Here's a patch to locate the base package inside the application bundle on OS-X. The patch also disables the CPSForeground hack in boostrap.cxx, which is unnecessary if the we're running as a proper bundle rather than a Unix command line program.
Both of these changes are only compiled if OSX_BUNDLE is defined (I'm doing this via a setting in ProjectBuilder), so if you're building on OS-X using configure + make, you shouldn't see any chance.
now read the config file out of the individual aircraft directory rather
than the collective Aircraft-yasim/ directory (which is now obsolete.)
This requires a corresponding update of the base package cvs.
$FGROOT/data/Aircraft hierarchy. There could be some long term performance
concerns if a person has a *huge* collection of aircraft or a really slow
file system, but I see zero performance blip here from recursing the default
CVS tree. We should also allow the user to specify the whole path to the
-set.xml file if they don't want to recurse ... this way we could eventually
come up with an aircraft selection dialog box on the front end so the user
could manually walk the tree to the desired aircraft. There also the system
wouldn't have to search for the aircraft.
functions (note to Norman: I looked at the web page you listed and that
looks like a good idea, but I don't have time right now to go through and
debug an entirely new routine. What we have works well enough for now I hope!)
immediate end to glut, only that I'm going through and cleaning up (and
taking inventory of the actual glut dependencies in case I want to investigate
SDL.)
I have added a fledgling replay system that records flight data and control
positions during the flight.
I have added an internal command called "replay" which will trigger a replay
of the entire saved flight data set. This could be bound to a keyboard or
menu command, in fact this entire module is screaming for someone to build
a gui to control playback speed, amount of playback, etc.
This is the initial version so there are kinks that still need to be worked
out, please be patient.
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).
requested parameters to determine if this should be an on-ground vs. in-air
start. The problem was that we never defaulted the value to anything so
if we didn't match an in-air condition, we simply inherited whatever value
was there from before.
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.
The one to fg_init.cxx initialises the AI subsystem regardless of whether it's enabled or not so that later enabling by the user doesn't crash it, and the one to main.cxx avoids running the ATC manager and ATC display system unless enabled.
I've fixed a bug in FGRunways::search(aptid, tgt_hdg) which wasn't working properly for airports with multiple parallel runways. I've also firmed up and pulled out into it's own function the GetReverseRunwayNo code, and done some input checking.
As a result of fixing the above in runways.cxx, I've pulled out the
parallel implementation in the functions that set position by airport and
heading/runway number in fg_init.cxx and called the runways functions
instead.
earlier, before fgInitSubsystems().
Modify fgInitPos() so that the plane is not automatically aligned with
a runway when an airport is the reference point unless (a) a runway
was explicitly requested, or (b) the plane is on the ground with no
offset distance specified. To set up the plane lined up on an
approach to a runway, use something like
fgfs --airport=CYOW --runway=32 --altitude=300 --offset-distance=0.5
This way, it's possible to specify a starting position relative to an
airport without getting snapped onto a runway approach (unless you
want to be).
04Feb. Actually been running since the beginning of January with these
patches. All changes work without crashing with the current base package cvs,
but there are some visual problems with the views (other than pilot view)
without changes to the base package.
As soon as you can build test and commit I can add in those base package
updates that will make it all work nicely. I will also go through all the 3D
Aircraft configs to make sure the change in the "pitch-offset" for cockpit
views (see below) are made to maintain current behavior.
Here are the files (changes listed below):
http://www.spiderbark.com/fgfs/viewerupdate.diffs.gzhttp://www.spiderbark.com/fgfs/viewerupdate.tar.gz
if the station is too far away. Instead, simply return the closest station.
All the code that searches navaids does it's own range checking anyway.
This will make the navlist query functions a bit more useful for other
types of functionality where you may need to lookup a station without
consideration of range (i.e. presetting your position relative to a navaid.)
input bindings. They will work only with the latest CVS; otherwise,
./configure will disable them. There is a new command, 'script',
which takes a single argument, also called 'script', containing PSL
code (currently PSL requires a main() function).
Erik Hofman has written some more elaborate code for triggering PSL
code from drop-down menus and scheduling events; I will look at
integrating that next.
option to specify a starting airport + specific runway. If you don't specify
a runway, you get the one that's closest to your specified (or default)
heading.
The general idea is to help clean up some aspects of the FDM init and be
able to provide startup conditions in a less ambiguous manner.
Previously, things like positions, orientations, and velocites were set on
"the bus". These had to be read by the FDMs which then were supposed to
initialized themselves to those values and turn write around and start
modifying those values. It was messy and cumbersome.
