Hello,
I have downloaded the solarsytemtour v1.1.celx made by H Schmidt. I have a question...
I want to display only the planets and not the moons. I changed the code so that moons are not
preloaded. But.. after Pluto the script continues with the moons. Any suggestions? Thanks.
Schmidt's Solar system tour v1.1
-
- Site Admin
- Posts: 706
- Joined: 22.09.2018
- With us: 6 years 1 month
For anyone who is interested.
V1.1
Some versions show base_Inertia{line 29} @ 0.7 instead of 0.3 as this does.
V1.2
I hope this helps as a reference.
Janus.
V1.1
Some versions show base_Inertia{line 29} @ 0.7 instead of 0.3 as this does.
- Spoiler
Code: Select all
-- Example script for Lua support in celestia
--
-- Solar system tour Version II, v1.1
--
-- (c) 2003 Harald Schmidt
-- http://www.h-schmidt.net/celestia/
--
-- comments, bugreports to: celestia ( at ) h-schmidt.net
--
-- You are free to use, copy, modify, redistribute this script,
-- but keep a credit to the original author
--
-- Bugs: script needs cleanup. It has become more complex than anticipated,
-- and some things are just a dirty hack.
-- 2003-12-14: Test with 1.3.1rc:
-- There are some workarounds needed for Windows -
-- the assumption that a simple wait(0) forces a rendering phase
-- seems is wrong.
-- table.getn() seems to not work on win (or works differently).
-- Replaced by old explicit length-counting until further investigation.
-- temporary workaround against a bug on windows:
wait(0.1)
celestia:flash("")
wait(0.5)
-- base_inertia is (very!) roughly how much of the current direction
-- will be retained in a second.
base_inertia = 0.3
-- base_speed_timestep is the amount of time we would (at current speed)
-- need to reach next target:
-- Don't set this too small, or we will miss targets
base_speed_timestep = 1
-- CONSTANT, do not change
KM_PER_MLY=9466411.842
-- keep camera locked within this distance to target:
CAMLOCKD = 0.03
-- up-vector for observer
UP = celestia:newvector(0,1,0)
INTRO = "Solarsystem Tour (v1.1) by Harald Schmidt\nplease report bugs to celestia (at) h-schmidt.net\n\n"
-- return vector with same direction and length == 1
function normalize(v)
local x = v:getx()
local y = v:gety()
local z = v:getz()
local d = math.sqrt(x*x + y*y + z*z)
if d > 0.0000001 then
d = 1/d
else
--celestia:flash("underflow",2)
d = 1
end
return celestia:newvector(d*x, d*y, d*z)
end
-- return length of v
function length(v)
local x = v:getx()
local y = v:gety()
local z = v:getz()
local d = math.sqrt(x*x + y*y + z*z)
return d
end
-- INITIALIZATION
pos_table = {}
pos_table.len = 0
-- fill pos_table with solar-system objects
-- we currently avoid moons, they probably need further tweaking
-- (extreme changes in speed necessary, for example when
-- moving from mars to jupiter (very fast) and then to a jupiter moon (slow))
function filltable(obj, depth)
pos_table[pos_table.len] = obj
pos_table.len = pos_table.len + 1
local i, v
local children = obj:getchildren()
for i, v in ipairs(children) do
if v:radius() < 1 or v:name() == "Galileo" then
--celestia:flash("ignoring: " .. v:name())
--wait(2)
else
--if depth <= 2 then
-- filltable(v, depth+1)
--end
pos_table[pos_table.len] = v
pos_table.len = pos_table.len + 1
preload(v)
end
end
end
-- preload textures
function preload(obj)
if obj:type() == "planet" or obj:type() == "moon" then
if obj:radius() < 100 then
return
end
celestia:print(INTRO.."Preloading texture for " .. obj:name(), 10, 0, 0, -20, 0)
local p = obj:getposition()
local r = obj:radius()
local v = celestia:newvector(1,0,0)
v = (4 * r) / KM_PER_MLY * v
celestia:getobserver():setposition(p + v)
celestia:getobserver():lookat(p, UP)
wait(0.1)
if obj:type() == "planet" then
local children = obj:getchildren()
for i, c in ipairs(children) do
preload(c)
end
end
end
end
side_toggle_a = 1
side_toggle_b = 1
function getposfromobject(source, target)
local displacement = nil
if source == nil then
displacement = celestia:newvector(0.001, 0, 0)
else
