■ 목차
- 1. Overview
- 2. Sections
- 3. List of infix notation operators
- 4. List of functions
- 5. List of variables
- 6. Performance
- 7. Tips
- 8. Example functions
- 9. Formal Grammar
■ 1. 개요
애니메이션 개체 형식은 다른 개체(B3D/CSV/X)를 참조하고 애니메이션을 적용할 수 있는 컨테이너 형식입니다. 또한 다른 개체(다른 애니메이션 개체 포함)를 애니메이션화하지 않고 그룹화할 수 있습니다.
.animated 오브젝트는 .CSV/RW 루트(일부 구문 제외)에 이용될 수 있고, extensions.cfg 파일을 통해 차량의 외부시점 오브젝트 또는 panel.animated 파일을 통해 3D 캡뷰로도 이용될 수 있다.
● 기본
Animation is performed via the following primitives:
- 상태 변경 - 기본적으로 다른 개체 간에 언제든지 전환할 수 있음
- 이동 - 물체를 세 개의 독립된 방향으로 이동
- 회전 - 세 개의 독립된 축을 중심으로 물체가 회전합니다.
- 텍스처 이동 - 물체의 텍스처 좌표를 두 개의 독립된 방향으로 이동할 수 있습니다
If an animated object is used within a group, any distance based functions such as CameraDistance refer to the relative transformed center of the child object, not that of the parent object.
● 약간의 형식
파일은 임의로 인코딩된 일반 텍스트 파일이다. 인코딩, 하지만, UTF-8바이트 순서 표시를 선호한다. 파싱모델 숫자Strict 있다. 파일 이름, 하지만 연장 .animated이 있어야 한다는 자의적이야. 파일per-line 기초 위에 위에서 아래로 해석됩니다.
■ 2. 구역
● [Include] 영역
다른 물체를 포함하고 있으나 이들의 움직임을 계산하지 않고[포함]섹션을 사용할 수 있다. 이 용기가 다른 개체 그룹화하는 것은 ANIMATED 개체 파일을 사용할 수 있습니다. 파일 내에[포함]의 섹션이 있을 수 있는 번호입니다.
이것은 구문을 시작합니다
파일이름1
파일이름2
…
현재 상태로 포함되어야 하는 일련의 B3D/CSV/X/ANIMITED 객체를 정의합니다.
이것은 개체의 위치를 정의하며, 기본적으로 나머지 애니메이션 개체 파일에 대해 개체를 상쇄할 수 있다.
● [Object] 영역
[Object] 섹션을 사용하여 단일 애니메이션을 만들 수 있다. 이를 위해서는 States 파라미터를 통해 적어도 하나의 상태를 설정하고 원하는 기능의 조합을 사용하여 애니메이션을 제어해야 한다. 파일 내에 [Object] 섹션이 얼마든지 있을 수 있다.
이것은 구문을 시작합니다
개체의 위치를 정의합니다. 기본적으로 이것은 각각의 독특한 CSV/B3D 파일에서 최종 TranslateAll 명령 통해 수행되는 기능의 수행된다 해당합니다. 만약 당신이 회전을 사용하고 싶어 예를 들어, 의식은 그 회전은 기원(0,0,0)에 끝나지 않고 있다. 그 Position 명령 후 회전을 수행하기가 당신이 개체를 확보할 수 있습니다.
CSV/B3D/X 확장의 n 개체를 로드합니다. 표시된 첫 번째 파일에 상태 인덱스가 0입니다. 상태 변경을 사용할 경우에만 여러 파일을 사용하십시오.
이것은 상태 변화에 대한 기능을 정의합니다. Formula의 결과는 가장 가까운 정수로 반올림됩니다. 해당 정수가 0과 n-1 사이인 경우, 여기서 n은 States를 통해 정의된 상태 수입니다. 그렇지 않으면 해당 상태가 표시되고, 그렇지 않으면 개체가 표시되지 않습니다. 객체가 하나의 상태에서만 켜거나 끄도록 하려면 후자를 사용할수 있습니다.
TranslateYDirection = X, Y, Z
TranslateZDirection = X, Y, Z
These define the directions for the TranslateXFunction, TranslateYFunction and TranslateZFunction, respectively. The default directions are:
TranslateXDirection = 1, 0, 0
TranslateYDirection = 0, 1, 0
TranslateZDirection = 0, 0, 1
This means that TranslateXFunction will move right by default, TranslateYFunction up and TranslateZFunction forward, which is also why TranslateXFunction and so on bear their names. If you define other directions, then simply think of the three functions and associated directions as three independent ways to move the object in that direction.
