This is an enhanced version of the options patch.
It's more robust now, and gives some helpful information if something
goes wrong. Also the naming in the options.xml file has changed to the
syntax David suggested.
Since no one objected to the patch I think it is safe to included it.
contain colon-separated ranges. For examples, winds from 180 degrees
10 knots gusting 15 knots would be
--wind=180@10:15
Winds variable from 180-220 degrees 5 knots would be
--wind=180:220@5
FGEnvironment does not yet support variable-direction winds, so
nothing will yet happen in the second case.
Fetch all pending remote fdm network packets so there is not chance of
getting behind.
Add support for driving control panel lights.
Working on better modeling KX 155 tuning behavior.
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).
This is a new improved patch for the previous tile manager fixes.
Rather than building dependencies between FGlocation or the viewer or fdm with
tilemgr what I ended up doing was linking the pieces together in the Mainloop
in main.cxx. You'll see what I mean...it's been commented fairly well. More
than likely we should move that chunk somewhere...just not sure where yet.
The changes seem clean now. As I get more ideas there could be some further
improvement in organizing the update in tilemgr. You'll note that I left an
override in there for the tilemgr::update() function to preserve earlier
functionality if someone needs it (e.g. usage independent of an fdm or
viewer), not to mention there are a few places in flightgear that call it
directly that have not been changed to the new interface (and may not need to be).
The code has been optimized to avoid duplicate traversals and seems to run
generally quite well. Note that there can be a short delay reloading tiles
that have been dropped from static views. We could call the tile scheduler on
a view switch, but it's not a big deal and at the moment I'd like to get this
in so people can try it and comment on it as it is.
Everything has been resycned with CVS tonight and I've included the
description submitted earlier (below).
Best,
Jim
Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates).
Files:
http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz
or
http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz
Description:
In a nutshell, these patches begin to take what was one value for ground
elevation and calculate ground elevation values seperately for the FDM and the
viewer (eye position). Several outstanding view related bugs have been fixed.
With the introduction of the new viewer code a lot of that Flight Gear code
broke related to use of a global variable called "scenery.cur_elev".
Therefore the ground_elevation and other associated items (like the current
tile bucket) is maintained per FDM instance and per View. Each of these has a
"point" or location that can be identified. See changes to FGLocation class
and main.cxx.
Most of the problems related to the new viewer in terms of sky, ground and
runway lights, and tower views are fixed.
There are four minor problems remaining. 1) The sun/moon spins when you pan
the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet
full speed with max visibility), there is a memory leak in the tile caching
that was not introduced with these changes. 3) I have not tested these
changes or made corrections to the ADA or External FDM interfaces. 4) The
change view function doesn't call the time/light update (not a problem unless
a tower is very far away).
Details:
FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's
location data can be accessed for runway (ground elevation under aircraft)
elevation.
FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now.
Commented out function that is causing a namespace conflict, hasn't been
called with recent code anyway.
FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from
FGInterface now.
Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based
(oldest tiles discard).
Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed
rendering to reference viewer altitude in order to fix a problem with ground
and runway lights.
Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for
multiple locations. Refresh function added in order to periodically make
the tiles current for a non-moving view (like a tower).
Main/fg_init.cxx - register event for making tiles current in a non-moving
view (like a tower).
Main/location.hxx - added support for current ground elevation data.
Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer
position data was required for correct sky rendering.
Main/options.cxx - fixed segfault reported by Curtis when using --view-offset
command line parameter.
Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous
bugs that were causing eye and target values to get mixed up.
Here is the new super improved telnet property interface. CVS changelog
is at the end of this message. Once this new telnet code is in and
compiles every where we can remove Network/props.[ch]xx. I've added a
--telnet=<port> command line option to invoke the new server. Later on
we could remove the --props option, or least change it to invoke the new
server. I'll let you decide.
I've added some new commands to the telnet interface:
view next Select the next view.
view prev Select the previous view.
view set <n> Select view 'n'
view get Return index of current view
I'm not sure if these same effects could be achieved through property
operations. The commands provide a convenient shortcut in any case.
I'm also planning on adding a panel command to manipulate panels and
objects contained therein (eg simulated mouse clicks). There is going
to be some commonality with the command objects so we may need to
rationalize this in the near future.
Finally, I've also included my python stuff. This is still very much a
work in progress, basically I've been using it to test the new telnet
server. I have tested it with python 2.2. Feel free to add it to the
repository if you want. I would suggest a scripts/python directory
CVS Changelog
Network/telnet.cxx: New property telnet protocol interface. It supports
the same user interface provided by the --props server. Additionally it
handles multiple simultaneous connections. Added "view" command to
manipulate viewmgr.
Network/protocol.hxx: Added protocol configuration exception.
Main/fg_io.cxx: Added new "telnet" protocol. Added protocol
configuration parse exceptions. Simplified protocol configuration
parsing.
Main/options.cxx: Added --telnet=<port> command line option and help
message.
Removed configuration option --with-new-environment and
FG_NEW_ENVIRONMENT macro.
Added configuration option --with-weathercm and FG_WEATHERCM macro.
FGEnvironment is now the default; use --with-weathercm to get the old
weather.
object rather than a pointer.
FGEnvironment now has the beginning of an atmospheric model, and will
recalculate temperature (not pressure or density, yet) based on
elevation.
FGEnvironment has a copy constructor.
- 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.
The FlightGear patch is to take account the change in the getChildren
function that now returns a vector<SGPropertyNode_ptr>. If the
removeChild functionnality is to be added in FlightGear, all those
SGPropertyNode * floating around should be changed to
SGPropertyNode_ptr.
1. If /position/longitude-deg and /position/latitude-deg are in range,
use them.
2. Otherwise, if /sim/startup/airport-id is not empty, use it.
3. Otherwise, set the lon/lat to the middle of the KSFO field.
The default used to be Globe, AZ, but that doesn't make sense since we
don't distribute that scenery by default any more.
With this change, starting from a save file seems to work properly:
fgfs myflight.sav
I have finished working the bugs out of my "Enhanced" version of the Magic
Carpet FDM. The UFO FDM works the same as the Magic Carpet with the
following exceptions:
The aircraft's pitch is determined by the Elevator setting (with a pitch
rate of 45 degrees per second).
Climb is forward velocity * sin(pitch)
Speed is forward velocity * soc(pitch)
Roll is tied to the aileron (again, with a roll rate of 45 degrees per
second)
Turn rate is sin(roll) * 45 degrees.
