cosmetics only:
- unify indentation (throw out 2-space indentation; this file uses 4 spaces) - fix mixed indentation - remove trailing spaces - fix a couple of spelling mistakes
This commit is contained in:
parent
d84043fbe2
commit
74391d55a1
1 changed files with 92 additions and 92 deletions
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@ -105,7 +105,7 @@ long global_multi_loop;
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SGTimeStamp last_time_stamp;
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SGTimeStamp current_time_stamp;
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// The atexit() functio handler should know when the graphical subsystem
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// The atexit() function handler should know when the graphical subsystem
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// is initialized.
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extern int _bootstrap_OSInit;
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@ -133,20 +133,20 @@ void fgUpdateTimeDepCalcs() {
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// << " cur_elev = " << scenery.get_cur_elev() << endl;
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if (!cur_fdm_state->get_inited()) {
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// Check for scenery around the aircraft.
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double lon = fgGetDouble("/sim/presets/longitude-deg");
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double lat = fgGetDouble("/sim/presets/latitude-deg");
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// We require just to have 50 meter scenery availabe around
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// the aircraft.
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double range = 50.0;
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if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
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SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
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cur_fdm_state->init();
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if ( cur_fdm_state->get_bound() ) {
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cur_fdm_state->unbind();
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// Check for scenery around the aircraft.
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double lon = fgGetDouble("/sim/presets/longitude-deg");
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double lat = fgGetDouble("/sim/presets/latitude-deg");
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// We require just to have 50 meter scenery availabe around
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// the aircraft.
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double range = 50.0;
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if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
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SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
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cur_fdm_state->init();
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if ( cur_fdm_state->get_bound() ) {
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cur_fdm_state->unbind();
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}
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cur_fdm_state->bind();
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}
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cur_fdm_state->bind();
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}
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}
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// conceptually, the following block could be done for each fdm
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@ -159,20 +159,20 @@ void fgUpdateTimeDepCalcs() {
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}
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if ( replay_state->getIntValue() == 0 ) {
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// replay off, run fdm
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// replay off, run fdm
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cur_fdm_state->update( delta_time_sec );
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} else {
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FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
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r->replay( replay_time->getDoubleValue() );
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if ( replay_state->getIntValue() == 1 ) {
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if ( replay_state->getIntValue() == 1 ) {
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// normal playback
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replay_time->setDoubleValue( replay_time->getDoubleValue()
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+ ( delta_time_sec
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* fgGetInt("/sim/speed-up") ) );
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} else if ( replay_state->getIntValue() == 2 ) {
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// paused playback (don't advance replay time)
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}
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}
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} else if ( replay_state->getIntValue() == 2 ) {
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// paused playback (don't advance replay time)
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}
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}
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} else {
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// do nothing, fdm isn't inited yet
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}
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@ -231,7 +231,7 @@ static void fgMainLoop( void ) {
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double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
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if ( throttle_hz > 0.0 && scenery_loaded ) {
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// optionally throttle the frame rate (to get consistant frame
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// optionally throttle the frame rate (to get consistent frame
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// rates or reduce cpu usage.
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double frame_us = 1000000.0 / throttle_hz;
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@ -242,18 +242,18 @@ static void fgMainLoop( void ) {
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//
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// Calling sleep, even usleep() on linux is less accurate than
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// we like, but it does free up the cpu for other tasks during
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// the sleep so it is desireable. Because of the way sleep()
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// is implimented in consumer operating systems like windows
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// the sleep so it is desirable. Because of the way sleep()
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// is implemented in consumer operating systems like windows
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// and linux, you almost always sleep a little longer than the
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// requested amount.
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//
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// To combat the problem of sleeping to long, we calculate the
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//
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// To combat the problem of sleeping too long, we calculate the
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// desired wait time and shorten it by 2000us (2ms) to avoid
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// [hopefully] over-sleep'ing. The 2ms value was arrived at
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// via experimentation. We follow this up at the end with a
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// simple busy-wait loop to get the final pause timing exactly
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// right.
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//
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//
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// Assuming we don't oversleep by more than 2000us, this
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// should be a reasonable compromise between sleep based
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// waiting, and busy waiting.
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@ -274,9 +274,9 @@ static void fgMainLoop( void ) {
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#endif
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// busy wait timing loop.
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//
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//
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// This yields the most accurate timing. If the previous
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// ulMilliSecondSleep() call is ommitted this will peg the cpu
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// ulMilliSecondSleep() call is omitted this will peg the cpu
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// (which is just fine if FG is the only app you care about.)