TranslateYFunction = Formula
TranslateZFunction = Formula
These define the functions to move the object into the respective direction. The Formula needs to return the amount of meters to move from the initial position. The X, Y and Z parameters in the respective direction are multiplied by the result of Formula, so you could for example either multiple the formula by 2 or the direction by 2 if you want to double the speed of movement.
RotateYDirection = X, Y, Z
RotateZDirection = X, Y, Z
These define the directions for the RotateXFunction, RotateYFunction and RotateZFunction, respectively. The default directions are:
RotateXDirection = 1, 0, 0
RotateYDirection = 0, 1, 0
RotateZDirection = 0, 0, 1
This means that RotateXFunction will rotate around the x-axis by default, RotateYFunction around the Y-axis, and RotateZFunction around the z-axis, which is also why RotateXFunction and so on bear their names. If you define other directions, then simply think of the three functions and associated directions as three independent ways to rotate the object.
RotateYFunction = Formula
RotateZFunction = Formula
These define the functions to rotate along the respective direction in counter-clockwise order. The Formula needs to return the angle by which to rotate in radians. The order in which the rotations are performed is: RotateXFunction (first), RotateYFunction (then) and RotateZFunction (last). If you use more than one rotation function at a time, bear this order in mind. If necessary, overwrite the default directions for the rotations if you need a different order.
RotateYDamping = NaturalFrequency, DampingRatio
RotateZDamping = NaturalFrequency, DampingRatio
These define damping for the corresponding functions. If not used, damping will not be performed. NaturalFrequency is a non-negative value corresponding to the angular frequency of an assumed undamped oscillator in radians per second. DampingRatio is a non-negative value indicating the type of damping. Values between 0 and 1 represent under-damping, 1 represents critical damping, and values above 1 represent over-damping.
TextureShiftYDirection = X, Y
These define the directions for the TextureShiftXFunction and TextureShiftYFunction, respectively. The default directions are:
TextureShiftXDirection = 1, 0
TextureShiftYDirection = 0, 1
This means that TextureShiftXFunction will shift the texture right by default, and TextureShiftYFunction down, which is also why TextureShiftXFunction and so on bear their names. If you define other directions, then simply think of the two functions and associated directions as two independent ways to shift textures on the objects.
TextureShiftYFunction = Formula
These define the functions to shift the texture in the respective direction. The texture is shifted by the return value of Formula in texture coordinates. The integer part of the result is ignored, and a fractional part of 0.5 represents moving the texture half way. The SetTextureCoordinate commands in the object file define the coordinates, which are then added the outcome of these formulas.
This defines the function which moves an object along the path of Rail 0. Formula must return a distance in meters, for which the object is then moved, respecting the curves and height changes of Rail 0.
Value = Timetable: All faces will show the timetable bitmap as set up by CSV/RW routes.
Value = None: The original textures will be displayed on the faces (default behavior).
This defines the minimum amount of time that needs to pass before the functions are updated. A value of 0 forces the functions to be updated every frame. Please note that objects outside of the visual range might be updated less frequently regardless of this parameter. Use RefreshRate when you don’t need a perfectly smooth animation (in order to optimize performance), or when you deliberately want the object to be only updated in fixed intervals.
● The [Sound] section
You can use the [Sound] section to add standalone sound effects to animated objects.
This starts the section.
This loads the sound effect to play.
Defines the position of the sound, relative to the center of the animated file.
This defines the initial volume of the sound at the source position. A value of 1.0 represents the nominal unchanged volume of the sound file.
This defines the initial pitch of the sound at the source position. A value of 1.0 represents the nominal unchanged pitch of the sound file.
This defines the radius in meters from it’s source at which the sound effect plays at full volume. The default value is 30.
This defines the function which controls the volume of the sound. Formula must return a number representing the desired volume, where 1.0 represents the nomimal unchanged volume of the sound file.
This defines the function which controls the pitch of the sound. Formula must return a number representing the desired pitch, where 1.0 represents the nomimal unchanged pitch of the sound file.
This defines the function which moves the source of the sound along the path of Rail 0. Formula must return a distance in meters, for which the object is then moved, respecting the curves and height changes of Rail 0.
● The [StateChangeSound] section
You can use the [StateChangeSound] section to attach sound effects to the preceeding [Object] section.