Yes, this does mean that turning is quite a bit more sluggish than
climbing.
If you are wondering why a UFO FDM, it is because it's best that I not
replace the existing magic carpet and this FDM does behave like a UFO (it
hovers, can spin and pitch while hovering, and does not obey the laws of
physics ;)
SGTimeStamp "-" operator returns it's result in usec's, there is an upper bound of 37.8 minutes on the maximum difference this operator can reliably report
before the math overflows. I change the global "int elapsed_time_ms" variable
to a "double sim_time_ms" and restructured how the value is calculated.
----
The practical result of the overflow bug is that a large negative dt was
passed to the event manager and the end effect was that no events would
be run until their counters caught up ... in another 37.8 minutes or so.
These are the updates for the View manager properties. Removed the last of
items (within the viewer/viewmgr) hard coded to view number. Added support
for per view configuration of ground level nearplane value. Tower views look
very nice with little or no z-buffer problem in the models. Pilot offset
dialog can be used to move eye in all views.
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.
Minor fixes. Made some changes to get lighting correct for time of day
for now. MSVC compatibility fix and returned to clearing z-buffer only in
LOOKFROM (formerly pilot view).
[dpm: removed the last one, since I had already made a similar patch]
Here are the Boost-less FGEventMgr updates I promised.
Removed Boost dependencies from FGEventMgr.
Removed Boost configure check.
fgMethodCallback now handles const member functions.
I've successfully tested these changes with gcc and msvc.
Synced to CVS 19:36 EDT 2002-04-10 (after this evenings JSMsim and Base
package updates).
Description:
Added FGLocation class which is new home for calculating matrix rotations.
Viewer can now be configured to access rotations created by the model rather
than repeating the same calculations again.
Changed model initialization for the time being so that its location data is
available for the viewer (currently required by other subsystems). At some
point we can move this back to fg_init along with the viewer initialization.
Seperated the update from the draw function in the model code. The viewer
code needs the same matrix data, and moving the update portion at this time
does not increase the number of matrix math iterations.
Moved the model draw so that it always appears "in front" of lights and clouds.
Reogranized viewer update routine for using the FGLocation class and
simplified some more tasks. The routine is fairly easy to follow now, with
the steps ordered and spelled out in comments.
Viewmgr only updates the current (visible) view now, with the exception of an
old reference to "chase view" that will be corrected in forthcoming changes.
Also will be doing some work on the viewmgr outputs.
Model is now clears the z-buffer in all modes. This will be changed with the
next viewmgr update. The only side effect is that models always disappear
when over 5km distant from the eye point (can't really see them anyway:-)).
Other than a flag to indicate "internal" view I don't anticipate the
configuration interface for viewmgr/views will be changed a lot for now. It
is close to done. The next viewmgr update will however rework the outputs so
may change location.
This code will run with the previous version of preferences.xml, but will run
faster with the newer version. I am attaching a preferences.xml that should
not be commited before the code. All the changes are in the /sim/view section
and should show a simpler view configuration that references model locations.
Note that I've added a 2nd tower view in "lookfrom" mode for illustration
purposes. You can look around using the mouse. You may want to remove that or
comment it out.
I made these modifications to correct the problem of getter functions
returning pointers to local variables. Those variables are no longer
locals and become static. One should be aware that it kills reentrancy
!
This patch moves built-in Class (for now only mag-ribbon) into special
directory as you have written it in TODO: in comments of this class in
panel_io.cxx. IMHO it is good idea. I want to play with built-in
classes and OpenGC and this will be useful.
Minor patches to initial tower view code. Added calculation for "tower" at
any airport, placed a couple fractions of a degree off the center. Moved the
farplane from 100m to 5km so that "lookfrom" mode can see the model. 5km is
still in a reasonable range for a depth buffer. Note that looking at a model
anything but a small distance will cause some problems on older cards.
Temporarily changed viewer to always report elevation/lon/lat of the aircraft
in order to avoid a problem with the ground trim getting recalculated when
tower and aircraft are on different tiles.
radiostack.cxx, fg_init.cxx and main.cxx. If these changes are accepted
then you can remove Time/event.[ch]xx and Include/fg_callback.hxx from
the repository.
Tower View and viewer config is in place. Note that the interface is
still in a state of flux. A couple of the config items (namely the
offsets) are still using the old settings. The tower is hard coded
into the base package for a position off the starting runway at KSFO
and is probably not in the right place for there even. Looks pretty
cool though! Tower View is the third view. If you aren't at KSFO
you'll just see blank space in view 3. It's looking through the earth or
something like that :-). Important note: zoom in with a few
hits of the "x" key to see the plane better in tower view.
case logging is disabled). This way, when people specify a
non-existant aircraft or have an error in a custom XML file, they'll
get an error report, at least.
system. A chap from Germany called Alexander Kappes (cc'd) got
in touch with me a few weeks ago and has written the start of
Approach control. At the moment tuning in to a valid approach
frequency (Dortmund or East Midlands) should result in vectors to
a spot about 3 miles from the active runway, and a telling off if you
stray too far from the correct course, in the console window. He
seems to know what he's doing so expect this to improve rapidly!!
I've added a rudimentry AI manager and a hardwired Cessna at
KEMT on the runway - I'll remove it before the next release if I don't
have it flying by then. There seems to be an issue with framerate
which drops alarmingly when looking at it - I've a feeling that I've
possibly created several Cessnas on top of each other, but am not
sure.
and specific animation types are derived from it. This change makes
the code much easier to read, maintain, and extend.
Added a 'translate' animation type for a scaled, 3D linear translation
(such as a sliding throttle knob).
Renamed the 'offset' property to 'offset-m' or 'offset-deg' as
appropriate; ditto for 'min' and 'max' properties.
Clear frame buffer and render model after rest of 3D scene. This has a
small frame rate cost (YMV). But who thought 3D cockpit would be cheap?
If anyone has a better idea, have at it!
Just did some more careful testing and I see little or no frame rate loss
with the depth buffer clear. Also you can change the near plane to 0.1
and get rid of the "sunroof" (so I don't have to make up another set of
patches.
This patch creates a seperate scene graph for the cockpit. The near plane is
only moved up when in the interior (pilot) view. This is because with
rounding (I presume) it the visible ground is a bit up higher than it is with
the older nearplane setting. Not much, but it is enough to bury the wheels.