local src2target = source:getposition():vectorto(target:getposition())
displacement = (src2target ^ UP):normalize()
displacement = side_toggle_a * 3*target:radius()/KM_PER_MLY * displacement
displacement = displacement + 1.0*target:radius()/KM_PER_MLY * src2target:normalize()
side_toggle_a = -1 * side_toggle_a
side_toggle_b = side_toggle_a * side_toggle_b
end
return target:getposition() + displacement
end
function getcameratarget(sourcepos, targetpos, obspos, part)
src2target = sourcepos:vectorto(targetpos)
local lgth = length(src2target)
local part2 = (part - CAMLOCKD) / (1 - 2*CAMLOCKD)
part2 = math.min(1,math.max(0,part2))
local disp = lgth * 0.05 * side_toggle_b * math.pow(math.sin(math.pi*part2),2)
local vec = nil
if part2 < 0.5 then
vec = obspos:vectorto(sourcepos)
else
vec = obspos:vectorto(targetpos)
end
local factor1 = math.abs(part2 - 0.5)
local displacement = disp * (sourcepos:vectorto(targetpos) ^ UP):normalize()
return obspos + factor1 * vec + displacement
end
offset = celestia:newvector(0.1,0,0)
sol = celestia:find("Sol")
filltable(sol,1)
o = celestia:getobserver()
t = 1
date = celestia:gettime()
pos = pos_table[t-1]:getposition():addvector(offset)
o:setposition(pos)
velocity = celestia:newvector(1e-5,0,0)
-- count frames
counter = 0
-- starting speed: 2mly / step
min_speed = 2
-- distance to/from target where we maintain constant speed
-- this is the starting value, to get away from sun
const_speed_distance = pos_table[t-1]:radius()*1
time = celestia:getscripttime()
last_target_pos = pos
-- must show this long, because sun is to bright to read this at first:
celestia:print(INTRO .. "", 5, 0, 0, -20, 0)
celestia:select(pos_table[0])
-- walk the position-table:
while t < pos_table.len do
next_target = pos_table[t]
past_midpoint = false
-- get position where we should be heading and distance to target
-- next_target_pos = next_target:getposition():addvector(offset)
next_target_pos = getposfromobject(pos_table[t-1], pos_table[t])
-- overall distance
dist = pos:distanceto(next_target_pos)
-- :TODO: convert this from dist (we need this in microly instead of km)
dist_mly = length(pos:vectorto(next_target_pos))
-- select next target when within dist_trigger to planet
radius = math.max(10, next_target:radius())
dist_trigger = radius*5
-- emergency trigger if first trigger fails (could happen if we blast by too fast - current parameters should avoid this)
dist_emergency_trigger = dist / 3
last_dist = dist
-- current distance to target
d = dist
-- INNER LOOP: approach to next target, exit loop when there
while d > dist_trigger do
local time2 = celestia:getscripttime()
local dt = math.max(0.005, math.min(0.2, time2 - time))
time = time2
-- use this to correct for moving bodies while in flight
celestia:settime(date)
-- next_target_pos = next_target:getposition():addvector(offset)
-- distance to target (in "dist"-units, i.e. should vary between ~1 and 0)
a = d / dist
-- now compute velocity envelope: go slow when near planet, go really fast between
-- speed is a funcion of distance to/from target, and
-- distance is computed as:
if a > 0.5 then
-- distance from previous target:
ref_distance_km = dist - d
else
if not past_midpoint then
-- this is executed once between src and target
celestia:select(next_target)
past_midpoint = true
end
-- distance to next target:
ref_distance_km = d
end
-- reset const_speed_distance when approaching next target
-- leave intact while going away from last target (avoid instantaneous velocity boost)
if a < 0.5 then
const_speed_distance = dist_trigger*2
end
-- compute distance to target (when approaching) or
-- from last target
ref_distance_km = math.max(const_speed_distance, ref_distance_km)
ref_distance_mly = ref_distance_km / KM_PER_MLY
-- speed is computed as:
-- speed = distance_to_target / time_to_reach_target
-- distance_to_target is of couse
speed = ref_distance_mly / base_speed_timestep
-- inertia controls how quick the direction of view changes.