This starts the section- Must immediately follow an [Object] section.
This loads the sound effect to play for all state changes. Alternatively, FileNames may be used, which is described below:
Loads a list of n sounds, which correspond to the states in the [Object] section above. If a state is to have no sound effect, the list entry should be left blank.
Defines the position of the sound, relative to the center of the animated file.
This defines the volume of the sound at the source position. A value of 1.0 represents the nominal unchanged volume of the sound file.
This defines the pitch of the sound at the source position. A value of 1.0 represents the nominal unchanged pitch of the sound file.
This defines the radius in meters from it’s source at which the sound effect plays at full volume. The default value is 30.
Value = 0: The sound effect will not be played. Value = 1: The sound effect will be played.
This defines whether the sound effect defined above should be played when a the relevant state is shown.
Value = 0: The sound effect will not be played. Value = 1: The sound effect will be played.
This defines whether the sound effect defined above should be played when the relevant state is hidden.
PlayOnShow and PlayOnHide will be ignored when using multiple state sounds.
openBVE 2 compatibility note
During the development of openBVE (v0.9) and during the development of the animated object format, there were certain commands in existance ending in RPN, such as TranslateXFunctionRPN. These commands never made it into any official release (v1.0) and were thus never meant to be used outside of development environments. While they are still available undocumentedly, they will be removed for openBVE 2. If you are using these commands, please get rid of them as soon as possible.
● About the formulas
First of all, infix notation, which is what you can enter for Formula, is converted into functional notation. Thus for every infix notation, there is a corresponding functional notation. Some functions do not have an infix operator and can thus only be entered in functional notation. For operators, precedence plays an important role. You can use parantheses to override the order of precedence just as in any usual mathematical formula. Names of functions are case-insensitive.
Please note that if the result of any mathematical operation or function would be infinity, indeterminate or non-real, 0 is returned. Numeric overflow is not prevented, so you need to take that into account yourself.
■ 3. List of infix notation operators
● Basic arithmetics
Infix | Functional | Description |
---|---|---|
a + b |
Plus[a,b, ...] |
Represents addition |
a - b |
Subtract[a,b] |
Represents subtraction |
-a |
Minus[a] |
Negates the number |
a * b |
Times[a,b,...] |
Represents multiplication |
a / b |
Divide[a,b] |
Represents division |
● Comparisons
All comparisons return 1 for true and 0 for false.
Infix | Functional | Description |
---|---|---|
a == b |
Equal[a,b] |
True (1) if a equals b |
a != b |
Unequal[a,b] |
True (1) if a does not equal b |
a < b |
Less[a,b] |
True (1) if a is less than b |
a > b |
Greater[a,b] |
True (1) if a is greater than b |
a <= b |
LessEqual[a,b] |
True (1) if a is less than or equal to b |
a >= b |
GreaterEqual[a,b] |
True (1) if a is greater than or equal to b |
● Logical operations
All operations treat 0 as false and any other value as true, and return 1 for true and 0 for false.
Infix | Functional | Description |
---|---|---|
!a |
Not[a] |
True (1) if a is false |
a & b |
And[a,b] |
True (1) if both a and b are true |
a | b |
Or[a,b] |
True (1) if any of a or b are true |
a ^ b |
Xor[a,b] |
True (1) if either a or b is true |
● Operator precedence
From highest precedence to lowest. Operators of same precedence are evaluated either left to right or right to left, depending on if they share a precedence with another operator.
Operator | Associativity | Unparenthesized | Equivilant |
---|---|---|---|
a[...] |
unary | ||
- (Minus) |
unary | ||
/ |
right-to-left | 1 / 2 / 3 | (1 / (2 / 3)) |
* |
right-to-left | 1 * 2 * 3 | (1 * (2 * 3)) |
+ , - (Subtract) |
left-to-right | 1 + 2 + 3 | ((1 + 2) + 3) |
== , != , < , > , <= , >= |
left-to-right | 1 <= 2 <= 3 | ((1 <= 2) <= 3) |
! |
unary | ||
& |
right-to-left | 1 & 2 & 3 | (1 & (2 & 3)) |
^ |
right-to-left | 1 ^ 2 ^ 3 | (1 ^ (2 ^ 3)) |
| | right-to-left | 1 | 2 | 3 | (1 | (2 | 3)) |
The logical not and multiplication operator are not at the same precedence level as a lot of other languages. For example !a + !b
is !(!a + !(b))
not (!a) + (!b)
as expected, similarly 1 * 2 / 3
is 1 * (2 / 3)
not (1 * 2) / 3
Please also note that some combinations of prefix and infix operators are not recognised. For example a*-b
is not accepted. Use a*(-b)
or -a*b
instead.
