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Table of Contents
Logic Circuits
Math
constant
A value that cannot change.
<[constant][StaticTrue][] <[string8][Input][1.0]> >
linear
Linear scale and constant offset.
return Input() * Scaling + Offset;
<[linear][DoubleA][] <[string8][Input][A.Output]> <[float64][Scaling][1.0]> <[string8][Offset][0.0]> >
mixlinear
Sum of two values, scaled with a factor. Weights can be negative, to subtract the inputs.
return Input0() * Weight0 + Input1() * Weight1 + Offset;
<[mixlinear][ABMix][] <[string8][Input0][A.Output]> <[string8][Input1][B.Output]> <[float64][Weight0][1.0]> <[float64][Weight1][1.0]> >
maximum
Returns the highest value in the list.
<[maximum][MaximumOfValue0Value1][] <[string8][Inputs][ Value0.Output Value1.Output ]> >
minimum
Returns the lowest value in the list.
<[minimum][MinimumOfValue0Value1][] <[string8][Inputs][ Value0.Output Value1.Output ]> >
absolute
Returns the absolute value of the input, without the sign. Inputs below 0.0 are turned positive.
<[absolute][Absolute][] <[string8][Input][Input.Output]> >
sum
Total sum of all inputs.
<[sum][APlusB][] <[string8][Inputs][ A.Output B.Output ]> >
product
Multiplies all inputs. Works great to turn off a function under certain conditions, e.g. disable the nose wheel steering.
<[product][ATimesB][] <[string8][Inputs][ A.Output B.Output ]> >
inverse
Divides 1.0 with the input. When Input is close to zero the inverse returns 0.0. Normally this function is never needed in the physics computations. If you want to convert units, this can be done in the graphics_input with the Scaling.
<[inverse][OneOverA][] <[string8][Input][A.Output]> >
linear_interpolation
Linear interpolations or mappings work by finding an intermediate value from nearby points. The points in the map define discrete points where the output value is know. The map is a list of 2d-vectors. The first component is the input, the second is the output mapped to that input.
The linear_interpolation stops at the last value and does not extrapolate.
<[linear_interpolation][LinearMapping][] <[string8][Input][Control.Output]> <[tmvector2d][Map][ (0.0 0.0) (1.0 1.0) ]> >
polynomial
Simulates a polynomial function a_n * x^n + … + a_2 * x^2 + a_1 * x + a_0
<[polynomial][Constant][] <[string8][Input][Input.Output]> <[float64array][Coefficients][ 1.0 ]> > <[polynomial][InputDoubled][] <[string8][Input][Input.Output]> <[float64array][Coefficients][ 2.0 0.0 ]> > <[polynomial][InputSquared][] <[string8][Input][Input.Output]> <[float64array][Coefficients][ 1.0 0.0 0.0 ]> > <[polynomial][InputCubed][] <[string8][Input][Input.Output]> <[float64array][Coefficients][ 1.0 0.0 0.0 0.0 ]> >
clamp
When the value is within a certain range the value itself is returned. When it leaves the range the output stays bounded to the range.
<[clamp][Clamped][] <[string8][Input][Value.Output]> <[tmvector2d][Range][ -1.0 1.0 ]> >
clamp_cyclic
When the value is within a certain range the value itself is returned. When it leaves the range the output loops back to the start. A good example is the heading on a compass rose that rotates 360° and then loops back to 0.
<[clamp_cyclic][HeadingDeviation][] <[string8][Input][HeadingDeviationSum.Output]> <[tmvector2d][Range][ -3.14159 3.14159 ]> >
Dynamic Values
integral
differentiator
delay_clamped
first_order_low_pass
Any value to binary
logic_greater
Comparison of the two inputs.
if ( Input0() > Input1() ) return 1.0; else return 0.0;
<[logic_greater][Input0GreaterInput1][] <[string8][Input0][Input0.Output]> <[string8][Input1][Input1.Output]> >
logic_range
Determines if an input is within a given range.
if ( Input0() > Range.min && Input0() < Range.max ) return 1.0; else return 0.0;
<[logic_range][ValueInRange][] <[float64][Input][Value.Output]> <[float64][Range][ 0.0 1.0 ]> >
Binary operations
logic_invert
Negates the input.
if ( Input0() < 0.5 ) return 1.0; else return 0.0;
<[logic_invert][NotA][] <[string8][Input][A.Output]> >
logic_equal
Returns true (1.0) when the two inputs are equal (difference very small).