--
-- To make the script behave mostly identical for different FPS, we
-- must change inertia depending on the time between two frames.
-- inertia doesn't have a linear influence, but this first-order
-- approximation should suffice.
--
-- if dt == 0, inertia = 1, for dt >= 0.1, inertia = 0.1*base_inertia
inertia = 1 - (math.min(0.1, dt)*(1-base_inertia))
-- camera must change quicker when getting near target, otherwise we could miss the target,
-- therefore adjust proportionally to distance to target (but don't set to >= 1)
inertia = math.max(0.5, math.min(a,1)*inertia)
direction = pos:vectorto(next_target_pos)
-- normalized direction
dir_norm = normalize(direction)
-- normalized velocity
-- cant use vector:normalize because length may be to small
vel_norm = normalize(velocity)
-- This is the most important part:
-- compute the new velocity, by choosing a direction
-- between the former velocity and the direction we have to go.
new_velocity_direction = (inertia * vel_norm + (1-inertia)*dir_norm)
velocity = speed * dt * new_velocity_direction:normalize()
newpos = pos + velocity
-- look in direction of movement
o:setposition(pos)
o:lookat(getcameratarget(last_target_pos, next_target:getposition(), pos, 1-a), UP)
pos = newpos
d = pos:distanceto(next_target_pos)
-- check emergency trigger?
if d < dist_emergency_trigger then
-- real check: are we going away again?
if d > last_dist then
-- this is an error, print message
celestia:flash("Ah, I just missed my target - continuing with next target!")
--wait(2)
break
end
end
last_dist = d
counter = counter + 1
wait(0.01)
end
last_target_pos = next_target:getposition()
t = t + 1
end
o:follow(pos_table[pos_table.len-1])
celestia:flash("This is the end, after " .. math.floor(celestia:getscripttime()) .. " seconds and " .. counter .. " steps. Thanks for watching.",10)
V1.2
- Spoiler
Code: Select all
function tourspecifiedsystems()
-- NOMINATE SYSTEMS TO TOUR AND OBJECT TYPES TO VIEW
-- SYSTEMS MAY BE SOLAR SYSTEMS WITH PLANETS OR PLANETARY SYSTEMS WITH MOONS
-- Syntax is
-- tour("systemcentre_name","object_types_to_view")
--
-- Valid object_types_to_view are:
-- "planets"
-- "asteroids"
-- "comets"
-- "planets&moons" or "planet&moons"
-- "asteroids&comets"
-- "all"
-- Add as many systems as you would like to tour below this line.
-- To tour examples given, remove -- at beginning of line.
