src/AIModel/AIAircraft.cxx src/ATC/AILocalTraffic.cxx
src/FDM/flight.cxx src/FDM/flight.hxx src/FDM/groundcache.cxx
src/FDM/groundcache.hxx src/Main/fg_init.cxx src/Main/main.cxx
src/Scenery/hitlist.cxx src/Scenery/hitlist.hxx
src/Scenery/scenery.cxx src/Scenery/scenery.hxx
Make use of the attached SGMaterial reference userdata on scenegraph
leafs. Make the SGMaterial pointer available to the ground query
routines.
SGPropertyNode to guarded ones. This is also done for JSBSim/JSBSim.hxx,
for which JSB had given explicit permission a while ago. I postponed that
back then, but now is the time.
even be more than once in the same list. We need to remove all such instances,
or the a pointer to TowerPlaneRec may become invalid and cause crashes.
The proper fix would, of course, be to be careful with state changes and
to prevent *any* duplication of entries. [OK'ed by David]
because a dialog button can get pressed when its callback isn't available
any more. Ideally, we would close the dialog or update its buttons when
this happens. But this requires bigger changes.
/sim/messages/{atc,pilot,ai-plane,ground,approach}
These can the be used for differenct screen.log colors and for different
voices. (Aircraft & tutoruals may want to write to /sim/messages/copilot)
I had massive problems with tower.cxx, so I decided to doublecheck all
containers and iterators in order and found lot of potential problems.
Now I can fly with "debug on" of KSFO for minutes without problems.
The fix for AIMgr is from Mathias, but I reworked it. So blame me, not him.
Erik Hofman:
This patch contains an update to net_ctrls.hxx that adds an extra 100 bytes
(or an equivalent of 25 (u)int32_t types) of reserved space. This could be
used to make the protocol forward and backward compatibel within a certain
scope. Be sure to read the instructions at the begining of the header file
when addinf new variables.
The prototype of update_metar_properties does not match overridden func.
trafficmgr: iterators below begin() and after end().
tower.cxx : iterator incrementing beyond end().
* in some cases more specific sg exception types were used in place
of the more generic one, e.g., sg_io_exception instead of sg_exception
when the context of the error was an IO error
* in some cases, the error message was made more specific
* minor style fix for exception rethrowing --- using throw; whenever
a re-throw is made; sometimes optimizing away the exception symbol name
in the catch handler at all
* more specific catch handlers added in some places -- e.g.,
an sg_io_exception caught ahead of sg_exception
and text strings are filled in before displaying. For testing: the new
dialogs are available under menu -> ATC -> Frequencies, and when
communicating with ATC (' key). This isn't completely finished yet, and
will probably profit from some feedback from the ATC folks.
tower.cxx: remove redundant "if (foo) delete foo".
I tried to make sure accessor functions which return by reference act
on const objects. also replaced some iterators with const_iterator
and a few return/pass by reference that were missed the first time
around.
* Use "const string&" rather than "string" in function calls when appropriate.
* Use "const Point3D&" instead of "Pint3D" in function calls when appropriate.
* Improved course calculation in calc_gc_course_dist()
* Safer thread handling code.
Vassilii Khachaturov:
Dont use "const Point3D&" for return types unless you're absolutely sure.
Erik Hofman:
* Use SGD_(2)PI(_[24]) as defined in simgear/constants.h rather than
calculating it by hand every time.
this patch eliminates some cut-and-paste,
as well as makes some frequently used strings const static at the same
time. A couple of interfaces are decorated with 'const' on the parameters
that are such, in line with other such interfaces where const is used.
"NINE" changed to "NINER", to match ICAO practice and the current FGFS
voice data.
A fixed buffer, sprintf and a warning comment replaced w/ostringstream.
Alex Romosan:
+string ConvertRwyNumToSpokenString(const string s) {
this should be string ConvertRwyNumToSpokenString(const string& s)
so we don't make unnecessary copies.
CygWin/gcc-3.4.4 updates.
I replaced my cygwin compiler with 3.4.4, did a make clean of plib, simgear,
and flightgear, then did a make install of all three. With the included changes,
everything builds fine, and runs fine.
I had a quick view over the ssgBase::ref() calls in flightgear.
I made them all symmetric and used ssgDeRefDelete to dereference them.
This has the basic advantage that ssgDeRefDelete additionaly deletes the
memory instead of just decrementing the reference cound without deletion ...
This includes an incorrect deref instead of a ssgDeRefDelete in the placement
transform registration I introduced earlier. I believe that this causes the
problems with long flights (unverified, but with a big propability).
Attached is a patch to the airport data storage that I would like committed
after review if acceptable. Currently the storage of airports mapped by ID
is by locally created objects - about 12 Meg or so created on the stack if
I am not mistaken. I've changed this to creating the airports on the heap,
and storing pointers to them - see FGAirportList.add(...) in
src/Airports/simple.cxx. I believe that this is probably better practice,
and it's certainly cured some strange problems I was seeing when accessing
the airport data with some gps unit code. Changes resulting from this have
cascaded through a few files which access the data - 11 files are modified
in all. Melchior and Durk - you might want to test this and shout if there
are problems since the metar and traffic code are probably the biggest
users of the airport data. I've also added a fuzzy search function that
returns the next matching airport code in ASCII sequence in order to
support gps units that have autocompletion of partially entered codes.