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current_time_stamp.stamp();
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while ( current_time_stamp - last_time_stamp < frame_us ) {
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@ -293,25 +293,25 @@ static void fgMainLoop( void ) {
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// Limit the time we need to spend in simulation loops
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// That means, if the /sim/max-simtime-per-frame value is strictly positive
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// you can limit the maximum amount of time you will do simulations for
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// one frame to display. The cpu time spent in simulations code is roughtly
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// one frame to display. The cpu time spent in simulations code is roughly
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// at least O(real_delta_time_sec). If this is (due to running debug
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// builds or valgrind or something different blowing up execution times)
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// larger than the real time you will no more get any response
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// larger than the real time you will no longer get any response
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// from flightgear. This limits that effect. Just set to property from
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// your .fgfsrc or commandline ...
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double dtMax = max_simtime_per_frame->getDoubleValue();
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if (0 < dtMax && dtMax < real_delta_time_sec)
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real_delta_time_sec = dtMax;
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real_delta_time_sec = dtMax;
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// round the real time down to a multiple of 1/model-hz.
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// this way all systems are updated the _same_ amount of dt.
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{
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static double rem = 0.0;
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real_delta_time_sec += rem;
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double hz = model_hz;
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double nit = floor(real_delta_time_sec*hz);
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rem = real_delta_time_sec - nit/hz;
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real_delta_time_sec = nit/hz;
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static double rem = 0.0;
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real_delta_time_sec += rem;
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double hz = model_hz;
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double nit = floor(real_delta_time_sec*hz);
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rem = real_delta_time_sec - nit/hz;
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real_delta_time_sec = nit/hz;
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}
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@ -400,22 +400,22 @@ static void fgMainLoop( void ) {
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globals->get_warp() );
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if (globals->get_warp_delta() != 0) {
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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l->update( 0.5 );
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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l->update( 0.5 );
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}
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// update magvar model
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globals->get_mag()->update( longitude->getDoubleValue()
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* SGD_DEGREES_TO_RADIANS,
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latitude->getDoubleValue()
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* SGD_DEGREES_TO_RADIANS,
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altitude->getDoubleValue() * SG_FEET_TO_METER,
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globals->get_time_params()->getJD() );
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* SGD_DEGREES_TO_RADIANS,
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latitude->getDoubleValue()
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* SGD_DEGREES_TO_RADIANS,
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altitude->getDoubleValue() * SG_FEET_TO_METER,
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globals->get_time_params()->getJD() );
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// Get elapsed time (in usec) for this past frame
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elapsed = fgGetTimeInterval();
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SG_LOG( SG_ALL, SG_DEBUG,
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"Elapsed time interval is = " << elapsed
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SG_LOG( SG_ALL, SG_DEBUG,
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"Elapsed time interval is = " << elapsed
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<< ", previous remainder is = " << remainder );
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// Calculate frame rate average
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@ -441,7 +441,7 @@ static void fgMainLoop( void ) {
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if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
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general.set_frame_rate( frames );
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fgSetInt("/sim/frame-rate", frames);
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SG_LOG( SG_ALL, SG_DEBUG,
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SG_LOG( SG_ALL, SG_DEBUG,
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"--> Frame rate is = " << general.get_frame_rate() );
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frames = 0;
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}
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@ -458,7 +458,7 @@ static void fgMainLoop( void ) {
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globals->get_ATC_mgr()->update(delta_time_sec);
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// Run the AI subsystem
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// FIXME: run that also if we have multiplying enabled since the
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// FIXME: run that also if we have multiplaying enabled since the
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// multiplayer information is interpreted by an AI model
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if (fgGetBool("/sim/ai-traffic/enabled"))
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globals->get_AI_mgr()->update(delta_time_sec);
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global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
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remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
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SG_LOG( SG_ALL, SG_DEBUG,
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SG_LOG( SG_ALL, SG_DEBUG,
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"Model iterations needed = " << global_multi_loop
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<< ", new remainder = " << remainder );
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// chop max interations to something reasonable if the sim was
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// delayed for an excesive amount of time
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// chop max iterations to something reasonable if the sim was
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// delayed for an excessive amount of time
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if ( global_multi_loop > 2.0 * model_hz ) {
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global_multi_loop = (int)(2.0 * model_hz );
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remainder = 0;
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// flight model
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if ( global_multi_loop > 0) {
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// first run the flight model each frame until it is intialized
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// first run the flight model each frame until it is initialized
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// then continue running each frame only after initial scenery load is complete.
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fgUpdateTimeDepCalcs();
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} else {
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SG_LOG( SG_ALL, SG_DEBUG,
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SG_LOG( SG_ALL, SG_DEBUG,
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"Elapsed time is zero ... we're zinging" );
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}
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//
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// Tile Manager updates - see if we need to load any new scenery tiles.
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// this code ties together the fdm, viewer and scenery classes...
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// we may want to move this to it's own class at some point
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// we may want to move this to its own class at some point
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//
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double visibility_meters = fgGetDouble("/environment/visibility-m");
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FGViewer *current_view = globals->get_current_view();
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SGLocation *view_location = globals->get_current_view()->getSGLocation();
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globals->get_tile_mgr()->update( view_location, visibility_meters );
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{
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double lon = view_location->getLongitude_deg();
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double lat = view_location->getLatitude_deg();
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double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
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double lon = view_location->getLongitude_deg();
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double lat = view_location->getLatitude_deg();
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double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
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// check if we can reuse the groundcache for that purpose.
