each other out. The problem is this: if we press, for example, "Ctrl-a", but
release the "Ctrl" modifier button *before* the "a" button (which nobody does
intentionally, but which happens all the time), then we don't get the RELEASE
signal on "Ctrl-a" (keycode 1), but on the "a" (79). But "a" hasn't been
pressed, so the signal is dropped. And who releases "Ctrl-a"? Nobody!
So the next PRESSED signal for "Ctrl-a" is ignored, too. It is still
"pressed" after all, isn't it? That's the reason for the occasional
non-functioning of keys.
Due to the nearing 0.9.9 release, I only commit a crude last-minute fix.
It's not as intrusive as it looks, and shouldn't be "dangerous" at all.
It only makes sure that when we get an unexpected RELEASE for one letter
key ("a") that the two twins "A" and "Ctrl-A" are released if they are
still in "pressed" state.
The proper fix will be to let fg_os{,_sdl}.cxx always report presses on the
same key ("a", "Shift-a", "Ctrl-a", "Alt-a", and other combinations of
modifiers) as the *same* key (97), only with modifiers appropriately set.
are sharp, as intended. These were are never seen in practice; I
found the problem while looking at 360 degree lift curve graphs
looking for discontinuities.
to pop themselves down while the simulator is paused.
The problem was with the "real time" queue in the event manager,
causing the third argument of Nasal's settimer() (a flag for "sim
time") to be ignored. Inverts the default sense of the argument, as
there are lots of uses of settimer() in the current code, almost none
of which want to use real time.
Note this fix introduces a header file incompatibility in SimGear --
be sure to update.
to other color than "Yeukky Pink"; #undef'ed for older plib versions; plib
patch will be made available in case fgfs 0.9.9 is released before plib 0.8.5
redraw(): redraw gui without distroying dialogs (fgcommand "gui-redaw"/Shift-F10)
This change makes sure that Nasal-generated and dynamic dialogs can be
re-opened correctly when cycling through themes.
Take any arbitrary vector (not necessarily vertical) and intersect it with
the current set of loaded terrain tiles. Returns lon, lat, elev. This
could have a multitude of useful applications such as testing line of sight
between two objects, faking a terrain following lookahead radar system,
virtual georeferencing, etc.
because this creates an empty entry if it didn't exist. This made the
activation of the dialog mandatory before the next gui subsystem update()
happened. Otherwise fgfs segfaulted.
right/upper screen edge (analogous to the --geometry spec), assuming
that we never want to draw outside the screen area; for this to work
we need to write the original x/y coords back to overwrite the absolute,
positive values that the layouter stored there
"jitter" when the aircraft was stopped. This is a fundamental
characteristic of the gear model, and can't be fixed without major
surgery (and not a small amount of blinding insight). But we can at
least clamp it so the value can't change unless the wheel is moving
with a nontrivial velocity (5cm/sec in this case).
property (e.g. <keynum>49</keynum>). The numbers are the same as in
keyboard.xml. (Could later be replaced/enhanced with <key>Ctrl-a</key>
notation.) This does, of course, only work for widgets with assigned
bindings.
there was the situation where four directories contained jst two files,
of which three directories were aircraft related, and one directory contained
test code from Curt that might be better of in SimGear anyhow.
This is just a patch to move a bunch of files to new locations. In case of
local changes to any of them you can do the following:
move replay.[ch]xx from src/Replay to src/Aircraft
move control.[ch]xx from src/Control to src/Aircraft
move ssgEntityArray.[ch]xx from src/Objects to simgear/screen
In addition it has been decided only to use .[ch]xx files in all directories
unless it's contained within an FDM specific directory, in which case the
author is free to do whatever (s)he wants.
In this repspect the following files have been renamed in src/Multiplayer:
tiny_xdr.[ch]pp has become tiny_xdr.[ch]xx
multiplaymgr.[ch]pp has become multiplaymgr.[ch]xx
"the model is deref'd and deleted when the refcount is null *but* it is
still referenced in the ai model list, so next time you ask for it you will
have a reference on something deleted"
and text strings are filled in before displaying. For testing: the new
dialogs are available under menu -> ATC -> Frequencies, and when
communicating with ATC (' key). This isn't completely finished yet, and
will probably profit from some feedback from the ATC folks.
tower.cxx: remove redundant "if (foo) delete foo".
I tried to make sure accessor functions which return by reference act
on const objects. also replaced some iterators with const_iterator
and a few return/pass by reference that were missed the first time
around.
* Use "const string&" rather than "string" in function calls when appropriate.
* Use "const Point3D&" instead of "Pint3D" in function calls when appropriate.
* Improved course calculation in calc_gc_course_dist()
* Safer thread handling code.
Vassilii Khachaturov:
Dont use "const Point3D&" for return types unless you're absolutely sure.
Erik Hofman:
* Use SGD_(2)PI(_[24]) as defined in simgear/constants.h rather than
calculating it by hand every time.
this patch eliminates some cut-and-paste,
as well as makes some frequently used strings const static at the same
time. A couple of interfaces are decorated with 'const' on the parameters
that are such, in line with other such interfaces where const is used.
"NINE" changed to "NINER", to match ICAO practice and the current FGFS
voice data.
A fixed buffer, sprintf and a warning comment replaced w/ostringstream.