More generally, the simple airport class seems to have grown a lot with the
fairly recent addition of the parking, runway preference and schedule time
code. It is no longer just an encapsulation of the global airport data
file, and has grown to 552 bytes in size when unpopulated (about 1/2 a K!).
My personal opinion is that we should look to just store the basic data in
apt.dat for all global airports in a simple airport class, plus globally
needed data (metar available?), and then have the traffic, AI and ATC
subsystems create more advanced airports for themselves as needed in the
area of interest. Once a significant number of airports worldwide have
ground networks and parking defined, it will be impractical and unnecessary
to store them all in memory. That's just a thought for the future though.
There was a patch from Manuel Masing a few months ago which cleaned up
SGLocation's way depending on input values. That means that with that patch
SGLocation does no longer have calls with unneeded input arguments.
I took his patch and integrated that into flightgear and made maximum use of
that changes.
Erik Hofman:
Remove some duplicate code that was moved to simgear/compiler.h
I have prepared a patch that:
- Introduces a FGTileMgr::scenery_available method which asks the tilemanager
if scenery for a given range around a lat/lon pair is already loaded and make
use of that method at some -9999 meter checks.
- Introduces a FGScenery::get_elevation_m method which queries the altitude at
a given position. In constrast to the groundcache functions this is the best
choice if you ask for one *single* altitude value. Make use of that thing in
AI/ATC classes and for the current views ground level. At the current views
part the groundcache is reused if possible.
- The computation of the 'current groundlevel' is no longer done on the
tilemanagers update since the required functions are now better seperated.
Alltogether it eliminates somehow redundant terrain level computations which
are now superseeded by that more finegrained functions and the existence of
the groundcache. Additionally it introduces an api to commonly required
functions which was very complex to do prevously.
Changes
=======
- shadowvolume.cxx, renderer.cxx :
- reduced the polygon offset a bit to eliminate some artifact ;
- changed again the cleanup code for objects inside a tile because it could crash on rare occasion ;
- the culling of shadow casters has been rewritten to traverse the scene graph, it should be
a bit faster when there is a lot of objects ;
- the range selector was not correctly handled, sometimes the wrong LOD was casting shadows.
- added the option to display aircraft's transparent objects after the shadows, this will
reduce the problem of shadows being hidden by the transparent object (propeller disk,
rotor, etc). A side effect is that aircraft's transparent objects won't receive shadows
anymore. This is usually a good thing except when the aircraft use a 'transparent'
texture where it should not. A transparent texture in the plib context is a texture
with an alpha channel or a material with alpha <= 0.99.
- model.cxx, animation.cxx, shadowvolume.cxx :
- added an optional <condition> under the <noshadow> animation
- tower.cxx
- correct a rare bug where all occurences of the aircraft are not deleted from the
departure list causing a crash in FGTower::CheckDepartureList function.
I have done a patch to eliminate the jitter of 3D-objects near the viewpoint
(for example 3D cockpit objects).
The problem is the roundoff accuracy of the float values used in the
scenegraph together with the transforms of the eyepoint relative to the
scenery center.
The solution will be to move the scenery center near the view point.
This way floats relative accuracy is enough to show a stable picture.
To get that right I have introduced a transform node for the scenegraph which
is responsible for that shift and uses double values as long as possible.
The scenery subsystem now has a list of all those transforms required to place
objects in the world and will tell all those transforms that the scenery
center has changed when the set_scenery_center() of the scenery subsystem is
called.
The problem was not solvable by SGModelPlacement and SGLocation, since not all
objects, especially the scenery, are placed using these classes.
The first approach was to have the scenery center exactly at the eyepoint.
This works well for the cockpit.
But then the ground jitters a bit below the aircraft. With our default views
you can't see that, but that F-18 has a camera view below the left engine
intake with the nose gear and the ground in its field of view, here I could
see that.
Having the scenery center constant will still have this roundoff problems, but
like it is now too, the roundoff error here is exactly the same in each
frame, so you will not notice any jitter.
The real solution is now to keep the scenery center constant as long as it is
in a ball of 30m radius around the view point. If the scenery center is
outside this ball, just put it at the view point.
As a sideeffect of now beeing able to switch the scenery center in the whole
scenegraph with one function call, I was able to remove a one half of a
problem when switching views, where the scenery center was far off for one or
two frames past switching from one view to the next. Also included is a fix
to the other half of this problem, where the view position was not yet copied
into a view when it is switched (at least under glut). This was responsible
for the 'Error: ...' messages of the cloud subsystem when views were
switched.