■ 4. List of functions
● Basic arithmetics
Function | Description |
---|---|
Reciprocal[x] |
Returns the reciprocal, equal to 1/x |
Power[a,b,...] |
Returns a raised to the bth power. b must be a non-negative number. For consistency, Power[0,b] always returns 1, even in the degenerate case Power[0,0], and a being negative always returns 0. Adding more arguments will create a chain. Power[a,b,c] will return abc. |
● Numeric functions
Function | Description |
---|---|
Quotient[a,b] |
Divides a by b and rounds the result down, equal to Floor[a/b] . |
Mod[a,b] |
Returns the remainder of dividing a by b, equal to a-b*Floor[a/b] . |
Min[a,b,...] |
Returns the smallest of the terms. |
Max[a,b,...] |
Returns the largest of the terms. |
Abs[x] |
Returns the absolute value. |
Sign[x] |
Returns the sign of x, which is either -1, 0 or 1. |
Floor[x] |
Rounds down to the nearest integer. |
Ceiling[x] |
Rounds up to the nearest integer. |
Round[x] |
Rounds to the nearest integer. Numbers ending in .5 are rounded to the nearest even integer. |
random[Minimum, Maximum] |
Returns a new random floating-point number between Minimum and Maximum. |
randomInt[Minimum, Maximum] |
Returns a new random integer between Minimum and Maximum. |
● Elementary functions
Function | Description |
---|---|
Exp[x] |
The exponential function, or e to the xth power. |
Log[x] |
The natural logarithm, to base e. |
Sqrt[x] |
The square root. |
Sin[x] |
The sine (input in radians). |
Cos[x] |
The cosine (input in radians). |
Tan[x] |
The tangent (input in radians). |
ArcTan[x] |
The inverse tangent (output in radians). |
Pi |
Returns the value of Pi. |
● Conditionals
Function | Description |
---|---|
If[cond,truevalue,falsevalue] |
If cond is != 0, returns truevalue, otherwise falsevalue |
■ 5. List of variables
● Primitives
Variable | Description |
---|---|
value |
The value returned by the function in the last evaluation. At the beginning of the simulation, this is 0. |
delta |
The time difference since the last evaluation of the function in seconds. Please note that there is no guaranteed time that elapses between successive function calls. |
currentState |
Returns the current numerical state of the object. |
● Time and camera
Variable | Description |
---|---|
time |
The current in-game time measured in seconds since midnight of the first day. |
hour |
The integer part of the current hour. |
minute |
The integer part of the current minute. |
second |
The integer part of the current second. |
cameraDistance |
The non-negative cartesian distance measured from the object to the camera in meters. |
cameraXDistance |
The non-negative cartesian distance measured on the X axis from the object to the camera in meters |
cameraYDistance |
The non-negative cartesian distance measured on the Y axis from the object to the camera in meters |
cameraZDistance |
The non-negative cartesian distance measured on the Z axis from the object to the camera in meters |
cameraMode |
Returns 0 if the camera is currently in a 2D or 3D cab, 1 otherwise. |
● Trains
Generally, objects attached to a particular train and car return values for that train and car, unless stated otherwise. For scenery objects, the reference is the driver’s car of the nearest train (not necessarily the player’s train).
In some of the following variables, carIndex has the following meaning: 0 is the 1st car from the front, 1 is the 2nd car from the front, etc., while -1 is the 1st car from the rear, -2 is the 2nd car from the rear, etc. In general, car indices from -cars to cars-1 represent existing cars, where cars is the number of cars the train has, while values outside of this range represent non-existing cars. As all trains have at least 1 car, indices -1 and 0 are guaranteed to exist for any train.