I suspected this might be true but spliting to two sg's confirms it. If
necessary we can adjust the model up a bit when in interior view. This might
be good so we can set the near plane even closer when in the cockpit (its
still at 0.2m).
In general this looks a lot better on my Voodoo with this patch. No
perceptibel change in frame rate on my system. In terms of future plans I'd
see the sense in making the model plug into either scene. This will be
necessary when we have multiple model instances in the frame.
The matrix doesn't define some cells, which are actually used
in the multiplication. That makes the result unpredictable.
I have no idea if 0.0 is the correct value for these, but
garbage is hardly the correct value either. Should some of them
be set to 1.0?
Think my brain is getting clogged with matrices :-). Well I've got the funky
orientation offset bug out of the model code. In the process the model.cxx
got optimized a bit. At some point we'll need to liberate model.cxx from the
viewer class, but it is no longer hard coded to access the "pilot view" to
get it's data. Instead it uses whatever the "current" view happens to be. I
may try and do that final bit of having models rotate independant of the view
tomorrow night, or start right in on the viewmgr and get a tower view up and
running. You guys have any preference? My brother's family is coming to
visit for a few days so what I don't get done tomorrow night probably won't
get done until after the weekend.
Fix FGViewer::update so that pitch offset and goal pitch offset work
together nicely (the offset was snapping to 90/-90 when only one of
the two was changed).
Viewer improvements from Jim Wilson:
These files get the 3d cockpit working and fix a few issues in the viewer
code.
XYZ offsets are now defined as follows: X -left/right+ (along wing axis), Y
-up/down+ perpendicular to the aircraft, Z is -in/out+ the aircraft's body axis.
I've also done some cleaning up of unused and mostly unusable interfaces,
added commentary to the *.hxx, combined together some duplicate code and
eliminated a couple unecessary operations. I also moved what was left of the
"protected" zone to "private" since we aren't subclassing this anymore.
(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.
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.
interface instead of string. This will result in a lot more
efficiency later, once I add in a simple hash table for caching
lookups, since it will avoid creating a lot of temporary string
objects. The major considerations for users will be that they cannot
use
node->getName() == "foo";
any more, and will have to use c_str() when setting a string value
from a C++ string.
inclueded in some of the files. Irix doesn't have cout in the std class,
so I changed it to "cout" and included SG_USING_NAMESPACE(std) at the
beginning of the files.
And some minor warning cleanups.
fixed this when I made the mistake the first time.
The view code wasn't properly handling the transition across tile
boundaries so we'd get a 'flash' of the scene wrongly transformed for
one frame at every tile boundary crossing. This is what
scenery.get_next_center() is for.
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.
- implement the standard FGSubsystem interface, for consistency
- eliminate current_autopilot and add get/set_autopilot to FGGlobals,
for consistency
- use private methods rather than static functions for tying
properties
There should be no change in functionality.
is a work in progress and needs severe enhancement before it will be
useful. It provides a UDP data channel that goes both ways between
flightgear and the fdm. It also provides a TCP 'command' channel so
flightgear can 'reliably' send commands to the remote fdm (such as set
starting position, reset on ground, etc.)
This seems to pretty much correct the problem. Part of the problem is that
rotations are occuring at the firewall (model origin) which seems a little
un-natural inside the cockpit. The rest of the problem is I am just learning
how this stuff works (I know I've been saying this for a couple months
now...but hey I'm slow :-)).
created a new class, FGViewPoint (declared in viewer.hxx) that holds a
single position in FlightGear coordinates, and have used it to factor
a lot of the common code out of viewer_lookat.cxx and viewer_rph.cxx.
I don't know whether this new class will stay or not; it might just be
a temporary step, or it might end up taking over much of the current
viewer functionality. It would be a bad idea to code against it right
now.
plane to 0.2; otherwise, use the old defaults.
This is a temporary step that will allow me to work on a 3D cockpit
without breaking current behaviour; the final approach will be to put
the 3D model in its own scene graph, with different clipping plane.
and soon to be renamed) is true, FlightGear will draw the 3-D model
even in internal view. This makes sense right now only with the C310
model, since the others don't have any kind of interiors modeled and
all surfaces in all models are one-sided.
This isn't quite working yet -- the view code is very hard to
disentangle, and currently, if the view is not forward, roll and pitch
are applied incorrectly. It looks interesting (modulo a messy model)
on the ground, in level flight, or looking straight ahead under any
other flight conditions.
to 10m after takeoff, but that doesn't really make sense any more,
especially if models are going to have interior views. Is there any
real saving in pushing the near plane out anyway?
was some confusion between degrees and radians which would lead to a huge
goal_view_offset value. The display would sit and spin for a *long* time
trying to wind it's way up to this large value.
command will save *all* properties, rather than just those marked as
archivable. This feature was requested by Tony Peden to make it
easier to write documentation on the properties, but it should also be
useful for debugging. There is currently no default binding for the
command with the write-all parameter set to true.
What the attached patch does is map your panel definition onto a (non
z-buffered) quad in front of your face. You can twist the view around
and see it move in the appropriate ways.
Apply the patch (let me know if folks need help with that step), and
then set the /sim/virtual-cockpit property to true. You can do this
on the command line with --prop:/sim/virtual-cockpit=1, or via the
property picker. Bind it to a key for fast toggling if you like.
The default bindings don't allow for "panning" the view, so you'll
have to modify yours. These are the mappings to my joystick's hat
switch, for those who need hints:
<axis n="6">
<desc>View Direction</desc>
<low>
<repeatable>true</repeatable>
<binding>
<command>property-adjust</command>
<property>/sim/view/goal-offset-deg</property>
<step type="double">1.0</step>
</binding>
</low>
<high>
<repeatable>true</repeatable>
<binding>
<command>property-adjust</command>
<property>/sim/view/goal-offset-deg</property>
<step type="double">-1.0</step>
</binding>
</high>
</axis>
<axis n="7">
<desc>View Elevation</desc>
<low>
<repeatable>true</repeatable>
<binding>
<command>property-adjust</command>
<property>/sim/view/goal-tilt-deg</property>
<step type="double">1.0</step>
</binding>
</low>
<high>
<repeatable>true</repeatable>
<binding>
<command>property-adjust</command>
<property>/sim/view/goal-tilt-deg</property>
<step type="double">-1.0</step>
</binding>
</high>
</axis>
While the current implementation is happy with just plastering the
panel's notion of "screen" into the 3D world, this is actually more
general. Each panel can, in principle, have it's own coordinate
system, and you could build a cockpit out of a bunch of them. The
mapping is specified by providing a 3D coordinate for three corners of
the quad the panel should be mapped to; this should be pretty simple
to work with.
