- changed FGSubsystem::update(int) to
FGSubsystem::update(delta_time_sec); the argument is now delta time
in seconds rather than milliseconds
- added FGSubsystem::suspend(), FGSubsystem::suspend(bool),
FGSubsystem::resume(), and FGSubsystem::is_suspended(), all with
default implementations; is_suspended takes account of the master
freeze as well as the subsystem's individual suspended state
- the FDMs now use the delta time argument the same as the rest of
FlightGear; formerly, main.cxx made a special case and passed a
multiloop argument
- FDMs now calculate multiloop internally instead of relying on
main.cxx
There are probably some problems -- I've done basic testing with the
major FDMs and subsystems, but we'll probably need a few weeks to
sniff out bugs.
graph as the terrain, except for internal cockpit view. The SSG
scene-graph variables (except for the lighting root -- I'll get that
later) are now held in globals.hxx.
FGModelMgr::draw() is obsolete; I'll remove it in a future revision.
Description:
This update includes the new viewer interface as proposed by David M. and
a first pass at cleaning up the viewer/view manager code by Jim W.
Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and
modified the Makefile.am accordingly.
Detail of work:
Overall:
The code reads a little easier. There are still some unnecessary bits in
there and I'd like to supplement the comments in the viewer.hxx with a tiny
bit on each interface group and what the groupings mean (similar but briefer
than what you emailed me the other day). I tried not to mess up the style,
but there is an occasional inconsistency. In general I wouldn't call it done
(especially since there's no tower yet! :)), but I'd like to get this out
there so others can comment, and test.
In Viewer:
The interface as you suggested has been implemented. Basically everything
seems to work as it did visually. There is no difference that I can see in
performance, although some things might be a tiny bit faster.
I've merged the lookat and rph (pilot view) code into the recalc for the
viewer. There is still some redundancy between the two, but a lot has been
removed. In some cases I've taken some code that we'd likely want to inline
anyway and left it in there in duplicate. You'll see that the code for both
looks a little cleaner. I need to take a closer look at the rotations in
particular. I've cleaned up a little there, but I suspect more can be done
to streamline this.
The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO
the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about
to rip it out. It would seem that there more conventional ways to get
spherical data that are just as fast. In any case all the viewer was pulling
from the quat matrix was the pitch value so I modified mouse.cxx to output to
our pitchOffset input and that works fine.
I've changed the native values to degrees from radians where appropriate.
This required a conversion from degrees to radians in a couple modules that
access the interface. Perhaps we should add interface calls that do the
conversion, e.g. a getHeadingOffset_rad() to go along with the
getHeadingOffset_deg().
On the view_offset (now headingOffset) thing there are two entry points
because of the ability to instantly switch views or to scroll to a new view
angle (by hitting the numeric keys for example). This leaves an anomaly in
the interface which should be resolved by adding "goal" settings to the
interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc.
Other than these two issues, the next step here will be to look at some
further optimizations, and to write support code for a tower view. That
should be fairly simple at this point. I was considering creating a
"simulated tower view" or "pedestrian view" that defaulted to a position off
to the right of whereever the plane is at the moment you switch to the tower
view. This could be a fall back when we don't have an actual tower location
at hand (as would be the case with rural airports).
ViewManager:
Basically all I did here was neaten things up by ripping out excess crap and
made it compatible as is with the new interface.
The result is that viewmanager is now ready to be developed. The two
preexisting views are still hardcoded into the view manager. The next step
would be to design configuration xml (eg /sim/view[x]/config/blahblah) that
could be used to set up as many views as we want. If we want to take the easy
way out, we might want to insist that view[0] be a pilot-view and have
viewmanager check for that.
and fixes a 'potential bug' if the FGFS View code were to change
I also consolidated the specialized IntersectLeaf()
as they really didn't gain us much outside of their having
'more direct access into the SSG controlled data'
I would like to see the fgCurrentElevation functions moved
out of hitlist.cxx.
The one obstacle is their being dependent on my PLib
auxillary functions
ssgGetEntityTransform()
ssgGetCurrentBSphere()
code has been run through astyle with the default options
separate header file. This change will help integrate properties into
JSBSim.
Also, I (David Megginson) removed most of the SimGear include
statements from globals.hxx, reducing the amount of recompilation
every time SimGear changes. This required making minor changes to a
lot of files that were depending on the side-effects of the inclusions
in globals.hxx.