● Trains (general)
Variable | Description |
---|---|
playerTrain |
Returns 1 if the train is the player train, 0 otherwise. |
cars |
The number of cars the train has. |
carNumber |
Returns the index of the current car. |
speed |
The signed actual speed of the current car in m/s. Is positive when the train travels forward, and negative when the train travels backward. |
speed[carIndex] |
The signed actual speed of the car carIndex in m/s. Is positive when the train travels forward, and negative when the train travels backward. |
speedometer |
The signed perceived speed of the current car in m/s as it would appear to a speedometer on wheel slip and wheel lock. |
speedometer[carIndex] |
The signed perceived speed of the car carIndex in m/s as it would appear to a speedometer on wheel slip and wheel lock. |
acceleration |
The actual acceleration of the current car in m/s2. |
acceleration[carIndex] |
The actual acceleration of the car carIndex in m/s2. |
accelerationMotor |
The acceleration which the motor of the first motor car currently generates in m/s2. |
accelerationMotor[carIndex] |
The acceleration which the motor of the car carIndex currently generates in m/s2. |
distance |
The non-negative cartesian distance measured from the object to the closest car in meters. Only meaningful for scenery objects. |
distance[carIndex] |
The non-negative cartesian distance measured from the object to the car carIndex in meters, or 0 if the car does not exist. Only meaningful for scenery objects. |
trackDistance |
The signed track distance measured from the object to the closest end of the nearest train in meters. Is positive when the train is in front of the object, negative when behind, and zero when the object lies between the ends of the train. |
trackDistance[carIndex] |
The signed track distance measured from the object to the car carIndex of the nearest train in meters. Is positive when the center of the car is in front of the object, and negative if behind. Returns 0 if the car does not exist. Only meaningful for scenery objects. |
destination |
The currently set destination for this train. (Set via Track.Destination or the plugin interface) |
distanceNextStation |
The distance in m to the next station. |
distanceLastStation |
The distance in m to the previous station. |
distanceStation[stationIndex] |
The distance in m to the station with stationIndex |
stopsNextStation |
Whether the train stops at the next station. |
stopsStation[stationIndex] |
Whether the train stops at the station with stationIndex |
nextStation |
The index of the next station. |
nextStationStop |
The index of the next station where the train must stop. |
terminalStation |
The index of the terminal station for this train. |
timeTable |
Returns 1 if the timetable is currently set as visible, 0 otherwise. |
brightness[carIndex] |
Returns the interpolated brightness value applying to this car. |
routeLimit |
Returns the current route speed limit applying to this train in km/h. |
headlights |
Gets the current state of the train’s headlights. |
wheelSlip |
Returns 1 if the train is experincing wheelslip in the current car, 0 otherwise. |
wheelSlip[carIndex] |
Returns 1 if the train is experinging wheelslip in the specified car, 0 otherwise. |
● Trains (brake)
Variable | Description |
---|---|
mainReservoir |
The current pressure in the main reservoir in this car, measured in Pa. |
mainReservoir[carIndex] |
The current pressure in the main reservoir in car carIndex, measured in Pa. |
equalizingReservoir |
The current pressure in the equalizing reservoir in this car, measured in Pa. |
equalizingReservoir[carIndex] |
The current pressure in the equalizing reservoir in car carIndex, measured in Pa. |
brakePipe |
The current pressure in the brake pipe in this car, measured in Pa. |
brakePipe[carIndex] |
The current pressure in the brake pipe in car carIndex, measured in Pa. |
brakeCylinder |
The current pressure in the brake cylinder in this car, measured in Pa. |
brakeCylinder[carIndex] |
The current pressure in the brake cylinder in car carIndex, measured in Pa. |
straightAirPipe |
The current pressure in the straight air pipe in this car, measured in Pa. |
straightAirPipe[carIndex] |
The current pressure in the straight air pipe in car carIndex, measured in Pa. |
● Trains (doors)
Variable | Description |
---|---|
doors |
The state of the doors. Returns 0 if fully closed, 1 if fully opened, or any intermediate value, biasing doors that are in a more open state. |
doors[carIndex] |
The state of the doors of car carIndex. Returns 0 if fully closed, 1 if fully opened, or any intermediate value, biasing doors that are in a more open state. |