All that's needed for a perfectly general solution is a convention on
where to store the information (a cockpit xml file, or put it in the
aircraft -set file, or...), and some work on the panel's coordinate
system conventions (some of which don't coexist very nicely with a
generalized 3D environment). Combine that with a plib model for the
non-panel interior of the cockpit, and we're golden.
I'm actually really pleased with this. It worked better and more
quickly than I could have imagined, and impact on the surrounding code
is quite light -- a few property tests only. But some stuff is still
missing:
+ No equivalent work was done to the HUD, so it still displays
incorrect headings when the view changes. The use of pixel
coordinates deep in the HUD code is going to give me fits doing the
port, I sure. It's not nearly so well put together as the panel
(where I just changed the setup code -- none of the rendering code
changed at all).
+ I forgot that the panel was clickable. :) Input events still have
the screen coordinates, which essentially kills the interactivity
when in virtual cockpit mode. This won't be hard to fix; it's only
broken because I forgot the feature existed.
And one note about the implementation choice: to get away from the
inevitable near clip plane issue, the virtual cockpit renderer simply
disables the z buffer. This means that cockpits built using these
panels need to be z-sorted, which isn't too hard since they are static
geometry. It also means that no two "virtual panels" can ever be
allowed to interpenetrate. No biggie.
actually very powerful when combined with factor and offset -- for
example, on the C310 model the nose wheel can now retract completely
before the doors start closing.
subsystem to Flightgear. No more functionality is implemented
than at present (apart from an ATIS bug-fix - station wouldn't
change if the radio was switched directly from one station to
another) but it is much neater than the current hack and should be
easily extendable.
Some cruft is still probably left over in radiostack.[ch]xx such as
the bindings to the comm frequencies but I'll leave removing those
until I'm sure they're not needed there.
newauto.cxx. Basically everything is the same functionally except for a
changed in the initial altitude setting to 3000ft instead of meters (the panel
is in feet).
individual aircraft to have different sounds (and cleaning up my code
a fair bit). The most important user-visible change is the renaming
of the /sim/sound property to /sim/sound/audible.
(other than "none") is "spin", which must be tied to a property giving
a value in RPM. This gets the DC-3 propellers turning. The next type
will be "rotation", which will allow the flaps, elevators, ailerons,
and rudders to move (and even gear, eventually). Later, I'll add
"shift" for sliding things around, and will figure something out for
blinking lights.
the XML file, including the path to the 3D file.
This change obsoletes the existing /sim/model/*-offset-deg and
/sim/model/*-offset-m properties in the main property tree, and
replaces them with /offsets/*-deg and /offsets/*-m in the model
property file. The /path property in the model XML file is relative
to the XML file's location rather than FG_ROOT.
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.
Attached are patches for adding the command line options to set initial
glideslope and climb rate. This was really easy to do as all the pieces
were in place. It works well with JSBSim because the trimming routine
finds the right throttle and elevator settings. It should work with
LaRCsim as well, but it has no trimming routine so there will be some
dynamics at startup. I don't know what YASim will do.
via the command line (--enable-clock-freeze / --disable-clock-freeze)
and can be toggled during a run. However this property is not currently
bound to any menu or keystroke so you have to do it via the gui property
interface or externally via the web property browser or a script.
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.
max(width, height) by default (easily changeable) rather than just width.
(src/GUI/gui.cxx, src/Main/main.cxx, src/Main/viewer.cxx, src/Main/viewer.hxx)
This works on a CygWin build, and probably works on non-Cygwin builds
as well.
2. Enable FG to start even if audio is not available. (soundmgr.cxx)
Avoids the FGSoundMgr constructor crashing; the rest of FG then runs
OK without sound.
1. Enable auto-configure on more versions of auto tools. (configure.in)
2. Warnings from auto-configure tools. (src/Time/Makefile.am)
3. Typo: "the it's" -> "its". (docs-mini/README.Joystick)
4. Remove definition of FGViewer::update() that now is (or can be) pure
virtual\
. (src/Main/viewer.cxx)
5. Preferred form of function name according to comments in plib:
"not_working"\
-> "notWorking". (src/Sound/soundmgr.hxx)
/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.
properties /sim/view/view-tilt-deg and /sim/view/goal-view-tilt-deg
control the tilt. There are (temporarily) keyboard bindings in the
base package for experimentation: Ctrl-O to tilt the view down, and
Ctrl-P to tilt the view up.
FDM people. FlightGear now supports an unlimited number of fuel
tanks. Also added correct fuel-flow reporting for piston engines, and
tracked new features in SimGear property support.
other -- it is now possible to set properties at startup (such as an
autopilot altitude). The only user-visible change, other than the
fact that the properties work as they are supposed to, is that the
heading bug no longer starts at a random value.
function to allow property files as non-option parameters after the
options have finished (and added "--" to terminate options). It's now
possible to do something like
fgfs denver-am.fgd
or even
fgfs at-lax.fgd in-c310.fgd around-sunset.fgd
This works the same way as the --config option, but will be friendlier
for GUIs, where start-up situation files can now be associated easily
with FlightGear.
material-specific logic is now removed from the material library and
encapsulated in the material class itself, and materials are loaded
from $FG_ROOT/materials.xml rather than $FG_ROOT/materials. This also
removes a nasty bug in the old material-loading code that caused a
floating-point exception.
- 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.
beginning of main() for the exceptions that can be enabled (only
divide-by-zero is enabled by default, but you can uncomment any ones
you want); eventually, FlightGear should run cleanly with all FPEs
enabled.
(i.e. multiloop). Most subsystems currently ignore the parameter, but
eventually, it will allow all subsystems to update by time rather than
by framerate.
These will log trace messages whenever a specific property value is
read or written through the property manager. They do not cause
FlightGear to poll bound values, so if a class variable that is bound
is changed directly, no trace message will be displayed.
These options are also useful in conjunction with a debugger.