Alex Romosan:
+string ConvertRwyNumToSpokenString(const string s) {
this should be string ConvertRwyNumToSpokenString(const string& s)
so we don't make unnecessary copies.
it isn't there, this is a bug. Thus centralize the error message so that it
doesn't have to be repeated everywhere. Of course, the calling code should
still consider that a returned property node may be 0.
I found that all the current users of the companion
function, findByFreq() actually did assume radians despite the misleading
comment in the .hxx and .cxx saying it's degrees. I've fixed the
comment now, and no longer change the Navaids code. The new Navaids user
in NewWaypoint() is now passing radians to the findByIdent().
Note that along with fixing the comments in the navlist.hxx, I removed
an obsolete method findByLoc() declaration (there is no definition
anywhere).
CygWin/gcc-3.4.4 updates.
I replaced my cygwin compiler with 3.4.4, did a make clean of plib, simgear,
and flightgear, then did a make install of all three. With the included changes,
everything builds fine, and runs fine.
or data blocks) from layouter and dialog creator. This is required for
dynamically generated/modified dialogs. Parts in the XML file can be
hidden and turned on by the C++ code. Other hidden parts can be used
as templates that are multiply used. Hidden datablocks can contain
strings that are used in dialog context, that are easier to translate
or modify in the XML file.
Attached is a patch to add oil temperature to the YASim piston engine
model. This brings to life one of the pa28-161's otherwise 'dead'
guages. It's a pretty simple 'model' based on temperatures and warmup
times I've observed in the labs on auto engines and run through my
dodgy-memory filter. It does the job of populating the guage with
something plausible though.
Auf Niederlandisch:
Bij deze de patch voor de taxiway code. Deze code is nog gebaseerd
op de bestaaande architectuur, gebaseerd op de FGAirport class in simple.[ch]xx
Ik heb me voornamelijk gericht op nieuwe functionaliteit; de volgende
submissie zal waarschijnlijk bestaan uit opschoning, opsplitsing en een
implementatie van de nieuwe airport architectuur, zoals voorgesteld door
David Luff.
En Anglais:
Here is the patch for the taxiway code. This code is still based on the
exsisting architecture, which is based on the FGAirport class in simple.[ch]xx
I've aimed mostly at new functionality; The next batch will probably contain
code cleanups, splitups and the implementation fo the new airport architecture,
as proposed by David Luff.
I have corrected a few bugs with the owner draw gauge, weather radar code and heat-haze effect.
- od_gauge.cxx :
corrected a rendering bug where the generated texture was only visible
from a certain angle or distance ;
corrected the search of textures inside the aircraft scene graph ;
- wxRadar.cxx :
the echo of clouds was lost when the pilot was not looking in the
plane direction ;
Using new gcc 4.0 I have some serios warnings about uninitialized
variables, that are used. I created a patch, but I have no idea if it
is possible to do it my way. Can you check this out please?
Erik: I've modified the patch slightly based on the contents of an older
version of hitlist.cxx. I think this is correct now.
modeling of a simple single vacuum system with a pump source on each engine
in a multiengine aircraft. The highest rpm engine takes priority for driving
the vacuum system.
I had a quick view over the ssgBase::ref() calls in flightgear.
I made them all symmetric and used ssgDeRefDelete to dereference them.
This has the basic advantage that ssgDeRefDelete additionaly deletes the
memory instead of just decrementing the reference cound without deletion ...
This includes an incorrect deref instead of a ssgDeRefDelete in the placement
transform registration I introduced earlier. I believe that this causes the
problems with long flights (unverified, but with a big propability).
it for the B-29). The gear model itself has supported this always,
but there was no interface from the XML file. Should be backwards
compatible. I don't think I broke anything...
I have done a valgrind run in flightgear. Just start it up and close it at the
fist change I had about half an hour later.
source-leak.diff:
Also two minor ones, but leaks ...
I stumbled across two memory errors with two wrong const references to
std::string.
As I fixed that, I also moved aircraft_dir which is only used from UIUC into
UIUC. With that uiuc_aircraftdir.h is empty and can be removed.
I believe I have found the agl hud problems as well as the 'hole' in the
carrier's deck. I spent half the day to reproduce that problem, it did not
occure when you start on the carrier not does it occure with JSBSim and my
really often used testaircraft. So I really need to improove my helicopter
flying qualities.
I was under the impression that *all* FDM's call
FGInterface::updateGeo*Position(..)
so set the new position in the FDM interface. Therefore I had added at the
some code that updates the scenery elevation below the aircraft to *those*
functions.
Ok, not all FDM's do so :/
The attached patch factors out a function computing the scenery altitude at
the current FDM's position. This function is also used in those FDM's which
need to update this value themselves.
Also this patch restores the nearplane setting and uses the current views
altitude instead of the current aircrafts. I think that this should further
be changed to the eypoint's agl in the future.
The agl is again ok in YASim's hud.
