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node-insim

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An InSim library for NodeJS with TypeScript support

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var __read = (this && this.__read) || function (o, n) { var m = typeof Symbol === "function" && o[Symbol.iterator]; if (!m) return o; var i = m.call(o), r, ar = [], e; try { while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value); } catch (error) { e = { error: error }; } finally { try { if (r && !r.done && (m = i["return"])) m.call(i); } finally { if (e) throw e.error; } } return ar; }; var __spreadArray = (this && this.__spreadArray) || function (to, from, pack) { if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) { if (ar || !(i in from)) { if (!ar) ar = Array.prototype.slice.call(from, 0, i); ar[i] = from[i]; } } return to.concat(ar || Array.prototype.slice.call(from)); }; Object.defineProperty(exports, "__esModule", { value: true }); exports.OutSimPack = void 0; var decorators_1 = require("../decorators"); var packets_1 = require("../packets"); /** * OutSim - MOTION SIMULATOR SUPPORT AND TELEMETRY OUTPUT * * The user's car in multiplayer or the viewed car in single player or single player * replay can output data to an external program while in VIEW_DRIVER or VIEW_CUSTOM. * * This can be controlled by 6 lines in the cfg.txt file: * * OutSim Mode 0 : 0 = off / 1 = driving / 2 = driving + replay * OutSim Delay 1 : minimum delay between packets (100ths of a sec) * OutSim IP 0.0.0.0 : IP address to send the UDP packet * OutSim Port 0 : IP port * OutSim ID 0 : if not zero, adds an identifier to the packet * OutSim Opts 0 : see docs\OutSimPack.txt for the available options * * If OutSim Opts is zero, each update sends the following UDP packet. * * NOTE 1) X and Y axes are on the ground, Z is up. * * NOTE 2) Motion simulators can be dangerous. The Live for Speed developers do * not support any motion systems in particular and cannot accept responsibility * for injuries or deaths connected with the use of such machinery. */ var OutSimPack = /** @class */ (function (_super) { __extends(OutSimPack, _super); function OutSimPack() { var _this = _super.apply(this, __spreadArray([], __read(arguments), false)) || this; /** Time in milliseconds (to check order) */ _this.Time = 0; /** Angular velocity vector - X axis */ _this.AngVelX = 0; /** Angular velocity vector - Y axis */ _this.AngVelY = 0; /** Angular velocity vector - Z axis */ _this.AngVelZ = 0; /** Anticlockwise from above (Z) */ _this.Heading = 0; /** Anticlockwise from above (Z) */ _this.Pitch = 0; /** Anticlockwise from above (Z) */ _this.Roll = 0; /** Acceleration - X axis */ _this.AccelX = 0; /** Acceleration - Y axis */ _this.AccelY = 0; /** Acceleration - Z axis */ _this.AccelZ = 0; /** Velocity - X axis */ _this.VelX = 0; /** Velocity - Y axis */ _this.VelY = 0; /** Velocity - Z axis */ _this.VelZ = 0; /** Position - X axis (1 m = 65536) */ _this.PosX = 0; /** Position - Y axis (1 m = 65536) */ _this.PosY = 0; /** Position - Z axis (1 m = 65536) */ _this.PosZ = 0; /** Optional - only if OutSim ID is specified */ _this.ID = 0; return _this; } OutSimPack.prototype.unpack = function (buffer) { var outSimData = buffer; if (buffer.length === OutSimPack.MIN_SIZE) { outSimData = new Uint8Array(OutSimPack.MAX_SIZE); outSimData.set(buffer); outSimData.set([0], OutSimPack.MIN_SIZE); } return _super.prototype.unpack.call(this, outSimData); }; OutSimPack.MIN_SIZE = 64; OutSimPack.MAX_SIZE = 68; __decorate([ (0, decorators_1.unsigned)() ], OutSimPack.prototype, "Time", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "AngVelX", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "AngVelY", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "AngVelZ", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "Heading", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "Pitch", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "Roll", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "AccelX", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "AccelY", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "AccelZ", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "VelX", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "VelY", void 0); __decorate([ (0, decorators_1.float)() ], OutSimPack.prototype, "VelZ", void 0); __decorate([ (0, decorators_1.int)() ], OutSimPack.prototype, "PosX", void 0); __decorate([ (0, decorators_1.int)() ], OutSimPack.prototype, "PosY", void 0); __decorate([ (0, decorators_1.int)() ], OutSimPack.prototype, "PosZ", void 0); __decorate([ (0, decorators_1.int)() ], OutSimPack.prototype, "ID", void 0); return OutSimPack; }(packets_1.Struct)); exports.OutSimPack = OutSimPack;