--trace-read will cause the private SimGear SGPropertyNode::trace_read
method to be invoked, and --trace-write will cause the private SimGear
SGPropertyNode::trace_write method to be invoked; in a debugger
session, a user can set breakpoints on these methods then get a
backtrace to see what specific points in the code are reading or
writing properties.
works like this:
1. Parse preferences.xml, which will usually specify a default
aircraft using the /sim/aircraft property.
2. If /sim/aircraft is specified and not empty, parse the properties
in $FG_ROOT/Aircraft/{/sim/aircraft}-set.xml to set up a default
aircraft.
3. During command-line parsing, whenever the --aircraft option appears
set /sim/aircraft appropriately and parse the properties in
$FG_ROOT/Aircraft/{/sim/aircraft}-set.xml. Any --config, --prop, or
--aircraft options afterwards will take precedence.
more intuitive. We switch to an include in the preferences.xml to include
the default model, and then if the user specifies --aircraft=, that is
expanded immediately so portions can be overwritten by subsequent command
line options.
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.
a top level aircraft def file (c172-set.xml)
preferences.xml or --aircraft= or any other property setting mechanism can
be used to set the property "/sim/aircraft". After all options and config
files are parsed, the contents of /sim/aircraft is expanded into a *-set.xml
file and loaded.
- delete table in destructor
** src/FDM/flight.cxx
- bind engine properties in FGInterface::bind, and publish properties
for all engines rather than just engine 0
** src/Main/fg_props.cxx
- removed all engine properties; now bound in FGInterface::bind
** src/Sounds/fg_fx.cxx
- support multiple engine and cranking sounds
** src/Sounds/fg_fx.hxx
- support multiple engine and cranking sounds
to control logging
- /sim/logging/classes takes a value like "terrain|astro", where the
names are the macros from simgear/debug/debug_types.h with the
initial "SG_" removed and converted to lower case; for none, use
"none"
- /sim/logging/priority takes a single name like "warn", where the
name is a macro from simgear/debug/debug_types.h with the initial
"SG_" removed and converted to lower case
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.
meaning of "win_ratio". I've removed win_ratio and added fov_ratio and
aspect_ratio, as it seems both are needed.
n.b. The multi-line changes in fgReshape comprise:
extracting common code,
removing an apparently arbitrary "+1" on the view height,
changing "set_win_ratio" to "set_aspect_ratio".
through the controls interface and the running and cranking flags through
the engine interface. This has no current effect on LaRCsim (other than
to make the code neater) but is necessary to add engine startup to JSBSim
which is now underway. I've also put in main.cxx which escaped getting
committed in the previous round of changes - adding this will add
the cranking sound to LaRCsim during engine startup.
one I sent yesterday. I have re-zipped all four files so you can
neglect the last lot but only io360.cxx has changed if you've
already committed. It's untested since I can't start the engine until
John has committed his update with separate properties. Should
work fine though.
- use guiErrorMessage
- added new properties /sim/view/pilot/x-offset-m,
/sim/view/pilot/y-offset-m, and /sim/view/pilot/z-offset-m to
control pilot-position offset from CG
I've updated the WeatherDatabase to be able to use only the n closest
stations. This can speed up the initalization dramatically.
To take a benefit from that you need:
- http://129.13.102.67/out/flight/current.txt.gz in
FG_ROOT/weather/current.txt.gz
- --prop:/environment/weather/working-type=internet
- --prop:/environment/weather/max-stations=what_ever_you_want
The WeatherCM stuff now publishes its data in the property system.
/environment/weather/wind-north-mps
/environment/weather/wind-east-mps
/environment/weather/wind-up-mps
/environment/weather/temperature-K
/environment/weather/air-pressure-Pa
/environment/weather/vapor-pressure-Pa
/environment/weather/air-density
are the new properties.
- include Input/input.hxx
- register GLUTkeyup and GLUTspecialkeyup with glut
- comment out call to fgJoystickRead
- comment out call to fgJoystickInit
- add call to FGInput::update to replace fgJoystickRead
Fixed a few glitches in the autopilot keys
Added a #define to be able to make a compile time decision to revert to
older GPS like autopiolt behavior this define SHOULD become a property
so that it is run time switchable.
(src/Input). So far, FGInput replaces most of src/Main/keyboard.cxx
(I've left a tiny stub); in the very near future, it will also take
over control of the joystick, mouse (Norm permitting), and panel
instrument interactions, so that there is a single mechanism for
configuring all input devices.
The new format should be (close to) self-explanatory by looking at the
new base-package file keyboard.xml, which is now included by
preferences.xml (I'll do the same thing for the joystick when I have a
chance). I have not managed to move all keybindings into this file
yet, but I've made a good start. I'm including Tony in the recipient
list so that he can see how bindings can use an external XML file.
This patch also adds support for multiple bindings for a single key,
special keys (i.e. keypad and function keys), and key modifiers
(shift/alt/ctrl); special keys use the PUI convention of adding 256 to
the Glut key code.
Unfortunately, everything comes with a price; in this case, I have not
yet found a general mechanism for the old (hard-coded) modal bindings,
which behaved differently depending on the autopilot state (i.e. left
rudder or move AP heading left); with my patches, this functionality
disappears, but you can still adjust the autopilot using the panel or
the GUI input dialogs.
- 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.
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. :-)
The files in the attached tarball make the following changes to
FlightGear:
- rename the existing FGInterface::init() method to
FGInterface::_setup to get it out of the way
- move *all* FDM initialization code out of src/Main/fg_init.cxx and
into FGInterface::init(), and clean up fg_init.cxx a little
(especially by removing the zillions of attempts to place the plane on
the ground at various locations in the code)
- modify FGInterface::bind() so that no values are picked up
automatically at bind time (they are set previously by init() instead)
- modify the init() methods of the classes derived from FGInterface
(i.e. larcsim, jsbsim, balloon, magic, and ada) to invoke
FGInterface::init() explicitly before doing their own setup
I don't claim that the code in FGInterface::init() is optimal (or even
correct), but it seems to work for on-ground starts with both LaRCSim
and JSBSim on runways pointing various directions from near sea level
to about 700' ASL (the range I happened to test). I expect that Jon
and Tony will want to look at the code and refactor and correct it now
that they can see what's going on in one place.
Here's a quick outline of what is invoked:
cur_fdm_state = new <whatever>(dt);
cur_fdm_state->init();
cur_fdm_state->bind();
The constructor allocates memory and sets default values only (with
the help of the FGInterface::_setup() method). The init() method pull
any required properties out of the property tree and sets up the
initial state of the FDM. The bind() method takes ownership of
FDM-related properties so that the FDM can publish them to the rest of
the sim.