Changes
=======
- acmodel.cxx :
we now have an optional new property (/sim/model/texture-path) that is used
as the first path in wich aircraft textures are searched. If textures are not
found there then the usual texture path or model path is used ;
This allows to replace only needed textures for liveries ;
- options.cxx :
added a new --livery=xxx option for the user pleasure ;
this will just set the /sim/model/texture-path property with /livery/xxxx
- od_gauge.cxx, og_gauge.hxx, cockpit.cxx, cockpit.hxx,
generic-instrumentation.xml :
added an helper class that contain a rendering context for glass instrument
or any other opengl drawn instrument ;
- wxradar.cxx, instrument_mgr.cxx, wxradar.hxx :
first experimentation of a weather radar ;
This adds a TACAN instrument to the inventory. Range and bearing are calculated
to the TACAN or VORTAC beacon selected by means of the Channel Selector in the E
quipment/Radio pull-down menu.
A TACAN beacon has also been added to the aircraft carrier Nimitz (channel #029Y
).
I've prepared a patch as suggested by Hans-Georg Wunder and Jeff McBride.
In addition I've removed the ability to completely leave out the integral
action by setting Ti to zero. The velocity form of the PID algorithm _needs_
the integral action.
Attached is a patch to the airport data storage that I would like committed
after review if acceptable. Currently the storage of airports mapped by ID
is by locally created objects - about 12 Meg or so created on the stack if
I am not mistaken. I've changed this to creating the airports on the heap,
and storing pointers to them - see FGAirportList.add(...) in
src/Airports/simple.cxx. I believe that this is probably better practice,
and it's certainly cured some strange problems I was seeing when accessing
the airport data with some gps unit code. Changes resulting from this have
cascaded through a few files which access the data - 11 files are modified
in all. Melchior and Durk - you might want to test this and shout if there
are problems since the metar and traffic code are probably the biggest
users of the airport data. I've also added a fuzzy search function that
returns the next matching airport code in ASCII sequence in order to
support gps units that have autocompletion of partially entered codes.
More generally, the simple airport class seems to have grown a lot with the
fairly recent addition of the parking, runway preference and schedule time
code. It is no longer just an encapsulation of the global airport data
file, and has grown to 552 bytes in size when unpopulated (about 1/2 a K!).
My personal opinion is that we should look to just store the basic data in
apt.dat for all global airports in a simple airport class, plus globally
needed data (metar available?), and then have the traffic, AI and ATC
subsystems create more advanced airports for themselves as needed in the
area of interest. Once a significant number of airports worldwide have
ground networks and parking defined, it will be impractical and unnecessary
to store them all in memory. That's just a thought for the future though.
I have prepared a new patch for multiplayer, which fixes endianess issues with
multiplayer code. It's basically identical to the patch I sent before my
vacation, but contains minor fixes.
Multiplayer should now be working under all unix-like environments and windows
native. The basic trick is to let configure check for endianess of the host
system.
It will not work on system not using configure in the build process (excluding
windows), ie. possibly MACOS. For those system we should provide #ifdefs in
tiny_xdr.hpp.
Erik:
I've updated the patch to use the Plib utils package for endian swapping an
used a preprocessor directive to detect endianess.
>> Hello List,
>>
>> I think there's a small bug in the moving-average filter in
>> xmlauto.cxx
>>
>> I noticed that the output from it was always out a bit and
>> checking with a calculator showed that it seemed to be dividing
>> by the number of samples + 1 instead of just the number of
>> samples.
>>
>> subtracting 1 from 'samples' in line 702 seems to fix the problem
>> and as 'samples' doesn't seem to be used elsewhere I think it's
>> safe. Possibly implies that the number of samples may be one
>> less than specified but I'm not familiar enough with c++ to spot
>> it.
Roy Ovesen:
You are right. I would suggest resizing input[] to (samples + 1) instead.
Change lines 654 and 661 to:
input.resize(samples + 1, 0.0);
That way we average over the number of samples as configured.
There was a patch from Manuel Masing a few months ago which cleaned up
SGLocation's way depending on input values. That means that with that patch
SGLocation does no longer have calls with unneeded input arguments.
I took his patch and integrated that into flightgear and made maximum use of
that changes.
Erik Hofman:
Remove some duplicate code that was moved to simgear/compiler.h
- replay.cxx :
corrected a bug, now reinitialize the recording data when replay is
deactivated
- fgclouds.cxx :
cloud layers and weather condition are saved when choosing a weather scenario,
added a new scenario 'none' so we can switch back to standard flightgear
weather
- navradio.cxx :
force a search() on init to initialize some variables, preventing a nearly
infinite loop when delta-time == 0 on the first update()
- electrical.cxx :
uninitialized variable in apply_load() for FG_EXTERNAL supplier
- panel.cxx, panelnode.cxx :
added a property "depth-test" for 2.5D panels so that they update the depth
buffer and are no more visible from the outside of the aircraft when the
aircraft uses textures without an alpha channel
- panel.cxx :
moved the computation of the instruments diffuse color outside the
texturelayer code since this is constant during a frame, this is a big speedup
for 2D panels
Some quite extensive changes to the AIModel code:
1. Mathias has made major changes to the AICarrier code to provide better
alignment of an aircraft on deck with the carrier - this feature is a major
improvement on the existing, but has a bug which might cause it to fail when
the computer carries out other tasks - changing window size is a known
example. This bug is outwith this code.
2. I have made significant changes to the AIShip code to enable a ship the
turn and roll smoothly.
3. I have added some simple AI which enables the carrier to remain within,
or return to, an operating box.
4. An automated turn into wind for flying operations.
5. A simplistic implementation of TACAN within AICarrier. I am in the course
of implementing this as a generic instrument, but this is some time off
completion.