leftDoors |
The state of the left doors. Returns 0 if fully closed, 1 if fully opened, or any intermediate value, biasing doors that are in a more open state. |
leftDoors[carIndex] |
The state of the left doors of car carIndex. Returns a value between 0 and 1, biasing doors that are in a more open state, or -1 if the car does not exist. |
rightDoors |
The state of the right doors. Returns 0 if fully closed, 1 if fully opened, or any intermediate value, biasing doors that are in a more open state. |
rightDoors[carIndex] |
The state of the right doors of car carIndex. Returns a value between 0 and 1, biasing doors that are in a more open state, or -1 if the car does not exist. |
leftDoorsTarget |
The anticipated target state of the left doors. Returns either 0 (closed) or 1 (opened). |
leftDoorsTarget[carIndex] |
The anticipated target state of the left doors of car carIndex. Returns either 0 (closed) or 1 (opened). |
rightDoorsTarget |
The anticipated target state of the right doors. Returns either 0 (closed) or 1 (opened). |
rightDoorsTarget[carIndex] |
The anticipated target state of the right doors of car carIndex. Returns either 0 (closed) or 1 (opened). |
leftDoorButton |
The state of the left doors button. Returns either 0 (released) or 1 (pressed). |
rightDoorButton |
The state of the right doors button. Returns either 0 (released) or 1 (pressed). |
pilotLamp |
The state of the pilot lamp (Doors closed & ready to start). Returns either 0 (unlit) or 1 (lit). |
● Trains (miscellaneous)
Variable | Description |
---|---|
reverserNotch |
The state of the reverser, which is either -1 (backward), 0 (neutral), or forward (1). |
powerNotch |
The current power notch, i.e. 0 for N, 1 for P1, 2 for P2, 3 for P3, etc. |
powerNotches |
The amount of power notches the train has. |
brakeNotch |
The current brake notch. ● For trains without the automatic air brake: 0 for N, 1 for B1, 2 for B2, 3 for B3, etc. ● For trains with the automatic air brake: 0 for REL, 1 for LAP and 2 for SRV. |
brakeNotches |
The amount of brake notches the train has. For trains with the automatic air brake, this returns 2. |
brakeNotchLinear |
A combination of brake notch, hold brake and emergency brake. ● For trains without the automatic air brake and without hold brake: 0 for N, 1 for B1, 2 for B2, 3 for B3, etc., up to BrakeNotches+1 for EMG. ● For trains without the automatic air brake but with hold brake: 0 for N, 1 for HLD, 2 for B1, 3 for B2, 4 for B3, etc., up to BrakeNotches+2 for EMG. ● For trains with the automatic air brake: 0 for REL, 1 for LAP, 2 for SRV or 3 for EMG. |
brakeNotchesLinear |
The highest value returned by brakeNotchesLinear. ● For trains without the automatic air brake and without hold brake, this is BrakeNotches+1. ● For trains without the automatic air brake but with hold brake, this is BrakeNotches+2. ● For trains with the automatic air brake, this returns 3. |
locoBrakeNotch |
The current Loco Brake notch. |
locoBrakeNotches |
The amount of Loco Brake notches the train has. |
emergencyBrake |
Whether the emergency brake is currently active (1) or not (0). |
hasAirBrake |
Whether the train has the automatic air brake (1) or not (0). |
holdBrake |
Whether the hold brake is currently active (1) or not (0). |
hasHoldBrake |
Whether the train has a hold brake (1) or not (0). |
constSpeed |
Whether the const speed system is currently active (1) or not (0). |
hasConstSpeed |
Whether the train has a const speed system (1) or not (0). |
hasPlugin |
Whether the train uses a plugin (1) or not (0). |
pluginState[i] |
The state of the ith plugin variable, returning an integer depending on the plugin. Is the same as atsi in the panel2.cfg. |
FrontAxleCurveRadius[carIndex] |
Returns the curve radius at the front axle position of car carIndex. |
RearAxleCurveRadius[carIndex] |
Returns the curve radius at the rear axle position of car carIndex. |
CurveCant[carIndex] |
Returns the cant value for car carIndex. |
Pitch[carIndex] |
Returns the pitch value for car carIndex. |
Odometer |
Returns a signed number representing the distance in meters travelled by the current car. |
Odometer[carIndex] |
Returns a signed number representing the distance in meters travelled by car carIndex. |
Klaxon |
Returns the currently playing horn (if any) as follows: (0) No horns are playing (1) The primary horn is playing (2) The secondary horn is playing (3) The music horn is playing. Note If multiple horns are playing, the lowest value will be returned. |
PrimaryKlaxon |