Added two new properties:
/environment/temperature-sea-level-degc
/environment/pressure-sea-level-inhg
These are now supported in FGEnvironment as well, though they always
have the same value for now. They need to be hooked up to the FDMs.
different locations, and hitched it into FGGlobals. FGEnvironmentMgr
has taken over as the subsystem, while FGEnvironment is simple the
information that it returns. I've removed current_environment
completely -- everything now uses properties or goes through
FGGlobals. FGGlobals itself has a couple of useful methods:
const FGEnvironment * get_environment ();
const FGEnvironment * get_environment (double lat, double lon, double alt);
The first one returns the environment data for the plane's current
position, while the second returns the environment data for any
arbitrary location. Currently, they both return the same information,
but that will change soon.
properties have been renamed from wind-(north|east|down)-fps to
wind-from-(north|east|down)-fps, and the FDMs modified appropriately.
No other changes should be visible unless FG_OLD_WEATHER is defined.
are being driven from an external data source.)
Akso found and fixed a bug in the simgear that caused the time to go goofy
temporarily while scenery was being loaded.
/sim/freeze/master (implimented)
/sim/freeze/fuel (implimented)
/sim/freeze/position (not implimented)
/sim/freeze/time-of-day (not implimented)
/sim/freeze/master is bound to the 'p' key via keyboard.xml, however,
/sim/freeze/fuel is not bound to anything at the moment so you must
change it via the external property interface, or specify an initial
value on the command line.
- automake-1.4 sets default values for INCLUDES which we can't
overwrite.
- automake-1.5 renames this to DEFAULT_INCLUDES and leaves INCLUDES
open for the developer to use.
Thus for automake-1.4 we are forced to 'append' to INCLUDES and in
automake-1.5 we can just set the value to whatever we like.
Unfortunately, the behaviors of the two versions are mutually
incompatible.
The solution I am committing now works for both versions but
automake-1.5 generates a lot of spurious warning messages that are
annoying, but not fatal.
(i.e. multiloop). Most subsystems currently ignore the parameter, but
eventually, it will allow all subsystems to update by time rather than
by framerate.
Here's an unusual patch for FlightGear -- I've created .cvsignore
files for every source directory, to make CVS output more informative.
This is especially nice when using cvs-examine from (X)Emacs to look
for changes.
What was happening was that we screwed up and scheduled tiles for
(lon,lon) rather than (lon,lat) ... note the typo. This generated
bogus tile id's which the system happily accepted, put into the tile
cache system, and attempted to load. The problem was that these bogus
tile id's were negative where as all valid tile id's should be >= 0.
These negative tile id's up the logic used to remove tiles from the
cache. When identifying tiles for removal, we look for the furthest
tile away from us by starting out the furthest id at -1 and if we find
something further, we update the furthest tile id. Then at the end we
check if the furthest tile id >= 0 to see if we found anything we
could remove. However, the furthest tile id was these bogus tiles
with negative tile id's so the system always assumed there was nothing
appropriate for removal. This made it impossible to ever remove a
tile from the cache meaning it quickly filled up and no more tiles
could be loaded.
I fixed the one instance of scheduling tiles for a bogus location, and
added a sanity check so if it ever happens again we'll bomb with an
appropriate error message.
fix startup sequence problems where we initialize the FDM before we know
the desired starting altitude.
These changes delay fdm initialization until the local tile has been loaded
and we can do a real intersection and find the true ground elevation.
In order to do this, I depend more on the property manager as glue, rather
than the FGInterface.
There are some glitches still when switching to a new airport or reseting
the sim. I will work on addressing these, but I need to commit the changes
so far to keep in sync with other developers.
but no entries qualify for removal. It will keep trying to schedule the
tile(s) until an entry frees up. Entries in the cache do not qualify for
removal if they are in the process of being loaded.
a crash when relocating to a new airport. Pending work from the old
area is now just completed as normal, rather than trying to empty the various
queues in their various stages when can lead to many problems in a threaded
environment.
to have attached an ssg loaded object to this branch, then plib will remove
it and all it's states (and textures) which will call opengl api commands
which will crash the program if run from a separate thread from the main render
thread.
- model loading deferred to primary thread
- tile removal deferred to paging thread
- other tweaks and rearrangments.
Airport signs
- first stab at some support for adding taxiway and runway signs. This
is non-optimal, but I'm under the gun for a demo.
a newly loaded tile to the scene graph. Instead it puts it in a queue
for the tile manager. I've used your counter_hack to check the loaded
queue and add any tiles to the scene graph. I was playing around with
the counter_hack so there might be some commented out code, etc. I also
changed some SG_DEBUGs to SG_INFOs so I could track the tile loading.