Now, all the initial fdm conditions are written to a sub-[property-]tree
under /sim/presets/
The values in /sim/presets/ always stay set to what the user has specified.
The user can change these at his/her liesure, and then request a "reset"
which will reset to the new conditions. I don't even want to say how this
worked before. :-)
Now, an script, or gui interface can stage a set of initial conditions while
the sim is running (without disrupting it), and then call "reset" to commit
the change.
People who should worry about all this are FDM writters, and a small few
others who care about over all program structure and flow.
The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios. This ended up requiring
significant modifications outside of the 3D cockpit code. Stuff folks
will want to look at:
+ The list of all "3D" cockpits is stored statically in the
panelnode.cxx file. This is clumsy, and won't migrate well to a
multiple-aircraft feature. Really, there should be a per-model list
of 3D panels, but I couldn't find a clean place to put this. The
only handle you get back after parsing a model is a generic ssg
node, to which I obviously can't add panel-specific methods.
+ The aircraft model is parsed *very* early in the initialization
order. Earlier, in fact, than the static list of allowable command
bindings is built in fgInitCommands(). This is bad, as it means
that mouse bindings on the instruments can't work yet. I moved the
call to fgInitCommands, but someone should look carefully to see
that I picked the right place. There's a lot of initialization
code, and I got a little lost in there... :)
+ I added yet another "update" hook to the fgRenderFrame routine to
hook the updates for the 3D panels. This is only required for
"mouse press delay", and it's a fairly clumsy mechanism based on
frame rate instead of real time. There appears to be delay handling
already in place in the Input stuff, and there's a discussion going
on about different mouse behavior right now. Maybe this is a good
time to unify these two (now three) approaches?
Now the options can be localized as well. This adds a slight problem for
the --language options, but not that much (worst case, the strings are
loaded twice consuming some more memory). I tried to be as accurate as
posiible when copying the options texts, but there might be some
mostakes left.
This adds supports for a language specific font, defined in locale.xml
I've also moved the fgInitLocale() routine from main.cxx to fg_init.cxx
to prevent an ungly extern definition in options.cxx.
Here is a FGIO class derived from FGSubsystem that replaces the fgIOInit()
and fgIOProcess() functions. The FGIO::update(double delta) doesn't use the
delta argument yet. I suspect it could be used as a replacement for the
calculated interval value but I'm not familiar enough with that piece of code
just yet.
I've also added two "command properties" to fg_commands.cxx that select the
next or previous view. Writing any value to these properties triggers the
corresponding action. As an example I modified my keyboard.xml:
<key n="118">
<name>v</name>
<desc>Next view</desc>
<binding>
<command>property-assign</command>
<property>/command/view/next</property>
<value type="bool">true</value>
</binding>
</key>
<key n="86">
<name>V</name>
<desc>Prev view</desc>
<binding>
<command>property-assign</command>
<property>/command/view/prev</property>
<value type="bool">true</value>
</binding>
</key>
And of course these actions can also be triggered from external scripts via
the props server.
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.
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.
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 ;)
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.
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.
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.
- 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.)
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.
Added two new properties:
/environment/temperature-sea-level-degc
/environment/pressure-sea-level-inhg
These are now supported in FGEnvironment as well, though they always
have the same value for now. They need to be hooked up to the FDMs.
different locations, and hitched it into FGGlobals. FGEnvironmentMgr
has taken over as the subsystem, while FGEnvironment is simple the
information that it returns. I've removed current_environment
completely -- everything now uses properties or goes through
FGGlobals. FGGlobals itself has a couple of useful methods:
const FGEnvironment * get_environment ();
const FGEnvironment * get_environment (double lat, double lon, double alt);
The first one returns the environment data for the plane's current
position, while the second returns the environment data for any
arbitrary location. Currently, they both return the same information,
but that will change soon.
properties have been renamed from wind-(north|east|down)-fps to
wind-from-(north|east|down)-fps, and the FDMs modified appropriately.
No other changes should be visible unless FG_OLD_WEATHER is defined.
are being driven from an external data source.)
Akso found and fixed a bug in the simgear that caused the time to go goofy
temporarily while scenery was being loaded.
/sim/freeze/master (implimented)
/sim/freeze/fuel (implimented)
/sim/freeze/position (not implimented)
/sim/freeze/time-of-day (not implimented)
/sim/freeze/master is bound to the 'p' key via keyboard.xml, however,
/sim/freeze/fuel is not bound to anything at the moment so you must
change it via the external property interface, or specify an initial
value on the command line.
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.
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.
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.
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".
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.
(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.
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.
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!
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.
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.
- /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)