Note that bind() and init() are virtual, so any implementation in a
subclass will hide the implementation in FGInterface; that's why
subclass implementations of init() and bind() have to invoke
FGInterface::init() and FGInterface::bind() explicitly, probably at
the start, so that they get the basic initialization.
hope, with earlier versions as well)
- support for the new LONG value type
- gear support for UIUC (updated for the newly renamed SG_* stuff;
otherwise identical to what I sent you before)
- fixed reported MSVC problem in src/FDM/flight.cxx
a) I was compairing feet vs. meter (making the range 3x too. big)
b) I was using the diameter in place of the radius (making the range an
additional 2x too big.)
c) Updated the equation for calculating range to model the weak transmitter
not being picked up at upper altitudes.
We still might need some additional tweaking, but I think we are starting to
get in the right ball park.
is 9 not 8.) Note that the initial altitude setting was placing us way below
the ground, but as it doesn't seem to have caused us problems, it's probably
redundant!
Added fuel-flow and total fuel to the LaRCSim model. Its still a bit
rough for now but it works, except the engine dosn't stop when fuel runs
out at the moment since there's no refuelling capability in the sim just
now. It takes about 4 gallons use before you see the fuel guages begin
to drop since there's 28 gal per tank but the guages go to 26.
DG heading bug initializes to a random setting.
Activating heading hold doesn't touch the DG heading bug any more.
Max autopilot decent rate is now -1000.
restoreInitialState methods to FGGlobals, as well as the two-stage
commit described above for loading saved files. fgInit now takes a
snapshot of the initial state before handing off to the main loop, and
the GUI reInit function restores that state explicitly before calling
fgReInit.
The FlightGear patches also modify fg_props.hxx to add optional
useDefault arguments to all of the fgTie functions -- that lets you
choose whether you want to pick up any default value in the property
tree when you tie the property (the default is true).
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.
FlightGear subsystems -- it isolates some of the config and #ifdef
stuff in a single place.
2. Added a new FGSubsystem interface, defined in fgfs.hxx; so far,
only FGControls implements it, but if that works, we can start letting
it propagate through the system and simplify the code in main.cxx and
fg_init.cxx (which is terrifyingly complex for anyone new to the
project).
3. Added new src/Main/fgfs_props.[hc]xx files with convenience
functions for tying properties under FlightGear.
4. Experimentally modified src/Controls/controls.cxx to tie properties
directly (rather than tying to BFI functions). I'd appreciate it if
you could get this into CVS as soon as possible, so we can see if the
template stuff causes trouble for any other platforms before I add
properties to the other subsystems.
5. Miscellaneous superficial modifications to other files.
In addition, I've made a couple of further changes:
6. Modified BFI to add support for setting the view axes (i.e. with a
joystick hat).
7. Cleaned up bfi.cxx and removed all cout statements.
Save/restore seems to be working now, thanks to a couple of
unspeakable kludges:
1. Every time the altitude changes, pause the flight simulator for
five frames and then change it a second time.
2. Every time the latitude or longitude changes, wait five frames,
then invoke fgUpdateSkyAndLightingParams() a second time.
- removed Toggle Clouds menu item
src/Main/options.cxx:
- (minor) added some code to sync up options with properties
src/Main/bfi.[ch]xx:
- removed (get|set)Clouds(ASL)?
- removed setSpeedNorth, setSpeedEast, and setSpeedDown -- these are
all read-only now
- added setAirspeed (for calibrated kt)
- extensive rewrite to support Tony's FDM changes
- rearranged everything in bfi.hxx to mess up Curt's ediff examination
- added properties for setting initial panel position
src/Main/save.cxx:
- reinit the tile cache after restore
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?
LaRCsim c172 on-ground and in-air starts, reset: all work
UIUC Cessna172 on-ground and in-air starts work as expected, reset
results in an aircraft that is upside down but does not crash FG. I
don't know what it was like before, so it may well be no change.
JSBSim c172 and X15 in-air starts work fine, resets now work (and are
trimmed), on-ground starts do not -- the c172 ends up on its back. I
suspect this is no worse than before.
I did not test:
Balloon (the weather code returns nan's for the atmosphere data --this
is in the weather module and apparently is a linux only bug)
ADA (don't know how)
MagicCarpet (needs work yet)
External (don't know how)
known to be broken:
LaRCsim c172 on-ground starts with a negative terrain altitude (this
happens at KPAO when the scenery is not present). The FDM inits to
about 50 feet AGL and the model falls to the ground. It does stay
upright, however, and seems to be fine once it settles out, FWIW.
To do:
--implement set_Model on the bus
--bring Christian's weather data into JSBSim
-- add default method to bus for updating things like the sin and cos of
latitude (for Balloon, MagicCarpet)
-- lots of cleanup
The files:
src/FDM/flight.cxx
src/FDM/flight.hxx
-- all data members now declared protected instead of private.
-- eliminated all but a small set of 'setters', no change to getters.
-- that small set is declared virtual, the default implementation
provided preserves the old behavior
-- all of the vector data members are now initialized.
-- added busdump() method -- FG_LOG's all the bus data when called,
useful for diagnostics.
src/FDM/ADA.cxx
-- bus data members now directly assigned to
src/FDM/Balloon.cxx
-- bus data members now directly assigned to
-- changed V_equiv_kts to V_calibrated_kts
src/FDM/JSBSim.cxx
src/FDM/JSBSim.hxx
-- bus data members now directly assigned to
-- implemented the FGInterface virtual setters with JSBSim specific
logic
-- changed the static FDMExec to a dynamic fdmex (needed so that the
JSBSim object can be deleted when a model change is called for)
-- implemented constructor and destructor, moved some of the logic
formerly in init() to constructor
-- added logic to bring up FGEngInterface objects and set the RPM and
throttle values.
src/FDM/LaRCsim.cxx
src/FDM/LaRCsim.hxx
-- bus data members now directly assigned to
-- implemented the FGInterface virtual setters with LaRCsim specific
logic, uses LaRCsimIC
-- implemented constructor and destructor, moved some of the logic
formerly in init() to constructor
-- moved default inertias to here from fg_init.cxx
-- eliminated the climb rate calculation. The equivalent, climb_rate =
-1*vdown, is now in copy_from_LaRCsim().
src/FDM/LaRCsimIC.cxx
src/FDM/LaRCsimIC.hxx
-- similar to FGInitialCondition, this class has all the logic needed to
turn data like Vc and Mach into the more fundamental quantities LaRCsim
needs to initialize.