I have prepared a patch that:
- Introduces a FGTileMgr::scenery_available method which asks the tilemanager
if scenery for a given range around a lat/lon pair is already loaded and make
use of that method at some -9999 meter checks.
- Introduces a FGScenery::get_elevation_m method which queries the altitude at
a given position. In constrast to the groundcache functions this is the best
choice if you ask for one *single* altitude value. Make use of that thing in
AI/ATC classes and for the current views ground level. At the current views
part the groundcache is reused if possible.
- The computation of the 'current groundlevel' is no longer done on the
tilemanagers update since the required functions are now better seperated.
Alltogether it eliminates somehow redundant terrain level computations which
are now superseeded by that more finegrained functions and the existence of
the groundcache. Additionally it introduces an api to commonly required
functions which was very complex to do prevously.
- automatic detection of axis directionality, so that axis inputs are appropriately inverted only when necessary
- fixed trim axis names for better understandability
- fixed signs for flaps up/down property increments
- button 0 was previously used for skipping axes and buttons in both loops. Now button 0 can be assigned a binding (e.g., brakes). Instead, moving any axis during the button-assignment-loop indicates skipping.
- The user is now told how to skip a control.
I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen.
Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that.
And I added an option to disable the recording of replay data. It takes more cpu than we can think.
Changes
=======
- panel.cxx :
moved the computation of the instruments diffuse color outside the texturelayer code
since this is constant during a frame, this is a big speedup for 2D panels ;
- hitlist.cxx :
changed the computation of the intersection between ray and triangle, optimized
the sphere culling by using a normalized direction vector. This can give a
35% speedup on the computation of elevation in some situations ;
- renderer.cxx, acmodel.cxx :
call ssgDrawAndCull with plane scene graph in external or internal view,
calling ssgDrawAndCull with the root scene graph was drawing other players plane
a second time in multiplayer mode ;
- mplayer.cxx :
removed the calls to ssgFlatten and ssgStripify because it was degenerating models,
causing a massive drop in frame rate ;
- replay.cxx :
added an option to disable the recording of the flight
- fgclouds.cxx :
changed the path of cloudlayer properties to match preferences.xml ;
set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
I have now included a patch to the multiplyer protocoll which does:
1. place the 3d model into the scenery using a placement transform which can
dynamically change its scenry center.
2. Transmits unique position and orientation data for the 3d model.
3. Thus breaks protocol compatibility.
Oliver Schroeder:
With help from Norman I fixed the alignment in the used headers.
But this patch again fixes only symtoms, not the problems. I suggest to
put it into cvs anyway, as it will enable the majority to get experience
with the multiplayer mode.
Turns out to be a bad interaction between jsbsims crash detection and my
past initialization changes.
The attached patch fixes this by moving crash detection out of the
initialization phase of jsbsim.
- AIManager.cxx :
- we can now have multiple <scenario> entries in the sim/ai entry in preferences.xml
- AIBase.cxx :
- added an exception handler around the loading of the 3D model to not exit FG
if the model is not found
- AIScenario.cxx :
- removed a duplicated read of the xml file, this was also exiting FG is the xml file
does not exist
Changes
=======
- shadowvolume.cxx, renderer.cxx :
- reduced the polygon offset a bit to eliminate some artifact ;
- changed again the cleanup code for objects inside a tile because it could crash on rare occasion ;
- the culling of shadow casters has been rewritten to traverse the scene graph, it should be
a bit faster when there is a lot of objects ;
- the range selector was not correctly handled, sometimes the wrong LOD was casting shadows.
- added the option to display aircraft's transparent objects after the shadows, this will
reduce the problem of shadows being hidden by the transparent object (propeller disk,
rotor, etc). A side effect is that aircraft's transparent objects won't receive shadows
anymore. This is usually a good thing except when the aircraft use a 'transparent'
texture where it should not. A transparent texture in the plib context is a texture
with an alpha channel or a material with alpha <= 0.99.
- model.cxx, animation.cxx, shadowvolume.cxx :
- added an optional <condition> under the <noshadow> animation
- tower.cxx
- correct a rare bug where all occurences of the aircraft are not deleted from the
departure list causing a crash in FGTower::CheckDepartureList function.
Somehow the MIPSpro compiler doesn't like an STL map entry being called
using a variable when the reference is an object and not a pointer to an
object.
Preliminary support for a fontcache is added which prevents fonts from
being loaded more than once and takes care of freeing them up again.
The fontcache isn't used yet since there seems to be a problem somewhere.
I have traced that reset on carrier problem down to several problems. One of
them is the fact that on reset the carrier is updated while the aircraft is
not. That made the aircraft drop down an elevator sometimes. Depending on the
passed realtime while loading some parts of the scenery.
LayoutWidget::setDefaultFont() wants puFont* /and/ pointsize as extra
parameters, when puFont knows its pointsize anyway. Didn't want to change
that yet, though.) Now the HELVETICA_10 font makes actually sense. :-)
font similar to Helvetica/Swiss. The license doesn't allow to redistribute
modified fonts under the original name. While it's only a converted font,
and not manually modified, it can no longer be seen as original. Changes
so far are (a) conversion from vector to bitmap, (b) different empty space
width, (c) different & constant gap value, without other kerning information.
Further changes may be necessary in the future.