FGAIMgr::GenerateSimpleAirportTraffic() tries to determine the airport's local
hour from the /sim/time/gmt-time string, which fails, because at this time the
property is still empty. That's why I don't get ATIS at LOWG (where it is *not*
midnight right now. :-) -> use sg's get_cur_time() instead
I just heard from John Wojnaroski that you and he are going to work on getting
a flightgear demo machine up for the linux expo thursday and Friday. John
indicated that he would very much like to get a CVS version with the new
traffic code up and running before the expo.
a single apt.dat.gz file which is in the native X-Plane format.
To do this I wrote a front end loader than builds the airport and runway
list. Some of the changes I needed to make had a cascading effect, so there
are minor naming changes scattered throughout the code.
I've finished the emigration of the radiostack, and I've also removed it
completely. It turned out that the comm radio is completely implemented in
the ATC subsystem. I've changed the affected ATC files to point
to /instrumentation/com, but I guess that the maintainer of the ATC code
should decide wether to make it configureable, and how.
I also had to change some files in Network and Main. The changes in network
should be obvious, but the changes in Main were a bit suspect. The files
included radiostack.hxx, but they weren't directly depending on
radiostack-hxx. They were depending on other files that were included by
radiostack.hxx. I got it to compile, but I'm not sure if I included the
correct directly depending file.
For the data directory I changed every occurrence of /radios/
with /instrumentation/ with this simple one-liner that I found on the net:
find -name '*.xml' -type f | xargs perl -pi -e
's/\/radios\//\/instrumentation\//g'
Instead of me sending all the files that got changed by this I suggest that
you execute the one-liner yourself. Of course I can not guarantee that this
will work perfectly, but I considered hand editing to be not an option (I'm
lazy). I don't want to test every aircraft to see if everything still works,
I think it's better to wait and see if anyone complaints about broken nav
radios/instruments.
configure and compile out-of-the-box on a MinGW target:
Use -lSDL instead of -lglut32 on windows builds when --enable-sdl
is set.
Link against alut.dll in addition to openal32.dll.
Replace BSD bcopy() with ANSI C memmove() in a few places. This is
simpler than trying to abstract it out as a platform dependency in a
header file; bcopy() has never been standard.
The ENABLE_THREADS handling has changed to be set to 0 when threads
are not in use. This breaks expressions like #ifdef ENABLE_THREADS.
Replace with a slightly more complicated expression. It might have
been better to fix the configure.ac script, but I didn't know how and
this whole setting is likely to go away soon anyway.
The MinGW C runtime actually does include snprintf, so only MSVC
builds (and not all WIN32 ones) need _snprintf in JSBSim/FGState.cpp
Building on a platform with no glut at all exposed some spots where
plib/pu.h was being included without a toolkit setting (it defaults to
glut). Include fg_os.hxx first.
And when still using glut, glut.h has a bizarre dependency on a
_WCHAR_T_DEFINED symbol. It it's not defined, it tries to redefine
(!!) wchar_t to disasterous effect.
places now use sgCartToGeod() instead of rolling their own
approximation. And YASim is now using exactly the same 3D coordinate
system as the rest of FlightGear is.
etc.
Improved the weather system to interpolate between different
elevations and deal with boundary-layer conditions. The configuration
properties are now different (see $FG_ROOT/preferences.xml).
I split the FGModelPlacement code out into it's own set of source files.
I created two versions of the fgLoad3DModel() routine. One that is
unecumbered by a panelnode dependency and one that is. acmodel.cxx is
the only place that needs to load an aircraft with instrument panels.
model.[ch]xx are now pretty much free to move over into simgear.
loader.[ch]xx should be able to follow closely behind.
This will be a big step towards being able to move the material management
code over into simgear.
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.
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.
KEMT (w120n30 scenery), and you will have to set the property
/sim/ai-traffic/enabled to 'true' to see the other plane (and tune
comm1 to 121.2 to hear the other plane's radio calls).
- Removed some old cruft.
- Removed some support for older versions of automake which technically was
correct, but caused the newer automakes to squawk warnings during an
initial sanity check (which isn't done very intelligently.)
NOTE: this fix is technically not correct for older version of automake.
These older version use the variable "INCLUDES" internally and could have
them already set to an important value. That is why we were appending
our values to them. However, newer versions of automake don't set this
value themselves so it is an error to append to a non-existant variable.
We seem to "get away" with overwriting the value on older versions of
automake, but if you have problems, consider upgrading to at least
automake-1.5.
Animations are now contained within the scene graph itself and are
updated whenever the graph is traversed -- that saves time by not
updating animations not currently in sight, and it allows animations
to be used for static objects and random objects as well.
Added new FGModelLoader and FGTextureLoader classes. These are intern
tables for models, to guarantee (mostly) that no model is loaded more
than once. FGTextureLoader is not yet used anywhere, but
FGModelLoader is now in place everywhere that ssgLoad* used to be
used (thus adding the ability to use animations).
In the future, FGModelLoader will add some interesting functionality,
including the ability to reload 3D models on the fly.