Returns 1 if the primary horn is currently playing, 0 otherwise. |
SecondaryKlaxon |
Returns 1 if the secondary horn is currently playing, 0 otherwise. |
MusicKlaxon |
Returns 1 if the music horn is currently playing, 0 otherwise. |
passAlarm |
Whether the station pass alarm has been activated. Returns either 0 (inactive) or 1 (active). |
stationAdjustAlarm |
Whether the station adjust alarm has been activated. Returns either 0 (inactive) or 1 (active). |
If pluginState[i] is used with the built-in safety systems ATS and ATC, the following mappings for i apply:
i | English | 日本語 | Return values | pluginState[271] | Meaning | |
---|---|---|---|---|---|---|
256 | ATS | ATS | 0 (unlit) or 1 (lit) | 0 | ATC not available | |
257 | ATS RUN | ATS 作動 | 0 (unlit), 1 (lit) or 2 (flashing) | 1 | 0 km/h | |
258 | ATS RUN | ATS 作動 | 0 (unlit / non-flashing), 1 (lit / flashing) | 2 | 15 km/h | |
259 | P POWER | P 電源 | 0 (unlit) or 1 (lit) | 3 | 25 km/h | |
260 | PTN APPROACH | パターン接近 | 0 (unlit) or 1 (lit) | 4 | 45 km/h | |
261 | BRAKE RELEASE | ブレーキ開放 | 0 (unlit) or 1 (lit) | 5 | 55 km/h | |
262 | BRAKE APPLY | ブレーキ動作 | 0 (unlit) or 1 (lit) | 6 | 65 km/h | |
263 | ATS P | ATS-P | 0 (unlit) or 1 (lit) | 7 | 75 km/h | |
264 | FAILURE | 故障 | 0 (unlit) or 1 (lit) | 8 | 90 km/h | |
265 | ATC | ATC | 0 (unlit) or 1 (lit) | 9 | 100 km/h | |
266 | ATC POWER | ATC 電源 | 0 (unlit) or 1 (lit) | 10 | 110 km/h | |
267 | ATC SRV | ATC 常用 | 0 (unlit) or 1 (lit) | 11 | 120 km/h | |
268 | ATC EMG | ATC 非常 | 0 (unlit) or 1 (lit) | 12 | ATS is active | |
269 | CONST SPEED | 定速 | 0 (unlit) or 1 (lit) | |||
270 | EB | EB | 0 (unlit) or 1 (lit) | |||
271 | ATC speed indicator | 0 - 12, see table on the right |
● Sections (signalling)
The section context is defined when the object is placed using Track.SigF.
Variable | Description |
---|---|
section |
The value of the section aspect currently shown. If this variable is used outside of a Track.SigF context, the behavior is currently undefined and subject to change. |
■ 6. Performance
There are certain kinds of animation which are less expensive, and others which are more. Also, the underlying object plays a significant role. If you want to design your animated objects with as best performance as possible for future releases of openBVE, take a look at the following performance table:
Animation | Object | Performance |
---|---|---|
State changes | Has only opaque faces | Good |
State changes | Has partially transparent faces | Moderate |
Translation | Has only opaque faces | Good |
Translation | Has partially transparent faces | Moderate |
Rotation | Has only opaque faces | Good |
Rotation | Has partially transparent faces | Bad |
Texture shifts | Has only opaque faces | Bad |
Texture shifts | Has partially transparent faces | Bad |
Performance is generally better if the result of a function only infrequently changes. So, even if you set the RefreshRate parameter to zero, performance is generally better if the outcome of your formula is constant over longer periods of time. On the other hand, if it changes every frame, performance is generally worse.
Generally, you should avoid using animation with partially transparent faces and stick to opaque faces when possible. Also, try to avoid texture shifts, and consider using state changes or translation where possible.
■ 7. Tips
- Generally speaking, try to keep the complexity of functions as low as possible. This is not the most critical aspect, though, as most of the performance impact will result from applying the results of a function, e.g. rotating the object, and not evaluating the function.
- Use the RefreshRate parameter when possible to optimize performance. Usually, you can use this parameter when you don’t need a smooth animation, or when you deliberately want the functions to only update in intervals.
- Don’t use functions which always evaluate to the same constant. For example, don’t use RotateXFunction = 3.14159, but rotate the underlying CSV/B3D/X object directly.
- State changes are very cheap as long as the state doesn’t actually change in between two executions of the StateFunction. If a change occurs, this is a relatively expensive operation, though.
- Try to optimize out if conditions. Especially try to avoid nested if functions. Often, there is an elegant mathematical solution.
- Certain functions, e.g. Exp, Sin, Cos, etc., are relatively expensive. Use them only if absolutely necessary for an effect. Don’t include unnecessary operations. For example, the result of StateFunction is automatically rounded toward the nearest integer, so don’t apply an additional explicit Round.