-- ****** USER-EDITABLE SECTION BELOW THIS LINE ******
--tour("Sol","all")
tour("Sol","planets")
--tour("Sol/Mars","planet&moons")
--tour("Sol/Jupiter","planet&moons")
--tour("Sol/Saturn","planet&moons")
--tour("Sol/Uranus","planet&moons")
--tour("Sol/Neptune","planet&moons")
--tour("Sol/Pluto","planet&moons")
--tour("Sol","comets")
--tour("UPS And","all")
--tour("51 Peg","all")
--tour("61 Cyg A","all")
--tour("Katalina","planets&moons")
-- ****** END OF USER-EDITABLE SECTION SPECIFYING SYSTEMS TO TOUR ******
return
end
function resetusersrenderflags()
-- ****** EDIT LINES BELOW TO RESTORE RENDER SETTINGS TO YOUR PREFERENCES ******
-- celestia:show("planets", "comettails", "stars")
-- celestia:hide("ringshadows", "grid", "boundaries", "constellations", "galaxies", "automag")
-- celestia:showlabel()
-- celestia:hidelabel("spacecraft", "asteroids", "comets", "constellations", "stars", "galaxies")
-- celestia:show("planets", "cloudmaps", "nightmaps", "atmospheres", "eclipseshadows", "comettails", "stars")
-- celestia:hide("orbits", "ringshadows", "markers", "grid", "boundaries", "constellations", "galaxies", "automag")
-- celestia:showlabel()
-- celestia:hidelabel("planets", "moons", "spacecraft", "asteroids", "comets", "constellations", "stars", "galaxies")
-- ****** END OF EDITABLE SECTION SPECIFYING YOUR PREFERED RENDER SETTINGS ******
return
end
-- *******************************************************************
-- ************* CREDITS, GENERAL INFO ABOUT PROGRAM *****************
-- *******************************************************************
-- SolarSystemTour v1.2 by Tim McMahon
-- Based on Harald Schmidt's script SolarSystemTour_v1.1.celx
-- This modified script allows specification and touring of multiple
-- solar systems or planetary systems and their objects.
-- Comments, bugreports to: tim.mcmahon@tiscali.co.uk
-- (c) 9 March 2004
--
-- Based on Solar system tour Version II, v1.1
-- (c) 2003 Harald Schmidt
-- http://www.h-schmidt.net/celestia/
--
-- You are free to use, copy, modify, redistribute this script,
-- but keep a credit to the original author
--
-- *******************************************************************
-- MODIFY THE CODE AT THE TOP OF THE SCRIPT TO SPECIFY SYSTEMS TO TOUR
-- *******************************************************************
--
-- There are some workarounds needed for Windows -
-- the assumption that a simple wait(0) forces a rendering phase
-- seems is wrong.
-- table.getn() seems to not work on win (or works differently).
-- Replaced by old explicit length-counting until further investigation.
function workaroundwindowsbug()
-- temporary workaround against a bug on windows:
wait(0.1)
celestia:flash("")
wait(0.5)
return
end
-- *************** MORE FUNCTION DEFINITIONS **************
function setrenderflags()
celestia:show("planets", "cloudmaps", "nightmaps", "atmospheres", "eclipseshadows", "comettails", "stars")
celestia:hide("orbits", "ringshadows", "markers", "grid", "boundaries", "constellations", "galaxies", "automag")
celestia:hidelabel("planets", "moons", "spacecraft", "asteroids", "comets", "constellations", "stars", "galaxies")
end
-- INITIALIZATION & CONSTANT DEFINITION
function initializemainprogram()
-- intro screen
INTRO = "SolarSystemTour v1.2 by Tim McMahon\nBased on SolarSystemTour v1.1 by Harald Schmidt\n"
--Please report bugs to tim.mcmahon@tiscali.co.uk\n\n"
-- base_inertia is (very!) roughly how much of the current direction
-- will be retained in a second.