<[logic_equal][AEqualsB][] <[string8][Input0][A.Output]> <[string8][Input1][B.Output]> >
logic_set
Returns true (1.0) when the input is equal to any of the values in the set.
<[logic_set][LeftMagnetoLeft][] <[string8][Input][MagnetosLeft.Output]> <[string8][Set][2 3 4]> >
logic_and
When all input are true (above 0.5) the logic_and returns 1.0;
<[logic_and][ABAndC][] <[string8][Inputs][ A.Output B.Output C.Output ]> >
logic_or
When any input is true (greater 0.5) the logic_or returns true
<[logic_or][ABOrC][] <[string8][Inputs][ A.Output B.Output C.Output ]> >
logic_xor
The XOR gate returns 1.0 when the inputs are different (either a true or b true but not both).
if( ( Input0() > 0.5 ) != ( Input1() > 0.5 ) ) return 1.0; else return 0.0;
<[logic_xor][ExactlyOneGeneratorOff][] <[string8][Input0][LeftGeneratorOff.Output]> <[string8][Input1][RightGeneratorOff.Output]> >
logic_combination
Some combinations are tricky to evaluate with the elements introduced so far. When complex logic is needed for deciding an outcome, e.g. of a multi-failure mode, the logic_combination can be used to save loads of tmd objects.
<[logic_combination][ErrorCases][] <[string8][Inputs][ A.Output B.Output C.Output ]> >
Available combinations are requested with the output functions:
Output | Description |
---|---|
OutputNone | NOR - 1.0 if all inputs are below 0.5 |
OutputAny | OR - 1.0 if any input above 0.5 |
OutputAll | AND - 1.0 if all inputs above 0.5 |
OutputCount | Number of inputs above 0.5 |
OutputSingle | Exactly one input above 0.5 |
OutputDual | Exactly two inputs above 0.5 |
OutputTriple | Exactly three inputs above 0.5 |
OutputExclusively0 | Only the first input above 0.5 |
OutputExclusively1 | Only the second input above 0.5 |
OutputExclusively2 | Only the third input above 0.5 |
OutputExclusively3 | Only the fourth input above 0.5 |
OutputExclusively4 | Only the fifth input above 0.5 |
OutputExclusively5 | Only the sixth input above 0.5 |
OutputExclusively6 | Only the seventh input above 0.5 |
OutputExclusively7 | Only the eighth input above 0.5 |
input_active
Returns 1.0 as long as a button is depressed. Returns 0.0 if not. Incoming messages are filtered with the InputValue (see Inputs.
<[input_active][ButtonDepressed][] <[string8][Input][Controls.Button]> <[float64][InputValue][1.0]> >
variable
Can dynamically be assigned using events.
<[variable][State][] <[string8][Value][0.0]> >
state_frozen
Follows the input as long as it is enabled. When InputEnable drops below 0.5 the output value doesn't change.
<[state_frozen][FollowValueWhenConditionMet][] <[string8][Input][Value.Output]> <[string8][InputEnable][Condition.Output]> <[float64][Value][1.0]> >
logic_confirm_delay
Same as logic_greater but with an adjustable time delay.
<[logic_confirm_delay][FMGC1Powered][] <[string8][Input][FMGC1On.Output]> <[float64][TimeUp][0.001]> <[float64][TimeDown][25.0]> <[float64][Threshold][0.5]> >
floor
The input is rounded down to the nearest integer.
<[floor][DiscreteValue][] <[string8][Input][DoubleValue.Output]> <[string8][Threshold][0.001]> >
ceil
The input is rounded up to the nearest integer.
<[floor][DiscreteValue][] <[string8][Input][DoubleValue.Output]> <[string8][Threshold][0.001]> >
discrete_hysteresis
The input may can be dynamically changing. When the input and the current output state differ by more than the set threshold then the output flips to the input value, rounded to the nearest integer.
An example would be a rotary knob that is turned slowly. The output shall be a discrete integer value. But with the hysteresis small vibrations don't cause the output to flicker back and forth.
<[discrete_hysteresis][DiscreteValue][] <[string8][Input][DoubleValue.Output]> <[string8][Threshold][0.7]> <[string8][Events][ DEV0.Trigger ]> >