Enum tacview::record::Property

source ·
pub enum Property {
Show 88 variants T(Coords), Name(String), Type(HashSet<Tag>), Parent(u64), Next(u64), CallSign(String), Registration(String), Squawk(String), ICAO24(String), Pilot(String), Group(String), Country(String), Coalition(String), Color(Color), Shape(String), Debug(String), Label(String), FocusedTarget(u64), LockedTarget(u64), Importance(f64), Slot(u64), Disabled(bool), Visible(bool), Health(f64), Length(f64), Width(f64), Height(f64), Radius(f64), IAS(f64), CAS(f64), TAS(f64), Mach(f64), AOA(f64), AOS(f64), AGL(f64), HDG(f64), HDM(f64), Throttle(f64), Afterburner(f64), AirBrakes(f64), Flaps(f64), LandingGear(f64), LandingGearHandle(f64), Tailhook(f64), Parachute(f64), DragChute(f64), FuelWeight(u8, f64), FuelVolume(u8, f64), FuelFlowWeight(u8, f64), FuelFlowVolume(u8, f64), RadarMode(f64), RadarAzimuth(f64), RadarElevation(f64), RadarRoll(f64), RadarRange(f64), RadarHorizontalBeamwidth(f64), RadarVerticalBeamwidth(f64), LockedTargetMode(f64), LockedTargetAzimuth(f64), LockedTargetElevation(f64), LockedTargetRange(f64), EngagementMode(f64), EngagementMode2(f64), EngagementRange(f64), EngagementRange2(f64), VerticalEngagementRange(f64), VerticalEngagementRange2(f64), RollControlInput(f64), PitchControlInput(f64), YawControlInput(f64), RollControlPosition(f64), PitchControlPosition(f64), YawControlPosition(f64), RollTrimTab(f64), PitchTrimTab(f64), YawTrimTab(f64), AileronLeft(f64), AileronRight(f64), Elevator(f64), Rudder(f64), PilotHeadRoll(f64), PilotHeadPitch(f64), PilotHeadYaw(f64), VerticalGForce(f64), LongitudinalGForce(f64), LateralGForce(f64), ENL(f64), Unknown(String, String),
}

Variants§

§

T(Coords)

Object Coordinates.

§

Name(String)

The object name should use the most common notation for each object. It is strongly recommended to use ICAO or NATO names like: C172 or F/A-18C. This will help Tacview to associate each object with the corresponding entry in its database. Type and Name are the only properties which CANNOT be predefined in Tacview database.

§

Type(HashSet<Tag>)

Object types are built using tags. This makes object management much more powerful and transparent than with the previous exclusive types. Type and Name are the only properties which CANNOT be predefined in Tacview database.

§

Parent(u64)

Parent object id. Useful to associate for example a missile (child object) and its launcher aircraft (parent object).

§

Next(u64)

ID of the following object. Typically used to link waypoints together.

§

CallSign(String)

The call sign will be displayed in priority over the object name and sometimes pilot name, especially in the 3D view and selection boxes. This is handy for mission debriefings where call signs are more informative than aircraft names.

§

Registration(String)

Aircraft registration (aka tail number)

§

Squawk(String)

Current transponder code. Any code is possible, there is no limitation like with the old 4 digit transponders.

§

ICAO24(String)

Mode S equipped aircraft uniquely assigned ICAO 24-bit address.

§

Pilot(String)

Aircraft pilot in command name.

§

Group(String)

Group the object belongs to. Used to group objects together. For example, a formation of F-16 flying a CAP together.

§

Country(String)

ISO 3166-1 alpha-2 country code.

§

Coalition(String)

Coalition.

§

Color(Color)

Color of the object.

§

Shape(String)

Filename of the 3D model which will be used to represent the object in the 3D view. 3D models must be in Wavefront .obj file format and stored in either %ProgramData%\Tacview\Data\Meshes\ or %APPDATA%\Tacview\Data\Meshes.

§

Debug(String)

Debug text visible in the 3D view when Tacview is launched with the /Debug:on command line argument.

§

Label(String)

Free real-time text displayable in the 3D view and telemetry windows (to provide miscellaneous info to the end-user)

§

FocusedTarget(u64)

Target currently focused by the object (typically used to designate laser beam target object, can also be used to show what the pilot is currently focused on)

§

LockedTarget(u64)

Primary target id (could be locked using any device, like radar, IR, NVG, …)

§

Importance(f64)

The higher the ratio, the more important is the object is (e.g. locally simulated aircraft could be 1.0 importance factor). Unit: ratio

§

Slot(u64)

Plane position in its Group (the lowest is the leader).