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double ref_time, r;
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SGVec3d pt;
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bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
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double *vp = globals->get_current_view()->get_absolute_view_pos();
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SGVec3d viewpos(vp);
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if (valid && distSqr(viewpos, pt) < r*r) {
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// Reuse the cache ...
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double lev
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= cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
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lon*SGD_DEGREES_TO_RADIANS,
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alt + 2.0);
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view_location->set_cur_elev_m( lev );
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} else {
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// Do full intersection test.
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double lev;
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if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
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view_location->set_cur_elev_m( lev );
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else
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view_location->set_cur_elev_m( -9999.0 );
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}
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// check if we can reuse the groundcache for that purpose.
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double ref_time, r;
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SGVec3d pt;
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bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
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double *vp = globals->get_current_view()->get_absolute_view_pos();
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SGVec3d viewpos(vp);
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if (valid && distSqr(viewpos, pt) < r*r) {
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// Reuse the cache ...
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double lev
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= cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
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lon*SGD_DEGREES_TO_RADIANS,
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alt + 2.0);
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view_location->set_cur_elev_m( lev );
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} else {
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// Do full intersection test.
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double lev;
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if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
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view_location->set_cur_elev_m( lev );
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else
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view_location->set_cur_elev_m( -9999.0 );
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}
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}
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#ifdef ENABLE_AUDIO_SUPPORT
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idle_state++;
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// This seems to be the absolute earliest in the init sequence
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// that these calls will return valid info. Too bad it's after
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// we've already created and sized out window. :-(
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// we've already created and sized our window. :-(
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general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
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general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
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general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
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// Initialize the user interface (we need to do this before
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// passing off control to the OS main loop and before
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// fgInitGeneral to get our fonts !!!
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// fgInitGeneral to get our fonts !!!
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guiInit();
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fgSplashProgress("reading aircraft list");
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} else if ( idle_state == 2 ) {
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idle_state++;
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// Read the list of available aircrafts
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// Read the list of available aircraft
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fgReadAircraft();
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// get the address of our OpenGL extensions
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@ -696,8 +696,8 @@ static void fgIdleFunction ( void ) {
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// Do some quick general initializations
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if( !fgInitGeneral()) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"General initializations failed ..." );
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SG_LOG( SG_GENERAL, SG_ALERT,
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"General initialization failed ..." );
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exit(-1);
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}
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@ -779,17 +779,17 @@ static void fgIdleFunction ( void ) {
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thesky->texture_path( sky_tex_path.str() );
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// The sun and moon diameters are scaled down numbers of the
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// actual diameters. This was needed to fit bot the sun and the
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// actual diameters. This was needed to fit both the sun and the
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// moon within the distance to the far clip plane.
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// Moon diameter: 3,476 kilometers
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// Sun diameter: 1,390,000 kilometers
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thesky->build( 80000.0, 80000.0,
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463.3, 361.8,
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globals->get_ephem()->getNumPlanets(),
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globals->get_ephem()->getNumPlanets(),
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globals->get_ephem()->getPlanets(),
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globals->get_ephem()->getNumStars(),
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globals->get_ephem()->getStars(),
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fgGetNode("/environment", true));
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fgGetNode("/environment", true));
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// Initialize MagVar model
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SGMagVar *magvar = new SGMagVar();
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@ -831,7 +831,7 @@ static void fgIdleFunction ( void ) {
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SGPath mp3file( globals->get_fg_root() );
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mp3file.append( "Sounds/intro.mp3" );
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SG_LOG( SG_GENERAL, SG_INFO,
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SG_LOG( SG_GENERAL, SG_INFO,
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"Starting intro music: " << mp3file.str() );
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#if defined( __CYGWIN__ )
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@ -857,11 +857,11 @@ static void fgIdleFunction ( void ) {
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// This is the top level init routine which calls all the
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// other subsystem initialization routines. If you are adding
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// a subsystem to flightgear, its initialization call should
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// a subsystem to flightgear, its initialization call should be
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// located in this routine.
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if( !fgInitSubsystems()) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"Subsystem initializations failed ..." );
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"Subsystem initialization failed ..." );
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exit(-1);
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}
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fgSplashProgress("setting up time & renderer");
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@ -937,7 +937,7 @@ bool fgMainInit( int argc, char **argv ) {
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globals = new FGGlobals;
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// seed the random number generater
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// seed the random number generator
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sg_srandom_time();
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FGControls *controls = new FGControls;
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@ -975,7 +975,7 @@ bool fgMainInit( int argc, char **argv ) {
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sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
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// Load the configuration parameters. (Command line options
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// overrides config file options. Config file options override
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// override config file options. Config file options override
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// defaults.)
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if ( !fgInitConfig(argc, argv) ) {
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SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
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