[new_gui is] "using copies of puFont objects that are not yet initialized, I
think that dependant of link order (and so tor execution order) it can
work or not. Changing puFont font by puFont *font should work in all cases."
hardcodes the text color as black, which makes them a bit hard to read
on dark backgrounds; fix sent to the plib list; (the added code isn't
pretty and hence fits the existing style quite well ;-)
colors from /sim/gui/colors/ into map;
- set default color scheme
- handle fonts
- implement color class
- close all dialogs on reinit, set up style again, and then reopen all
(non-nasal generated) dialogs again
generated by freeglut's genfont utility. That application also generates
a copyright message that I did not copy into this file, because it is
wrong: the author of genfont claims copyright for data that *I* generated
using his program; this doesn't fly. Of course, the copyright will remain
in the (heavily edited) version of *his* code. I'll commit that, too.
no longer save inaccessible bindings copies, but only pointer to the
bindings in the property tree (which was desirable to get accurate
error messages for Nasal bindings).
I have introduced the posibility to start directly on the carrier.
With that patch you will have a --carrrier=id argument where id can either be
the pennant number configured in the nimitz scenario or the carriers name
also configured in the carriers scenario.
Additionaly you can use --parkpos=id to select different positions on the
carrier. They are also configured in the scenario file.
That includes the switch of the whole FGInterface class to make use of the
groundcache.
That means that an aircraft no longer uses the current elevation value from
the scenery class. It rather has its own local cache of the aircrafts
environment which is setup in the common_init method of FGInterface and
updated either manually by calling
FGInterface::get_groundlevel_m(lat, lon, alt_m);
or implicitly by calling the above method in the
FGInterface::_updateGeo*Position(lat, lon, alt);
methods.
A call get_groundlevel_m rebuilds the groundcache if the request is outside
the range of the cache.
Note that for the real usage of the groundcache including the correct
information about the movement of objects and the velocity information, you
still need to set up the groundcache in the usual way like YASim and JSBSim
currently does.
If you use the native interface, you will get only static objects correctly.
But for FDM's only using one single ground level for a whole step this is IMO
sufficient.
The AIManager gets a way to return the location of a object which is placed
wrt an AI Object. At the moment it only honours AICarriers for that.
That method is a static one, which loads the scenario file for that reason and
throws it away afterwards. This looked like the aprioriate way, because the
AIManager is initialized much later in flightgears bootstrap, and I did not
find an easy way to reorder that for my needs. Since this additional load is
very small and does only happen if such a relative location is required, I
think that this is ok.
Note that moving on the carrier will only work correctly for JSBSim and YASim,
but you should now be able to start and move on every not itself moving
object with any FDM.
- add <vrule>
- allow elements to default to foreground color (black)
- remove redundant if (foo) delete foo;
The rules do currently need a dummy child for the layouter to work correctly,
(<hrule><foo/></hrule>). The goal is to make a simple <hrule/> work.
on RPM via a model developed by Vivian Meazza. Add a "boost" output
to the property tree. Fix a bug where MP would be reported "before"
the wastegate clamping.
- use new removeChildren() to remove the named js nodes that we don't
need any more (they are now *really* removed, not just detached), and
- move it into postinit(). (getChildren() returns a SGPropertyNode_ptr,
so all nodes are refcounted and, thus, after the last sg/props change
no longer removable in that scope ;-) Maybe we'll need an alternative
getChildren() that returns SGPropertyNode* ...
- This doesn't do what the author though it would do:
if (modifiers&KEYMOD_RELEASED == 0) ... (see below)
- MSVC and type fixes
mf:
fixing this uncovered an old bug: the "key pressed" branch was
actually never executed -- always only "released". And that is why
the <repeatable> property didn't work. And *that* was the reason
why the Spitfire's starter didn't work with freeglut, and Vivian
had to write a nasty workaround for it.
Changes
=======
New volumetric shadows for FlightGear.
There is now two new checkboxes in the rendering dialog to enable/disable shadows
for the user aircraft and for static scenery objects (ie those defined in the .stg files).
AI and random objects are not handled for the moment.
known bugs
==========
- ghost objects
Annexed an IVSI (instantaneous ertical speed indicator), which bypasses a
limitation with Concorde :
- the cruise at Mach 2 must be with a slow climb rate of 50/60 ft/min
(2h from 50000 ft).
- with /velocities/vertical-speed-fpm, the real climb rate (altimeter) varies :
One must constantly (every 5-10 minutes) change the vertical speed hold of
the autopilot between 10 ft/min and 200 ft/min.
This is very annoying because not a constant offset : that could be a lack of
sensitivity of /velocities/vertical-speed-fpm (FDM ?).
This new IVSI :
- Is an emulation with works with environment pressure : a real IVSI works with
static pressure (with lag) + accelerometers.
It is not forbidden to later upgrade to the real model.
- Doesn't require a tuning of the autopilot made with
/velocities/vertical-speed-fpm (also tested with 737, 747) :
Concorde's autoland works without update.
block (this required to move most of init() into postinit())
- undo the "which" pseudo-namespace workaround, and do it proper:
- let all nasal code in a joystick config file be executed in its own
namespace. This allows to define functions in the init block that
can be used throughout the driver file, and to write state variables
in one binding, while reading them in other bindings, all without
having to make sure that the values aren't lost in between, or collide
with another joystick driver's code.
