I have added a fledgling replay system that records flight data and control
positions during the flight.
I have added an internal command called "replay" which will trigger a replay
of the entire saved flight data set. This could be bound to a keyboard or
menu command, in fact this entire module is screaming for someone to build
a gui to control playback speed, amount of playback, etc.
This is the initial version so there are kinks that still need to be worked
out, please be patient.
between temperature at altitude vs. temperature at sea level. The dialog
box asked for temperature at altitude which makes sense, but all the
internal crunching expected temperature at sea level. However, it makes no
logical sense to specify the sea level temperature for different layers so
I changed the internal processing to work with temperature at altitude and
then derive an approximate sea level temperature at the end.
If you know the ground temperature, you can just enter this temperature
for the first boundary layer and the system should do the right thing.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
Set a random value for a numeric property
Params:
<property> - the name of the property to randomize
<min> - the minimum allowed value
<max> - the maximum allowed value
input bindings. They will work only with the latest CVS; otherwise,
./configure will disable them. There is a new command, 'script',
which takes a single argument, also called 'script', containing PSL
code (currently PSL requires a main() function).
Erik Hofman has written some more elaborate code for triggering PSL
code from drop-down menus and scheduling events; I will look at
integrating that next.
and property-multiply:
Firstly, change back to wrapping modulo the interval, with "min <= x <
max" semantics. I believe the previous implementation did that. The
inline function that Norman mentioned also does that.
Secondly, make it snap to the nearest value (min + N*resolution) when a
"resolution" tag is present, taking special care of floating-point
precision. Or perhaps specify "number of divisions in the interval" as
an integer, instead of "resolution" by which I meant a floating-point
"size of a division".
[also fixed]
While working on this file I noticed some potentially serious warnings:
fg_commands.cxx: In function `bool do_property_adjust(const
SGPropertyNode*)':
fg_commands.cxx:435: warning: control reaches end of non-void function
fg_commands.cxx: In function `bool do_property_multiply(const
SGPropertyNode*)':
fg_commands.cxx:465: warning: control reaches end of non-void function
/usr/local/include/simgear/misc/props.hxx: At top level:
fg_commands.cxx:600: warning: `bool do_presets_commit(const
SGPropertyNode*)' defined but not used
Some more cmall changes to the SimGear header files and removed the
SG_HAVE_NATIVE_SGI_COMPILERS dependancies from FlightGear.
I've added a seperate JSBSim patch for the JSBSim source tree.
property-adjust.
Modified property-adjust and property-multiply so that they always
work with double values, to simplify the code.
Factored out some common code.
Added a 'mask' argument to the property-adjust and property-multiply
commands. If mask is set to "all" (the default), then the command
works as before; if mask is set to "integer", it works only to the
left of the decimal point; and if mask is set to "decimal", it works
only to the right of the decimal place. This functionality is useful
for tuning VHF COM and NAV radios.
- dialog-open
- dialog-close
- dialog-update
- dialog-apply
The last two can copy a value from a property to a GUI field or
vice-versa either individually or across the whole dialog.
Here is a FGIO class derived from FGSubsystem that replaces the fgIOInit()
and fgIOProcess() functions. The FGIO::update(double delta) doesn't use the
delta argument yet. I suspect it could be used as a replacement for the
calculated interval value but I'm not familiar enough with that piece of code
just yet.
I've also added two "command properties" to fg_commands.cxx that select the
next or previous view. Writing any value to these properties triggers the
corresponding action. As an example I modified my keyboard.xml:
<key n="118">
<name>v</name>
<desc>Next view</desc>
<binding>
<command>property-assign</command>
<property>/command/view/next</property>
<value type="bool">true</value>
</binding>
</key>
<key n="86">
<name>V</name>
<desc>Prev view</desc>
<binding>
<command>property-assign</command>
<property>/command/view/prev</property>
<value type="bool">true</value>
</binding>
</key>
And of course these actions can also be triggered from external scripts via
the props server.
The present sets of bindings result in the throttle being "squared"
about its centre, which is silly. This is because the "squared"
parameter is not set by the throttle binding, but the default is
"true". We discussed this before and I think there was general
agreement that the default should be "false" on the basis of
generality.
This is a small fix for what turned out to be a major bug. Ground elevation
was calculated incorrectly when distant from one of the view locations. This
resulted in several problems including bizarre gear trimming, mid air
"crashes" (as in thinking we hit the ground) and so on when close to or on the
ground.
Unfortunately it does require a second ssg traversal when in tower view
(only), but the increased load isn't all that noticable. For the time being
this really is the best solution. In a future update I will be eliminating
the unecessary per frame traversals for the static views (without having to
maintain multiple ssgRoots).
When we go to multiple FDM instances we will perhaps need to put the ssg
traversal and ground elevation queries for the FDMs into an event timer that
updates the FDMs ground elevation in a round robin fashion (maybe every 1/n
seconds where n is the number of FDM instances running).
(mainly in src/Input/input.cxx) will make src/GUI/mouse.cxx obsolete
and bring the mouse into the same input system as the joystick and
keyboard. This is just preliminary work allowing, covering mouse
clicks (no motion yet), and it actually crashes on a middle or right
click.
The new mouse support is disabled by default until it become stable;
to try it out, you need to configure --with-new-mouse.