-- put it in src/FDM since it is a class
src/FDM/MagicCarpet.cxx
-- bus data members now directly assigned to
src/FDM/Makefile.am
-- adds LaRCsimIC.hxx and cxx
src/FDM/JSBSim/FGAtmosphere.h
src/FDM/JSBSim/FGDefs.h
src/FDM/JSBSim/FGInitialCondition.cpp
src/FDM/JSBSim/FGInitialCondition.h
src/FDM/JSBSim/JSBSim.cpp
-- changes to accomodate the new bus
src/FDM/LaRCsim/atmos_62.h
src/FDM/LaRCsim/ls_geodesy.h
-- surrounded prototypes with #ifdef __cplusplus ... #endif , functions
here are needed in LaRCsimIC
src/FDM/LaRCsim/c172_main.c
src/FDM/LaRCsim/cherokee_aero.c
src/FDM/LaRCsim/ls_aux.c
src/FDM/LaRCsim/ls_constants.h
src/FDM/LaRCsim/ls_geodesy.c
src/FDM/LaRCsim/ls_geodesy.h
src/FDM/LaRCsim/ls_step.c
src/FDM/UIUCModel/uiuc_betaprobe.cpp
-- changed PI to LS_PI, eliminates preprocessor naming conflict with
weather module
src/FDM/LaRCsim/ls_interface.c
src/FDM/LaRCsim/ls_interface.h
-- added function ls_set_model_dt()
src/Main/bfi.cxx
-- eliminated calls that set the NED speeds to body components. They
are no longer needed and confuse the new bus.
src/Main/fg_init.cxx
-- eliminated calls that just brought the bus data up-to-date (e.g.
set_sin_cos_latitude). or set default values. The bus now handles the
defaults and updates itself when the setters are called (for LaRCsim and
JSBSim). A default method for doing this needs to be added to the bus.
-- added fgVelocityInit() to set the speed the user asked for. Both
JSBSim and LaRCsim can now be initialized using any of:
vc,mach, NED components, UVW components.
src/Main/main.cxx
--eliminated call to fgFDMSetGroundElevation, this data is now 'pulled'
onto the bus every update()
src/Main/options.cxx
src/Main/options.hxx
-- added enum to keep track of the speed requested by the user
-- eliminated calls to set NED velocity properties to body speeds, they
are no longer needed.
-- added options for the NED components.
src/Network/garmin.cxx
src/Network/nmea.cxx
--eliminated calls that just brought the bus data up-to-date (e.g.
set_sin_cos_latitude). The bus now updates itself when the setters are
called (for LaRCsim and JSBSim). A default method for doing this needs
to be added to the bus.
-- changed set_V_equiv_kts to set_V_calibrated_kts. set_V_equiv_kts no
longer exists ( get_V_equiv_kts still does, though)
src/WeatherCM/FGLocalWeatherDatabase.cpp
-- commented out the code to put the weather data on the bus, a
different scheme for this is needed.
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.
with jsbsim since no engine is currently created. This will all have to be
revamped in the future, but jsbsim has the structure for doing engines so
that is good.
I have a scrollable panel working (it didn't take long in the end). A
panel can now be much wider or higher than the available area, and the
user can scroll around using [Shift]F5, [Shift]F6, [Shift]F7, and
[Shift]F8. The user can also scroll the panel down to get a bigger
external view. Mouse clicks seem still to be working correctly.
To set the panel's (virtual) height and width, use the panel file's /w
and /h properties in a panel XML file; to set the initial x- and y-
offsets (untested), use the panel file's /x-offset and /y-offset
properties; to set the initial height of the external view (untested
and optional), use the panel file's /view-height property. Note that
none of these show up in the regular FGFS property manager.
Unfortunately, these patches will not affect your initialization
problems with the property manager -- I'm having a hard time tracking
them down because I cannot reproduce them.
I have also made some patches to main.cxx and views.cxx to do two
things:
1. Expand or shrink the external view as the panel moves up and down.
2. Set the window ratio correctly, so that we don't get an oval sun
and flat clouds when the panel is visible (the problem before was
integer division, so I added casts).
Unfortunately, the window ratio is not set properly at start-up --
there are too many dependencies, and I haven't figured that part out
yet. As soon as you hide and redisplay the panel or move it
vertically (i.e. force fgReshape to be called), you'll see the correct
ratio.
- /engines/engine0/rpm changed to read-only
- /engines/engine0/egt added (read-only)
- /controls/mixture added
- /controls/propellor-pitch added (not used for C172)
BFI:
- getEGT() added
- getMixture() and setMixture() added
- getPropAdvance() and setPropAdvance() added (= pitch)
- cleaned up reinit function a bit
- force reinit only when values are actually changed; for example,
setting the flight model to the current flight model will not cause
a reinit
LaRCSim:
- hook up mixture and pitch to FGControls (they were hard-coded
before)
- /engines/engine0/rpm changed to read-only
- /engines/engine0/egt added (read-only)
- /controls/mixture added
- /controls/propellor-pitch added (not used for C172)
BFI:
- getEGT() added
- getMixture() and setMixture() added
- getPropAdvance() and setPropAdvance() added (= pitch)
- cleaned up reinit function a bit
- force reinit only when values are actually changed; for example,
setting the flight model to the current flight model will not cause
a reinit
LaRCSim:
- hook up mixture and pitch to FGControls (they were hard-coded
before)
Added an initial freeze on startup so that we can try to avoid bouncing the
plane on it's back during the very low frame rate / scenery loading startup
conditions.
src/Cockpit/radiostack.cxx
- extended VOR ranges to make them slightly more usable (pending some
real radio code)
src/Cockpit/sp_panel.cxx
- fixed heading bug on gyro compass (sort-of -- the AP still doesn't
work quite as expected)
- skid ball moves the right direction
- moved whiskey compass more to the co-pilot's side, as suggested by
Alex a while back
src/Joystick/joystick.cxx
- included Norm's Windows patches
- renamed brake properties (see bfi.cxx, below)
src/Main/bfi.cxx
src/Main/bfi.hxx
- renamed getBrake and setBrake to getBrakes and setBrakes
- added getCenterBrake and setCenterBrake
- added getAPHeading (without mag correction, needed for the panel)
- renamed property /controls/brake to /controls/brakes/all
- renamed property /controls/left-brake to /controls/brakes/left (as
requested by Alex)
- renamed property /controls/right-brake to /controls/brakes/right (as
requested by Alex)
- added property /controls/brakes/center
- added property /autopilot/settings/heading
- fixed bug in setAltitude so that altitude will be property restored
from a save file
- fixed getBrakes to return the highest of the three brake settings
src/Main/save.cxx
- call FGBFI::getBrakes instead of FGBFI::getBrake
Cleaned a bit of cruft out of gui.[ch]xx
Cleaned up win_ratio() and fov code to make more sense and be a bit more
consistant and robust and less buggy and less susceptible to screw ups.