For this the input subsystem creates a namespace for each joystick:
"__js0" for joystick 0, etc. The two leading underscores are there to
avoid collisions with user defined modules (similar to internal compiler
variables). The namespace shouldn't be used explicitly, at least not in
releases, and not from outside code, except for testing purposes, for
which it can be useful. (If using the Cyborg joystick as js[0], you
can read the modifier level as "__js0.modifier" from any nasal context.)
- make it public
- enable handleCommand() to execute a binding (or other nasal code defined
in a property system subtree) in a particular namespace (-> "module" child)
These changes represent some attempts to bandaid and patch a hopelessly
flawed system to impliment basic battery charging/discharging as well as
provide the ability to model ammeter gauges and draw current from multiple
sources (like load balancing multiple alternators in a multi-engine aircraft.)
The system design forces all these things to be horrible hacks or depend
on extremely subtle system side effects and call ordering so they may or9
may not work to one degree or another.
As mentioned in the mailing list, my recommendation is to move away from
using this system and instead build a procedural electrical system using
nasal. Sometime in the future we hopefully can impliment a better conceived
data driven electrical system model.
to the joystick index (x in /input/joysticks/js[x]) both when initializing
nasal init blocks & whenever updating the joystick. That's the only way to
make these nasal contexts aware of the joytick for which they were called.
And that's useful if a js maintains common variables, such as modifiers or
state variables, that should be shared between the namespace-less bindings
and initialization code. And, yes, it's over-engineered ... :-)
its own data, and can distinguish itself from other instances of the
same js driver. This property is removed after script execution.
Example:
self = props.globals.getNode(getprop("/input/joysticks/this"));
(no need to list the paths explicitly in $FG_ROOT/joysticks.xml any more)
- move identified js nodes to /input/joysticks/js[0-9], but
- don't overwrite already set joystick data there
- remove all nodes when they aren't used any more
- add "id" node, which contains the js id that lead to the selection
of a "named js" config
- add "source" node containing the path of the used js config file
- execute all nasal script groups at initialization time
I added an AIStatic object to my OV-10 sim for use in putting city signs,
vehicles, or anything else that will be static, but that I don't want to put
in the scenery files. It's inexpensive. Before, I was making such things
from AIShip.
I also added the ability to set flight plans to repeat, so that when an
airplane reaches the end it just starts over at the beginning. This is
useful for my OV-10 sim. I have C-141 and KC-135 traffic flying approaches
to Ramstein, and I only have to define two AI objects to do this.
Also, I found an inefficiency in AIBase, where every AI object was calculating
Mach number at every dt. Now only AIBallistic objects do this.
this is basically the past patch I sent to the list and which should now
really (...!?!?) fix the no ground below aircraft problem.
Reasons:
I understood my remaining thinko I introduced with the prevous patch, and the
same thinko I made in my test cases.
The feedback from the list told me that it should help.
2.
I made YASim query the the ground cache at the wrong place. This one fixed
this, one can now land the bo105 on top of the oracle buildings :)
3.
Is a followup of the scenery center update code: Register the scenery center
transform at the time it is put into the scene graph not at creation time.
4.
I held that part back from the past hitlist patch, because I hoped that it
will be sufficient (and the last one was in fact the biggest part) without.
As some test cases from Melchior showed me, it is not. We have additionally
to the wrong computed transform from the prevous patch some roundoff
problems. This patch adds some small tolerance to for the point in triangle
test.
... may be one even needs to increase the eps value further if starting at
some tile boundaries still fails.
5.
That is a big chunk.
Tested now for two days while hunting the second patch :) .
That is a partial rewrite of the groundcache to use its own datastructures for
that flat scenegraph in the cache. The basic advantage is, what Erik
suggested, to precompute some often used values of these triangles. Also
allmost all computations are now in double precision which should decrease
(hopefully fix), together with a similar tolerance for some point in triangle
tests, the problems with 'no ground below aircraft'.
I am playing with octrees for the groundcache, that will finally solve the
performance problem when high triangular count models end up in the
groundcache. This patch is also some prework for those octrees ...
It happens regularly during normal operation (ufo!) and only informs about
unfortunate, but known and deliberate behavior. The user can't do anything
about it, anyway. And finally: flooding the console with this message does
only *add* to fgfs' sluggish performance and makes every other message
go unnoticed.
Changes
=======
- correct the transparency probleme when old 3d clouds were enabled
(rendering context with an alpha channel)
- changed rain cone orientation, it can now be viewed from helicopter or chase
view (still not tower view)
- clouds are a bit more yellow/red at dawn/dusk
- weather data is now correctly propagated to the interpolator, this correct
visibility, wind, etc
- the 'metar' weather scenario now immedialty reuse the real metar data
- real metar no more overwrite custom weather scenario
1) The AIStorm sets the properties:
/environment/turbulence/magnitude-norm
/environment/turbulence/rate-hz
The actual turbulence effects are handled by the FDM.
If the effects are deemed unrealistic, then that will
have to be fixed in the FDM(s).
2) The zone of turbulence is cylindrical, and is centered
at the AIStorm's lat/lon. The diameter is set with
<diameter-ft>, the top with <height-msl>, the bottom is
assumed to be at <altitude> minus 1000 feet.