base_inertia = 0.3
-- base_speed_timestep is the amount of time we would (at current speed)
-- need to reach next target:
-- Don't set this too small, or we will miss targets
base_speed_timestep = 1.333
-- CONSTANT, do not change
KM_PER_MLY=9466411.842
-- keep camera locked within this distance to target:
CAMLOCKD = 0.03
-- up-vector for observer
UP = celestia:newvector(0,1,0)
-- initialize touring time
touringtime = 0
return
end
function openingflash(systemcentre,objectstovisit)
-- OPENING FLASH SCREEN
celestia:print(INTRO .. "",10, 0, 0, -20, 0)
wait(2)
celestia:flash("Touring " .. systemcentre:name() .. " system - " .. objectstovisit,5)
wait(5)
celestia:flash("Compiling list of objects to tour...",2)
wait(2)
return
end
function specify(objectstovisit)
viewplanetsonly = false
viewasteroidsonly = false
viewcometsonly = false
viewplanetsandmoons = false
viewasteroidsandcomets = false
viewall = false
if objectstovisit == "planets" then
viewplanetsonly = true
end
if objectstovisit == "asteroids" then
viewasteroidsonly = true
end
if objectstovisit == "comets" then
viewcometsonly = true
end
if objectstovisit == "planets&moons" or objectstovisit == "planet&moons" then
viewplanetsandmoons = true
end
if objectstovisit == "asteroids&comets" then
viewasteroidsandcomets = true
end
if objectstovisit == "all" then
viewall = true
end
return
end
function notspecifiedtype(obj)
wrongtype = true
if viewplanetsonly and obj:type() == "planet" then
wrongtype = false
end
if viewasteroidsonly and obj:type() == "asteroid" then
wrongtype = false
end
if viewcometsonly and obj:type() == "comet" then
wrongtype = false
end
if viewplanetsandmoons and (obj:type() == "planet" or obj:type() == "moon") then
wrongtype = false
end
if viewasteroidsandcomets and (obj:type() == "asteroid" or obj:type() == "comet") then
wrongtype = false
end
if viewall and not (obj:type() == "invisible" or obj:type() == "spacecraft") then
wrongtype = false
end
return wrongtype
end
function loadchildren(parent,depth)
local i, v
local children = parent:getchildren()
for i, v in ipairs(children) do
if notspecifiedtype(v) then
celestia:flash("Ignoring : " .. v:name())
wait(0.2)
else
preload(v)
celestia:flash("Including: " .. v:name())
wait(0.2)
pos_table[pos_table.len] = v
pos_table.len = pos_table.len + 1
if depth <= 2 then
loadchildren(v, depth+1)
end
end
end
return
end
pos_table = {}
pos_table.len = 0
-- fill pos_table with specified system objects
function filltable(obj, depth)
if obj:type() == "star" then
preload(obj)
pos_table[pos_table.len] = obj
pos_table.len = pos_table.len + 1
local i, v
local children = obj:getchildren()
for i, v in ipairs(children) do
if notspecifiedtype(v) then
celestia:flash("Ignoring : " .. v:name())
wait(0.2)
else
preload(v)
celestia:flash("Including: " .. v:name())
wait(0.2)
pos_table[pos_table.len] = v
pos_table.len = pos_table.len + 1
if depth <= 2 then
loadchildren(v, depth+1)
end
end
end
else
if notspecifiedtype(obj) then
celestia:flash("Ignoring : " .. obj:name())
wait(0.2)
else
preload(obj)
pos_table[pos_table.len] = obj
pos_table.len = pos_table.len + 1
local i, v
local children = obj:getchildren()
for i, v in ipairs(children) do
if notspecifiedtype(v) then
celestia:flash("Ignoring : " .. v:name())
wait(0.2)
else
preload(v)
celestia:flash("Including: " .. v:name())
wait(0.2)
pos_table[pos_table.len] = v
pos_table.len = pos_table.len + 1
if depth <= 2 then
loadchildren(v, depth+1)
end
end
end
end
end
end
-- preload textures
function preload(obj)
celestia:print("Preloading texture for " .. obj:name(), 10, 0, 0, -20, 0)
local p = obj:getposition()
local r = obj:radius()
local v = celestia:newvector(1,0,0)
v = (4 * r) / KM_PER_MLY * v
celestia:getobserver():setposition(p + v)
celestia:getobserver():lookat(p, UP)
wait(0.1)
end
-- return vector with same direction and length == 1
function normalize(v)
local x = v:getx()
local y = v:gety()
local z = v:getz()
local d = math.sqrt(x*x + y*y + z*z)
if d > 0.0000001 then
d = 1/d
else
--celestia:flash("underflow",2)
d = 1
end
return celestia:newvector(d*x, d*y, d*z)
end
-- return length of v
function length(v)
local x = v:getx()
local y = v:gety()
local z = v:getz()
local d = math.sqrt(x*x + y*y + z*z)
return d
end
side_toggle_a = 1
side_toggle_b = 1
function getposfromobject(source, target)
local displacement = nil
if source == nil then
displacement = celestia:newvector(0.001, 0, 0)
else
local src2target = source:getposition():vectorto(target:getposition())
