #me.listening();
        }
      }, 0, 0);
    }
  },
  #Create the update loop and the listener -->The ideal would be to put a setlistener/view
  update: func {
    if (me.loop_running) return;
    #me.loop_running = 1;
    var loop = func {
      #print("3");
      if (getprop("sim/current-view/view-number-raw") == me.view) {
        me.move();
        me.UPDATE_PERIOD = 0.04;
      } else {
        me.UPDATE_PERIOD  = 1;
      }
      settimer(loop, me.UPDATE_PERIOD);
    }
    settimer(loop, me.UPDATE_PERIOD);
  },

  update_2: func {
  },

  #Set/change update period if necessary
  update_period: func (update_periode) {
    me.UPDATE_PERIOD = update_periode;
  }
};

#  nom     : TourelledeToit
#  index   :  0 <-Il s'agit de la première tourelle, la variable est definie dans sim/model/turret[0]
#  view    :  9 Il s'agit de l'index reel de la view, disponible ici : /sim/current-view/view-number-raw
#  heading : path de la variable heading du model 3D
#  pitch   : path de la variable pitch du model 3D
#  heading, min max : limitations en heading. Si max = min alors pas de limitation
#  pitch, min max : limitations en pitch. Si max = min alors pas de limitation

#In English : here are the parameters :
#func(name,index, view_number,heading_path,pitch_path,minhead, maxhead,headdegsec,minpitch, maxpitch,pitchdegsec)
#  name          : TourelledeToit (Name it as you wish)
#  index         :  0 <-Here it's the first turret, so 0. Variable can be found here :  sim/model/turret[0]
#  view          :  9 View index. Can be found here : /sim/current-view/view-number-raw
#  heading_path  :  heading_path of the turret. 3D model move based on this.(Submodels&bullets too)
#  pitch_path    :  pitch path  of the turret. 3D model move based on this.(Submodels&bullets too)
#heading, min max: heading limitation, min & max. if max=min : no limitation
#headdegsec      : Turret heading turn rate in degree/seconds
#pitch, min max  : pitch limitation, min & max. if max=min : no limitation
#pitchdegsec     : Turret pitch turn rate in degree/seconds

#création de l'objet
var Dorsal_Turret = turret.new("Turret_Gunner_View", 0, 107, "sim/model/turret[0]/heading", "sim/model/turret[0]/pitch",0,0,60,0,90,60);

#var tourelledetoit = turret.new("TourelledeToit",0,9,"sim/model/turret[0]/heading","sim/model/turret[0]/pitch");

#init de l'objet
var myListener = setlistener("sim/signals/fdm-initialized", func {
  Dorsal_Turret.init();
  removelistener(myListener);
}, 0, 0);

#Note : pour rajouter une tourelle, s'assurer que les variables soient bonne, que la 3D soit présente. Ensuite Il suffit d'ajouter :
#var tourelledetoit = turret.new("TourelledeToit",0,9,"sim/model/turret[0]/heading","sim/model/turret[0]/pitch");
#  setlistener("sim/signals/fdm-initialized", func {
#  tourelledetoit.init();
#}, 0, 0);

#la gestion des tir n'a pas encore été faite