3) Note that the zone of turbulence may not match well with
the visual model of the storm. In this case I had to
x-offset the storm model by 4700 meters to match the zone
of turbulence. (i.e. the storm model is 4700m off center).
4) While I was in there I also increased the speed of the
lightning flashes to look more realistic.
This is another update for the cloud code, a lot of lines but this time I have started to add the doxygen doc.
Misc
====
- corrected a bug when RTT is not available, the current rendering context was
altered
- if RTT is not available then 3d clouds are not drawn at all
- impostors lighting is now recomputed when the sun changes position
- distant objects are no more seen in front of clouds
- blending of distant clouds is a bit better now
- litle optimization of code (uses a less cpu time)
- use layer wind speed and direction (no more hardcoded wind)
- fov is no more hardcoded
Changes
=======
- clouds (cu only) are dissipating/reforming (experimental)
- compute a turbulence factor that depends on surrounding clouds and type of
clouds (experimental)
- clouds shapes are defined in cloudlayers.xml
- type of clouds present in a layer is also defined in cloudlayers.xml
- cloud layers are generated from metar and other misc. data (in progress)
- added a rain effect around the viewer (enabled in the rendering dialog and
when the metar property says so)
- added a lightning effect (enabled in the rendering dialog) : cb clouds spawn
new lightnings
- added a dialog to select from different weather source : metar/property,
a 'fair weather' environment and a 'thunderstorm' environment.
/sim/startup/splash-progress)
- a string in /sim/startup/splash-title is displayed on top of the screen
and by default empty
- the splash image is scaled down if 512x512 is too big
- code cleanup
in terms of predictable packing and byte ordering. So rather than trying to
get fancy and shave a few bits off the structure sizes, just go with 32 bit
ints for everthing which saves a lot of potential headaches in the cross
platform and cross architecture arenas.
I have done a patch to eliminate the jitter of 3D-objects near the viewpoint
(for example 3D cockpit objects).
The problem is the roundoff accuracy of the float values used in the
scenegraph together with the transforms of the eyepoint relative to the
scenery center.
The solution will be to move the scenery center near the view point.
This way floats relative accuracy is enough to show a stable picture.
To get that right I have introduced a transform node for the scenegraph which
is responsible for that shift and uses double values as long as possible.
The scenery subsystem now has a list of all those transforms required to place
objects in the world and will tell all those transforms that the scenery
center has changed when the set_scenery_center() of the scenery subsystem is
called.
The problem was not solvable by SGModelPlacement and SGLocation, since not all
objects, especially the scenery, are placed using these classes.
The first approach was to have the scenery center exactly at the eyepoint.
This works well for the cockpit.
But then the ground jitters a bit below the aircraft. With our default views
you can't see that, but that F-18 has a camera view below the left engine
intake with the nose gear and the ground in its field of view, here I could
see that.
Having the scenery center constant will still have this roundoff problems, but
like it is now too, the roundoff error here is exactly the same in each
frame, so you will not notice any jitter.
The real solution is now to keep the scenery center constant as long as it is
in a ball of 30m radius around the view point. If the scenery center is
outside this ball, just put it at the view point.
As a sideeffect of now beeing able to switch the scenery center in the whole
scenegraph with one function call, I was able to remove a one half of a
problem when switching views, where the scenery center was far off for one or
two frames past switching from one view to the next. Also included is a fix
to the other half of this problem, where the view position was not yet copied
into a view when it is switched (at least under glut). This was responsible
for the 'Error: ...' messages of the cloud subsystem when views were
switched.
was probably my idea of a feature, but if the input buffer actually
does has a length of zero (as Melchior discovered for the case of a
zero-length .nas file) then there will be no null.
Changes
=======
- corrected some strange behavior when playing with the render dialog options
- the density slider is now working : if you are fps limited and still want to see clouds in
the distance you should play with that
- added the choice for texture resolution, its more comprehensible now (before it was
wrongly allways choosing 64x64 textures)
- changed the initial texture size : you now have 64 texture of 64x64, this uses 1Mo of
texture memory (before it was 20 texture of 256x256, that took more memory and there was
not enought impostors)
- sun vector is now right so the lighting is a bit better
- removed useless sort and light computations for impostors, this should save a lot of cpu
- blending of distant cloud is more accurate now
- clouds are now positioned correctly, they don't try to escape you anymore
- no more red/white boxes around cloud
- textures are now filtered (no more big pixels)
known bugs
==========
- distant objects are seen in front of clouds
- new and updated sources for the new volumetric clouds
- 2 new textures for the clouds
- an update to the render dialog to enable/disable and change a few parameters
for the new clouds
I have some small updates to the ground cache.
- Remove the usage of dynamic_cast where it is known that the result will be
non null.
- Renormalize the surface normal in double precision.
- Place the groundcaches center at the point it was requested not at the
scenery center. This fixes the problems with JSBSim's trimming together with
the ground cache. Now I am ready to commit JSBSim's ground cache usage.
I'm looking through the AI code, trying to find the bug that's killing the
thermals. The following things don't look right:
1) AIManager::101 , the Traffic Manager pointer is searched for by name at
every dt. I'll leave this for you to look at.
2) AIManager::295 , the thermal height is not being set. We need to
restore the line: ai_thermal->setHeight(entity->height_msl);
This fixes the thermal problem.