displacement = (src2target ^ UP):normalize()
displacement = side_toggle_a * 3*target:radius()/KM_PER_MLY * displacement
displacement = displacement + 1.0*target:radius()/KM_PER_MLY * src2target:normalize()
side_toggle_a = -1 * side_toggle_a
side_toggle_b = side_toggle_a * side_toggle_b
end
return target:getposition() + displacement
end
function getcameratarget(sourcepos, targetpos, obspos, part)
src2target = sourcepos:vectorto(targetpos)
local lgth = length(src2target)
local part2 = (part - CAMLOCKD) / (1 - 2*CAMLOCKD)
part2 = math.min(1,math.max(0,part2))
local disp = lgth * 0.05 * side_toggle_b * math.pow(math.sin(math.pi*part2),2)
local vec = nil
if part2 < 0.5 then
vec = obspos:vectorto(sourcepos)
else
vec = obspos:vectorto(targetpos)
end
local factor1 = math.abs(part2 - 0.5)
local displacement = disp * (sourcepos:vectorto(targetpos) ^ UP):normalize()
return obspos + factor1 * vec + displacement
end
function visit(system,objecttypes)
specify(objecttypes)
openingflash(system,objecttypes)
-- GET OBJECTS TO VISIT
pos_table = {}
pos_table.len = 0
side_toggle_a = 1
side_toggle_b = 1
counter = 0
--preload(system)
filltable(system,1)
num_objects = (pos_table.len - 1)
-- VISIT OBJECTS!
-- begin tour with intro on screen
if num_objects == 1 then
celestia:print(INTRO .. "\n\nTouring " .. num_objects .. " object in " .. system:name() .. " system", 7, 0, 0, -20, 0)
else
celestia:print(INTRO .. "\n\nTouring " .. num_objects .. " objects in " .. system:name() .. " system", 7, 0, 0, -20, 0)
end
t = 1
date = celestia:gettime()
offset = celestia:newvector(8e-7*system:radius(),0,0)
pos = pos_table[t-1]:getposition():addvector(offset)
velocity = celestia:newvector(1e-5,0,0)
o = celestia:getobserver()
o:setposition(pos)
-- starting speed: 2mly / step
min_speed = 2
-- distance to/from target where we maintain constant speed
-- this is the starting value, to get away from sun
const_speed_distance = pos_table[t-1]:radius()*1
time = celestia:getscripttime()
last_target_pos = pos
celestia:select(pos_table[0])
-- walk the position-table:
while t < pos_table.len do
next_target = pos_table[t]
past_midpoint = false
-- get position where we should be heading and distance to target
-- next_target_pos = next_target:getposition():addvector(offset)
next_target_pos = getposfromobject(pos_table[t-1], pos_table[t])
offset = celestia:newvector(8e-7*pos_table[t]:radius(),0,0)
-- overall distance
dist = pos:distanceto(next_target_pos)
-- :TODO: convert this from dist (we need this in microly instead of km)
dist_mly = length(pos:vectorto(next_target_pos))
-- select next target when within dist_trigger to planet
radius = math.max(10, next_target:radius())
dist_trigger = radius*5
-- emergency trigger if first trigger fails
-- (could happen if we blast by too fast - current parameters should avoid this)
dist_emergency_trigger = dist / 3
last_dist = dist
-- current distance to target
d = dist
-- INNER LOOP: approach to next target, exit loop when there
while d > dist_trigger do
local time2 = celestia:getscripttime()
local dt = math.max(0.005, math.min(0.2, time2 - time))
time = time2
-- use this to correct for moving bodies while in flight
celestia:settime(date)
-- next_target_pos = next_target:getposition():addvector(offset)
-- distance to target (in "dist"-units, i.e. should vary between ~1 and 0)
a = d / dist
-- now compute velocity envelope: go slow when near planet, go really fast between
-- speed is a funcion of distance to/from target, and
-- distance is computed as:
if a > 0.5 then
-- distance from previous target:
ref_distance_km = dist - d
else
if not past_midpoint then
-- this is executed once between src and target
celestia:select(next_target)
past_midpoint = true
celestia:print("Object " .. counter+1 .." of " .. num_objects .. ": ".. next_target:name(), 7, 0, 0, -20, -10)
end
-- distance to next target:
ref_distance_km = d
end
-- reset const_speed_distance when approaching next target
-- leave intact while going away from last target
-- (avoid instantaneous velocity boost)
if a < 0.5 then
const_speed_distance = dist_trigger*2
end
-- compute distance to target (when approaching) or
-- from last target
ref_distance_km = math.max(const_speed_distance, ref_distance_km)
ref_distance_mly = ref_distance_km / KM_PER_MLY
-- speed is computed as:
-- speed = distance_to_target / time_to_reach_target
-- distance_to_target is of couse
speed = ref_distance_mly / base_speed_timestep
-- inertia controls how quick the direction of view changes.