- When working with car objects, bear in mind that some variables have an optional car index. You should use this index if you want to query the state of a particular car (that is, not necessarily the one the object is attached to). If, however, you just want to query the value of the particular car the object is attached to, use the variable without the index. For scenery objects, you should not generally use car indices as you can’t be sure how many cars the queried train has.
■ 8. Example functions
● Blinking light
Template for a blinking light: | |
▶ |
States = OBJECT0, OBJECT1 StateFunction = value == 0 RefreshRate = SECONDS |
● Rotating wheel
Template for the code used in an exterior car object: | |
▶ |
States = OBJECT RotateXFunction = value + delta * speedometer / RADIUS_OF_THE_WHEEL |
● Cycling through a list of objects
Template for objects that are to be cycled through: | |
▶ |
States = OBJECT0, OBJECT1, OBJECT2, … StateFunction = mod[value + 1, AMOUNT_OF_OBJECTS] RefreshRate = TIME_PER_OBJECT |
● Signal (3-aspect) for Track.Section(0; 2; 4)
▶ |
States = RED_OBJECT, YELLOW_OBJECT, GREEN_OBJECT StateFunction = section / 2 |
● Employing an approach-controlled delay in signals
If you want to create a signal that keeps being red until the train approaches it to some distance, then counts down a timer before it changes aspect to green, please refer to this post on the forum for a detailed explanation. Once you understand the concepts, you can use this code template:
Template for an approach-controlled delay in a signal with two aspects: | |
▶ |
States = RED_OBJECT, GREEN_OBJECT StateFunction = if[trackDistance>DISTANCE | section==0, 0, min[value + 0.5*delta/DELAY, 1]] |
Template for an approach-controlled delay in a signal with any number of aspects: | |
▶ |
States = RED_OBJECT, …, GREEN_OBJECT StateFunction = if[trackDistance>DISTANCE | section==0, 0, if[value<0.5, value + 0.5*value/DELAY, section]] |
Using an approach controlled delay with a semaphore signal requires a slight variant on this technique. As the result of the StateFunction is rounded, whereas that of the RotateFunction is not, a combination of both is required to achieve the desired effect.
Template for an approach-controlled delay in a semaphore signal: | |
▶ |
States = SIGNAL_ARM, SIGNAL_ARM StateFunction = if[trackDistance>DISTANCE | section==0, 0, min[value + 0.5*delta/DELAY, 1]] RotateYFunction = if[currentState == 0, 0, -0.7] |
■ 9. Formal Grammar
The formal grammar for the language may not match up perfectly with the implimentation included in OpenBVE. An example is a*-b which is valid under the grammar but the parser rejects it.
▶ |
<expression> ::= <xor_expression> “&” <expression> | <xor_expression> <xor_expression> ::= <or_expression> “^” <xor_expression> | <or_expression> <or_expression> ::= <not_expression> “|” <or_expression> | <not_expression> <not_expression> ::= “!” <equal_expression> | <equal_expression> <equal_expression> ::= <plus_expression> (“==” <plus_expression>)* | <plus_expression> ("!=” <plus_expression>) *
<plus_expression> (“>” <plus_expression>)* | <plus_expression> ("<" <plus_expression>)* | <plus_expression> ("<=” <plus_expression>) * | <plus_expression> ("<=” <plus_expression>)* | <plus_expression><plus_expression> ::= <times_expression> (“+” <times_expression>) * | <times_expression> ("-” <times_expression>)* | <times_expression><times_expression> ::= <divide_expression> “*” <times_expression> | <divide_expression> <divide_expression> ::= <minus_expression> “/” <divide_expression> | <minus_expression> <minus_expression> ::= “-” <function_call> | <function_call> <function_call> ::= <name> “[” <expression> (",” <expression>)* “]” | <term> <term> ::= “(” <expression> “)” | <name> | <number> <number> ::= <digit>* <name> ::= <letter> (<letter> | <digit>)* <letter> ::= “A” | “B” | “C” | “D” | “E” | “F” | “G” | “H” | “I” | “J” | “K” | “L” | “M” | “N” | “O” | “P” | “Q” | “R” | “S” | “T” | “U” | “V” | “W” | “X” | “Y” | “Z” | “a” | “b” | “c” | “d” | “e” | “f” | “g” | “h” | “i” | “j” | “k” | “l” | “m” | “n” | “o” | “p” | “q” | “r” | “s” | “t” | “u” | “v” | “w” | “x” | “y” | “z” <digit> ::= “0” | “1” | “2” | “3” | “4” | “5” | “6” | “7” | “8” | “9” |