Panel is activated now by default, HUD is off by default.
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.
1. I've modified src/Time/fg_time.cxx so that the --start-date-gmt
option works correctly, at least on my system.
2. I've modified src/Main/bfi.cxx to return the correct time from
FGBFI::getTimeGMT(), so that saving and reloading now keeps the time set
correctly again.
3. I've modified src/Main/main.cxx so that the engine still makes a
noise when it's idling (it sounded very strange when the engine simply
turned off at idle then magically turned on again with a little
throttle).
This set of changes cleans up my previous ones quite a bit:
[tony@valkyrie FlightGear]$ tar -ztf tp_changes.tgz
src/Controls/controls.cxx
src/Controls/controls.hxx
src/FDM/JSBsim.cxx
src/Main/fg_init.cxx
src/Main/options.cxx
src/Main/options.hxx
src/Joystick/joystick.cxx
controls.[ch]xx: removed the trimmed_throttle stuff. This undoes the
changes I submitted last time.
JSBsim.cxx: updates for the removal of the trimmed_throttle stuff
fg_init.cxx: removed the autothrottle logic. The autothrottle is now
off
by default.
options.[ch]xx: Sets trim_mode to false by default. It is enabled only
when --notrim is not used and JSBsim is the FDM.
joystick.cxx: Added logic for syncing the throttle lever. This is
only enabled when trim_mode is enabled. The way I
did it is, I hope, a good way of going about it.
I tested:
fgfs --fdm=larcsim
fgfs --fdm=jsb --aircraft=c172 --vc=100 --altitude=500
fgfs --notrim --fdm=jsb --aircraft=c172 --vc=100 --altitude=500
All work as intended, at least for me.
Make sure your joystick is calibrated and give:
fgfs --fdm=jsb --aircraft=c172 --vc=100 --altitude=500
a try, I think you just might be impressed.
I am. ;-)
Tony submitted:
JSBsim:
Added trimming routine, it is longitudinal & in-air only at this point
Added support for taking wind & weather data from external source
Added support for flaps.
Added independently settable pitch trim
Added alphamin and max to config file, stall modeling and warning to
follow
c172.cfg:
Flaps!
Adjusted Cmo, model should be speed stable now
FG:
Hooked up Christian's weather code, should be using it soon.
Hooked up the trimming routine. Note that the X-15 will not trim.
This is not a model or trimming routine deficiency, just the
nature of the X-15
The trimming routine sets the pitch trim and and throttle at startup.
The throttle is set using Norman's code for the autothrottle so the
autothrottle is on by default. --notrim will turn it off.
Added --vc, --mach, and --notrim switches
(vc is airspeed in knots)
uBody, vBody, and wBody are still supported, last one entered
on the command line counts, i.e. you can set vc or mach or u,v,
and w but any combination will be ignored.
- the panel uses much, much less texture memory, and draws much
faster, at least on my hardware
- there is a wet (magnetic) compass at the top of the panel
- the gyro compass shows true heading again, but don't get used to it:
we're going to set it up to drift soon
- there are TO/FROM flags on NAV1 and NAV2 (but no GS flag yet)
- the ADF looks a little more realistic (if you can forgive the ugly
needle)
- when the HUD is not open, the framerate is moved to the right side
of the screen so that it won't be obscured by the mag compass
- knobs now continue to rotate when you hold down the mouse
- the middle mouse button makes knobs rotate much faster
- there are NAV1, NAV2, and ADF radios that can be tuned using the mouse
- there are standby frequencies for NAV1 and NAV2, and buttons to swap
- there is a crude, rather silly-looking DME, hard-wired to NAV1
- there is a crude, rather silly-looking autopilot that can lock
the heading (to the bug on the gyro), can lock to NAV1, and can lock
the current altitude
- the knobs for changing the radials on NAV1 and NAV2 look much better
and are in the right place
- tuning into an ILS frequency doesn't change the displayed radial for
NAV1
Code
- I've created a new module, sp_panel.[ch]xx, that constructs the
default single-prop panel; this works entirely outside of FGPanel,
so it is possible to construct similar modules for other sorts of
panels; all code specific to the default panel has been removed from
panel.cxx
- current_panel is now a pointer
- radiostack.[ch]xx keeps track both of the actual radial and of the
selected radial (they will differ with ILS); the NAV gauges should
not spin around automatically to show the actual radial (we need to
do something similar with the autopilot)
- the panel is initialized fairly early
- make sure that standby frequencies also get initialized
- I've started combining and clipping small textures to save texture
memory; there's a lot more to do, but at least I've made a start
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.
above terrain check so when the view position and the aircraft model collided
the current altitude kept getting pushed up to compensate, but of course the
aircraft model would get pushed up as well because it tracks the current
aircraft position and orientation. Thus you had a never ending cycle ...
Added Simulator/Clouds/
Durk fixed a problem in gui.cxx with cursor type.
Durk updated his time zone / time-offset command line parameters
Curt added a cheezy fade in/out as we transition through the cloud layer.
We really need to fog the sky dome, sun, moon, stars as well.
Curt added --enable/disable-clouds and --clouds-asl= to control clouds.
Joystick auto-coordination tweaks.
Additional debuging output when pausing and resuming the sim.
Window resizing tweaks by David Megginson (and Norman Vine).
options.cxx: reorder option initializations to match declaration order.
views.cxx: much cleanup of stuff that was depricated by the move to ssg.
I now use ssg to do all the projection/modelview matrix calculation
and setup. (mostly)
vies.hxx: also added the view pan offset to the view matrix calcs.