§

Disabled(bool)

Specifies that an object is disabled (typically out-of-combat) without being destroyed yet. This is particularly useful for combat training and shotlogs.

§

Visible(bool)

This flag is useful to hide specific objects from the 3D view. Can be used for a fog-of-war effect, or to prevent virtual objects from being displayed.

§

Health(f64)

Use this attribute to record the current health status of an object. The ratio is equal to 1.0 when the object is brand new, and 0.0 whenever the object is out of combat/dead/destroyed. This attribute as currently no effect on the events, you still need to remove the object manually whenever it is destroyed. Unit: ratio

§

Length(f64)

Object length. Especially useful when displaying buildings. Unit: m

§

Width(f64)

Object width. Especially useful when displaying buildings. Unit: m

§

Height(f64)

Object height. Especially useful when displaying buildings. Unit: m

§

Radius(f64)

Object bounding sphere radius. Object bounding sphere radius. Can be used to define custom explosion, smoke/grenade radius. Can be animated. Unit: m

§

IAS(f64)

Indicated airspeed. Unit: m/s

§

CAS(f64)

Calibrated airspeed. Unit: m/s

§

TAS(f64)

True airspeed. Unit: m/s

§

Mach(f64)

Mach number. Unit: ratio

§

AOA(f64)

Angle of attack. Unit: deg

§

AOS(f64)

Sideslip angle, also called angle of sideslip. Unit: deg

§

AGL(f64)

Object altitude above ground level. Unit: m

§

HDG(f64)

Aircraft heading. When there is no roll and pitch data available, this property can be used to specify the yaw while keeping full rotation emulation in the 3D view. Unit: deg

§

HDM(f64)

Aircraft magnetic heading. Heading relative to local magnetic north. Unit: deg

§

Throttle(f64)

Main/engine #1 throttle handle position (could be >1 for Afterburner and <0 for reverse). Unit: ratio

§

Afterburner(f64)

Main/engine #1 afterburner status. Unit: ratio

§

AirBrakes(f64)

Air brakes status. Unit: ratio

§

Flaps(f64)

Flaps position. Unit: ratio

§

LandingGear(f64)

Landing gear status. Unit: ratio

§

LandingGearHandle(f64)

Landing gear handle position. Unit: ratio

§

Tailhook(f64)

Arresting hook status. Unit: ratio

§

Parachute(f64)

Parachute status (not to be mistaken for DragChute). Unit: ratio

§

DragChute(f64)

Drogue/Drag Parachute status. Unit: ratio

§

FuelWeight(u8, f64)

Fuel quantity currently available in each tanks (up to 10 tanks supported). Unit: kg

§

FuelVolume(u8, f64)

Fuel quantity currently available in each tanks (up to 10 tanks supported). Unit: l

§

FuelFlowWeight(u8, f64)

Fuel flow for each engine (up to 8 engines supported). Unit: kg/hour

§

FuelFlowVolume(u8, f64)

Fuel flow for each engine (up to 8 engines supported). Unit: l/hour

§

RadarMode(f64)

Radar mode (0 = off)

§

RadarAzimuth(f64)

Radar azimuth (heading) relative to aircraft orientation. Unit: deg

§

RadarElevation(f64)

Radar elevation relative to aircraft orientation. Unit: deg

§

RadarRoll(f64)

Radar roll angle relative to aircraft orientation. Unit: deg

§

RadarRange(f64)

Radar scan range. Unit: m

§

RadarHorizontalBeamwidth(f64)

Radar beamwidth in azimuth. Unit: deg

§

RadarVerticalBeamwidth(f64)

Radar beamwidth in elevation. Unit: deg

§

LockedTargetMode(f64)

Primary target lock mode (0 = no lock/no target).

§

LockedTargetAzimuth(f64)

Primary target azimuth (heading) relative to aircraft orientation. Unit: deg

§

LockedTargetElevation(f64)

Primary target elevation relative to aircraft orientation. Unit: deg

§

LockedTargetRange(f64)

Primary target distance to aircraft. Unit: m

§

EngagementMode(f64)

Enable/disable engagement range (such as when a SAM site turns off its radar) (0 = off).