--
-- To make the script behave mostly identical for different FPS, we
-- must change inertia depending on the time between two frames.
-- inertia doesn't have a linear influence, but this first-order
-- approximation should suffice.
--
-- if dt == 0, inertia = 1, for dt >= 0.1, inertia = 0.1*base_inertia
inertia = 1 - (math.min(0.1, dt)*(1-base_inertia))
-- camera must change quicker when getting near target,
-- otherwise we could miss the target,
-- therefore adjust proportionally to distance to target
-- (but don't set to >= 1)
inertia = math.max(0.5, math.min(a,1)*inertia)
direction = pos:vectorto(next_target_pos)
-- normalized direction
dir_norm = normalize(direction)
-- normalized velocity
-- cant use vector:normalize because length may be to small
vel_norm = normalize(velocity)
-- This is the most important part:
-- compute the new velocity, by choosing a direction
-- between the former velocity and the direction we have to go.
new_velocity_direction = (inertia * vel_norm + (1-inertia)*dir_norm)
velocity = speed * dt * new_velocity_direction:normalize()
newpos = pos + velocity
-- look in direction of movement
o:setposition(pos)
o:lookat(getcameratarget(last_target_pos, next_target:getposition(), pos, 1-a), UP)
pos = newpos
d = pos:distanceto(next_target_pos)
-- check emergency trigger?
if d < dist_emergency_trigger then
-- real check: are we going away again?
if d > last_dist then
-- this is an error, print message
celestia:flash("Ah, I just missed my target - continuing with next target!",2)
--counter = counter - 1
wait(2)
break
end
end
last_dist = d
wait(0.01)
end
last_target_pos = next_target:getposition()
t = t + 1
counter = counter + 1
end
o:follow(pos_table[pos_table.len-1])
touringtime = celestia:getscripttime() - touringtime
if num_objects == 1 then
celestia:flash("Completed touring " .. counter .. " object in " .. system:name() .. " system in about 1 minute",10)
else
if math.floor(touringtime/60) <= 1 then
celestia:flash("Completed touring " .. counter .. " objects in " .. system:name() .. " system in about 1 minute",10)
else
celestia:flash("Completed touring " .. counter .. " objects in " .. system:name() .. " system in " .. math.floor(touringtime/60) .. " minutes",10)
end
end
wait(10)
touringtime = celestia:getscripttime()
return
end
function tour(systemcentrename,objecttypestoview)
systemcentre = celestia:find(systemcentrename)
if systemcentre:name() == "?" then
celestia:flash(systemcentrename .. " system NOT FOUND")
wait(2.0)
else
visit(systemcentre,objecttypestoview)
end
return
end
-- *************** MAIN PROGRAM **************
workaroundwindowsbug()
--get_users_orig_renderflags()
setrenderflags()
initializemainprogram()
tourspecifiedsystems()
resetusersrenderflags()
celestia:flash("ALL TOURS COMPLETE",15)
wait(2.0)
--EOP
I hope this helps as a reference.
Janus.
Downloaded from motherlode..
My change:
Added after 26 minutes 57 seconds:
Janus,
Thanks. I'll take a closer look at v1.2.