He writes:
Here are the final changes to add threads to the tile loading. All the
thread related code is in the new FGTileLoader class.
./configure.in
./acconfig.h
Added --with-threads option and corresponding ENABLE_THREADS
definition. The default is no threads.
./src/Scenery/tilemgr
Removed load_queue and associated references. This has been replaced by
a new class FGTileLoader in FGNewCache.
Made the global variable global_tile_cache a member.
schedule_needed(): removed global_tile_cache.exists() tests since
sched_tile() effectively repeats the test.
initialize_queue(): removed code that loads tiles since this is now
performed by FGTileLoader.
update(): ditto
./src/Scenery/newcache
Added new class FGTileLoader to manage tile queuing and loading.
tile_map typedefs are private.
exists() is a const member function.
fill_in(): deleted
load_tile(): added.
./src/Scenery/FGTileLoader
The new threaded tile loader. Maintains a queue of tiles waiting to be
loaded and an array of one or more threads to load the tiles. Currently
only a single thread is created. The queue is guarded by a mutex to
synchronize access. A condition variable signals the thread when the
queue is non-empty.
CLO: I made a few tweaks to address a couple issues, hopefully what we
have is solid, but now we kick it out to the general public to see. :-)
tile has been loaded. Since this flag can be set by another thread I've
declared it "volatile bool".
Also cleaned up delete vs delete[] usage. Gcc is happy with delete[],
which is the correct usage.
FGOptions is history, and the modules are (starting) to use the property
manager directly. Let me know if I left any files out.
Inevitably, there will be some problems with broken options, etc.,
that I haven't found in my tests, but I'll try to fix them quickly.
We also need to stress that the property names currently in use are
not stable -- we need to reorganize them a bit for clarity.
structure. The new approach is simpler, more flexible, and more dynamics.
We can now dynamically size the tile cache up and down. Also, the range
of tiles to load is now dependent on visibility and is calculated to always
bring in enough tiles.
derive specific viewer classes from it. Here's what I currently have in mind:
FGViewer
|
|-> FGViewerPRH (current system with orientation specified in
| LaRCsim Euler angle convention)
|
|-> FGViewerLookAt Feed in a position, view direction, and up vector
|
|-> FGViewerHPR (similar to PRH, but using ssg hpr euler angle
| convention)
|-> others?
ing features:
a) ADA Flight model - ADA.cxx, ADA.hxx, flight.hxx
b) Fighter a/c HUD - flight.hxx, hud.hxx, hud.cxx, cockpit.cxx, hud_ladr.c
xx, hud_card.cxx
c) 3-window display - options.hxx, options.cxx, viewer.cxx
d) Moving objects (ship) - main.cxx
e) Patches - main.cxx
ADA.cxx, ADA.hxx
--------------------------
Interface to the external ADA flight dynamics package.
flight.hxx
----------
Included prototypes for accepting additional data fron the External flight
model for fighter aircraft HUD
Hud.hxx
-------
Included prototypes for accepting additional data for fighter HUD from Exernal F
light model.
Defined FIGHTER_HUD pre-processor directive to enable compilation of fighter hud
code.
hud.cxx, cockpit.cxx, hud_ladr.cxx, hud_card.cxx
---------------------------------------
Included code to initialise additional reticles/text for fighter HUD which is co
nditionally
compiled if FIGHTER_HUD is defined.
options.hxx
-----------
Added window_offset, and function to retrieve its value for 3 windows
options.cxx
-----------
Changed few options to suit ADA/CEF projection system/screens and checks for win
dow offset.
views.cxx
---------
Added code to retrieve view offset for window.
Main.cxx
--------
Added code to load and move an aircraft carrier.
Patch to enable clouds from command line until Curtis fixes it. By default cloud
s are disabled.
from the pre-ssg / render everything ourselves days. Replaced with a
material library manager that is much better suited for working in the
context of ssg. This simplified and cleaned up a ton of old junk.
old routines from SRGP. Steve's plib/sg.h does a nice job of completely
replacing this (and since plib is already around) and is a nice clean design
so it just makes sense.
Better handling of missing tiles.
Added a range selector so we can completely ignore tiles that are beyond
our visibility range.
Added a routine to prep the ssg nodes before rendering by updating the
transform and range selector values.