§

EngagementMode2(f64)

Enable/disable engagement range (such as when a SAM site turns off its radar) (0 = off).

§

EngagementRange(f64)

Engagement range for anti-aircraft units. This is the radius of the sphere which will be displayed in the 3D view. Typically used for SAM and AAA units, but this can be also relevant to warships. Unit: m

§

EngagementRange2(f64)

Engagement range for anti-aircraft units. This is the radius of the sphere which will be displayed in the 3D view. Typically used for SAM and AAA units, but this can be also relevant to warships. Unit: m

§

VerticalEngagementRange(f64)

Engagement range for anti-aircraft units. This is the radius of the sphere which will be displayed in the 3D view. Typically used for SAM and AAA units, but this can be also relevant to warships. Unit: m

§

VerticalEngagementRange2(f64)

Engagement range for anti-aircraft units. This is the radius of the sphere which will be displayed in the 3D view. Typically used for SAM and AAA units, but this can be also relevant to warships. Unit: m

§

RollControlInput(f64)

Raw player HOTAS/Yoke position in real-life (flight sim input device). Unit: ratio

§

PitchControlInput(f64)

Raw player HOTAS/Yoke position in real-life (flight sim input device). Unit: ratio

§

YawControlInput(f64)

Raw player HOTAS/Yoke position in real-life (flight sim input device). Unit: ratio

§

RollControlPosition(f64)

HOTAS/Yoke position in simulated (with response curves) or real-life cockpit. Unit: ratio

§

PitchControlPosition(f64)

HOTAS/Yoke position in simulated (with response curves) or real-life cockpit. Unit: ratio

§

YawControlPosition(f64)

HOTAS/Yoke position in simulated (with response curves) or real-life cockpit. Unit: ratio

§

RollTrimTab(f64)

Trim position for each axis. Unit: ratio

§

PitchTrimTab(f64)

Trim position for each axis. Unit: ratio

§

YawTrimTab(f64)

Trim position for each axis. Unit: ratio

§

AileronLeft(f64)

Control surfaces position on the aircraft. Unit: ratio

§

AileronRight(f64)

Control surfaces position on the aircraft. Unit: ratio

§

Elevator(f64)

Control surfaces position on the aircraft. Unit: ratio

§

Rudder(f64)

Control surfaces position on the aircraft. Unit: ratio

§

PilotHeadRoll(f64)

Pilot head orientation in the cockpit relative to the aircraft orientation Unit: ratio

§

PilotHeadPitch(f64)

Pilot head orientation in the cockpit relative to the aircraft orientation Unit: ratio

§

PilotHeadYaw(f64)

Pilot head orientation in the cockpit relative to the aircraft orientation Unit: ratio

§

VerticalGForce(f64)

Gravitational force equivalent of the acceleration in each axis relative to the aircraft orientation Unit: g

§

LongitudinalGForce(f64)

Gravitational force equivalent of the acceleration in each axis relative to the aircraft orientation Unit: g

§

LateralGForce(f64)

Gravitational force equivalent of the acceleration in each axis relative to the aircraft orientation Unit: g

§

ENL(f64)

Ratio between 0 and 1 describing the current Environmental Noise Level measured by the flight recorder. Typically used by gliders to detect engine use. This is the equivalent of the ENL field which can be found in IGC files. Unit: ratio

§

Unknown(String, String)

Unknown property. This only exists for forward compatibility and using it is not recommended as the property you are using could be move to the known properties in a future release.

Trait Implementations§

source§

impl Clone for Property

source§

fn clone(&self) -> Property

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl Debug for Property

source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
source§

impl Display for Property

source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
source§

impl FromStr for Property

§

type Err = ParseError

The associated error which can be returned from parsing.
source§

fn from_str(s: &str) -> Result<Self, Self::Err>

Parses a string s to return a value of this type. Read more
source§

impl PartialEq<Property> for Property

source§

fn eq(&self, other: &Property) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
source§

impl StructuralPartialEq for Property

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for Twhere T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for Twhere T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for Twhere T: ?Sized,

const: unstable · source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T, U> Into<U> for Twhere U: From<T>,

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> ToOwned for Twhere T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

impl<T> ToString for Twhere T: Display + ?Sized,

source§

default fn to_string(&self) -> String

Converts the given value to a String. Read more
source§

impl<T, U> TryFrom<U> for Twhere U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.