Greetz
Ray
My change:
Code: Select all
function preload(obj)
if obj:type() == "planet" then
if obj:radius() < 1 then
return
end
celestia:print("Preloading en dergelijke " .. obj:name(), 10, 0, 0, -20, 0)
local p = obj:getposition()
local r = obj:radius()
local v = celestia:newvector(1,0,0)
v = (4 * r) / KM_PER_MLY * v
celestia:getobserver():setposition(p + v)
celestia:getobserver():lookat(p, UP)
wait(0.1)
if obj:type() == "planet" then
-- local children = obj:getchildren()
-- for i, c in ipairs(children) do
-- preload(c)
-- end
end
end
end
Added after 26 minutes 57 seconds:
Janus,
Thanks. I'll take a closer look at v1.2.
Greetz
Ray
@raylier
Try something like this.
I didn't run it, this is off the cuff.
The problem is that because of the unitized nature of object storage, SOL, the planets, the moons, dwarfplanets, minormoons and such are all in one list, which is cycled through.
In order to only see the planets, you have to filter for them when making the table to cycle through.
I think you will understand easily.
Keep the child test in preload() turned off to make the script run faster.
However, not loading the moon textures might cause stutters depending on the moon's visibility when you pass close or by the planet.
{I may be in minority, but Pluto will always be a planet to me.}
I hope this helps.
Janus.
Try something like this.
I didn't run it, this is off the cuff.
The problem is that because of the unitized nature of object storage, SOL, the planets, the moons, dwarfplanets, minormoons and such are all in one list, which is cycled through.
In order to only see the planets, you have to filter for them when making the table to cycle through.
I think you will understand easily.
Keep the child test in preload() turned off to make the script run faster.
However, not loading the moon textures might cause stutters depending on the moon's visibility when you pass close or by the planet.
{I may be in minority, but Pluto will always be a planet to me.}
Code: Select all
function filltable(obj, depth)
pos_table[pos_table.len] = obj
pos_table.len = pos_table.len + 1
local i, v
local children = obj:getchildren()
for i, v in ipairs(children) do
if v:radius() < 1 or v:name() == "Galileo" then
--celestia:flash("ignoring: " .. v:name())
--wait(2)
else
--if depth <= 2 then
-- filltable(v, depth+1)
--end
if v:type() == "planet" or v:type() == "dwarfplanet" then
pos_table[pos_table.len] = v
pos_table.len = pos_table.len + 1
preload(v)
end
end
end
end
I hope this helps.
Janus.
Does it display any of the planets, or just stop at the preload?
Either way, I would start the troubleshooting in the notspecifiedtype() routine.
The scripts were written pre new horizons, before some people I disagree with decided pluto was not a planet.
I think they are wrong and in this specific case, potentially id 10 ts.
Even if it were just honorary, it should have stayed, and in my mind, it is and always will be.
The reason I bring it up is the same the other script.
From: notspecifiedtype
I would start by adding
Then see if it runs.
I don't have time to test right now, I am swamped with this whole shutdown thing, and a snapshot just rendered.
Customers who have always refused to give me time find hte actual problems instead of just make it work, are all screaming "We're shutdown now, fix it for real, fix it for real now."
I'm gonna need a vacation before this is done.
Janus.
Either way, I would start the troubleshooting in the notspecifiedtype() routine.
The scripts were written pre new horizons, before some people I disagree with decided pluto was not a planet.
I think they are wrong and in this specific case, potentially id 10 ts.
Even if it were just honorary, it should have stayed, and in my mind, it is and always will be.
The reason I bring it up is the same the other script.
From: notspecifiedtype
Code: Select all
if viewplanetsonly and obj:type() == "planet" then
wrongtype = false
end
I would start by adding
Code: Select all
if viewplanetsonly and obj:type() == "dwarfplanet" then
wrongtype = false
end
Then see if it runs.
I don't have time to test right now, I am swamped with this whole shutdown thing, and a snapshot just rendered.
Customers who have always refused to give me time find hte actual problems instead of just make it work, are all screaming "We're shutdown now, fix it for real, fix it for real now."
I'm gonna need a vacation before this is done.
Janus.