there was the situation where four directories contained jst two files,
of which three directories were aircraft related, and one directory contained
test code from Curt that might be better of in SimGear anyhow.
This is just a patch to move a bunch of files to new locations. In case of
local changes to any of them you can do the following:
move replay.[ch]xx from src/Replay to src/Aircraft
move control.[ch]xx from src/Control to src/Aircraft
move ssgEntityArray.[ch]xx from src/Objects to simgear/screen
In addition it has been decided only to use .[ch]xx files in all directories
unless it's contained within an FDM specific directory, in which case the
author is free to do whatever (s)he wants.
In this repspect the following files have been renamed in src/Multiplayer:
tiny_xdr.[ch]pp has become tiny_xdr.[ch]xx
multiplaymgr.[ch]pp has become multiplaymgr.[ch]xx
* 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.
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.
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.
I have now included a patch to the multiplyer protocoll which does:
1. place the 3d model into the scenery using a placement transform which can
dynamically change its scenry center.
2. Transmits unique position and orientation data for the 3d model.
3. Thus breaks protocol compatibility.
Oliver Schroeder:
With help from Norman I fixed the alignment in the used headers.
But this patch again fixes only symtoms, not the problems. I suggest to
put it into cvs anyway, as it will enable the majority to get experience
with the multiplayer mode.
in terms of predictable packing and byte ordering. So rather than trying to
get fancy and shave a few bits off the structure sizes, just go with 32 bit
ints for everthing which saves a lot of potential headaches in the cross
platform and cross architecture arenas.
ssgSetNearFar(). This by default creates a symmetric view frustum which is
typically what an application wants.
However, to get control of the view frustum in order to build support for
asymmetric view frustums, we need to wrap these calls with a bit of our own
logic.
This set of changes wraps all calls to ssgSetFOV() and ssgSetNearFar() with
FGRenderer methods.
I also standardized how the FGRenderer class is handled in globals.[ch]xx.
This led to some cascading changes in a variety of source files.
As I was working my way through the changes, I fixed a few warnings along
the way.
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.
systems. Fix a couple bugs/oversights.
- atc610x.cxx: Much code has moved into the configurable input mapper
(ATC-Inputs.cxx) and the remaining input massaging code has moved into
the atcsim.nas module.