3) AIManager::328 , I changed the fetching of the user state to occur every
sim cycle, and changed the fetching function from by-name lookup to a lookup
by node pointer. It should be faster now, and more accurate too. This helps
the air-refueling.
have a "property" mode as well as the original "binary" mode. The property mode
will allow the remote module to request any set of properties, and it will send
those properties each frame. The remote module can reply with a list of arbitrary
property name/value pairs to update on the FlightGear side.
This is a first stab, so it's not the cleanest, most well concieved code, but it
allows an external module (communicating via a pipe) to have a huge amount of
flexibility in the data in can access and update.
Make SDL window resizable; This exposes the same problem that many
GLUT users have: resizing up may cause a temporary switch to software
rendering if the card is low on memory. Resizing down again switches
back to HW rendering. (KSFO is texture intensive, but there are no
problems in LOWL, and elsewhere.) Less and less users will have the
problem as cards become better, and it's no reason not to allow
resizing altogether.
_course_deg is first initialized in the if()-branch (gps.cxx:419). But
this branch isn't entered at first run if wp0==wp1, so that in line 615
fgfs tries to SG_NORMALIZE_RANGE() a random value, which can take a
long while if the number huge. This was occasionally a number greater
than 10160!
- initialize all vars before they are used (fixes endless loop)
- fix some compiler warnings (initialization order, unused vars)
FGAIMgr::GenerateSimpleAirportTraffic() tries to determine the airport's local
hour from the /sim/time/gmt-time string, which fails, because at this time the
property is still empty. That's why I don't get ATIS at LOWG (where it is *not*
midnight right now. :-) -> use sg's get_cur_time() instead
- don't treat *every* child in the xml as submodel, especially not a "param"
block
- do not only *enable* the contrail flag above some altitude, but also
disable it below
showDialog() is careful not to create a new FGDialog() if a dialog with the
same name is already open (active). But at this point it is already too late:
newDialog(), which was called shortly before, has already overwritten the
dialog properties. This leads to animated garbage in the best case, and a
segfault in format_callback() in the worst case.
- GUI::newDialog(): Don't you overwrite properties of an active dialog!
- GUI::readDir(): You may do that, but delete the old dialog first!
(necessary for reloading the GUI)
- FGDialog::makeObject(): only set format_callback() with setRenderCallback()
if the property is "live". Otherwise, only call it once at construction
time. This isn't only a performance improvement. Without this the label
was growing until it hit the limit (256).
The previous message wasn't totally correct. Strings are now allowed, too. And
the pattern is now '[ -+#]?\d*(\.\d*)?l?[fs]' and *may* be embedded in a string.
There may only be one %s or %f, though. %% is allowed in the preamble/postamble.
(Yes, %ls is allowed, too, and treated as %s.)
Also, "end" is superfluous now.
Printing floats in dialogs with 8 digits after the comma is inappropriate
for most cases.
- implement a "format" property for "text" gui elements (a.k.a. pui label).
Number formats are set by strtod/snprintf, while formats on non-numbers
are replaced by "%s". Practical example in the upcoming material.nas update.
Valid formats regex: '%[ -]?\d*(\.\d*)?l?f' (IOW: the format must begin
with '%' and end with 'f').
# Nasal:
number = dialog.addChild("text");
number.set("label", "3.1415926");
number.set("format", "%.3f");
The dialog handling has been written at a time when only one dialog was
shown at the same time, and dialogs were shallow -- with only children, but
no grand-children. This makes finding a draggable spot on modern, dialogs
with nested objects quite a challenge. The patches fixes this, and other things:
- check full object tree on button press, not only the outmost layer;
and don't give up just because we are in *something* (which could well be
something harmless, like a group); only ignore a few, sensible objects
(we don't want to drag after a click on a button or into an input field)
- don't lose dialogs as easily when dragging too fast (it does still happen
if one manages to enter an editable field while dragging, but this is
a plib problem and I don't feel like fixing that now :-)
- don't "live"-update input fields while they are in edit mode
- remove some "if (foo) delete foo;" redundancy
popping up and crashing when the B-29 model is in use. This isn't the
right solution; we should fine the NaN condition. But it's harmless
and allows development with the B-29 to continue.
back, but forgot to put the same fix into the runtime code. Also
added some comments so I don't get confused again the next time I come
through here. :)
I have done some cleanup where I moved some values out of classes where they
do not belong and such stuff.
Also the fols offsets are now named in the carrier xml file with a more
verbose name (flols-pos/offset-*) than before (only offset-*).
There is a little preparation for definitions of parking positions on the
carrier which should later be used for starting flightgear directly on the
carrier.
a safe undersleep() to conserve cpu. Essentially we undersleep our target by
just a bit (to avoid the chance of oversleeping.) Then we finish off the
remaining time slice with a busy-wait loop.
Norman Vine wrote :
> Frederic Bouvier writes:
>
>> Quoting Andy Ross:
>>> * Hopefully in a CPU-friendly way. I know that older versions of
>>> the NVidia drivers did this by spinning in a polling loop
>>> inside the driver. I'm not sure if this has been fixed or not.
>>>
>>> From my experience, the latest non-beta Windows NVidia driver seems to eat CPU
>>
>> even with sync to vblank enabled. The CPU usage is always 100%.
>
> Buried in the PPE sources is a 'hackish' but portable way to limit CPU usage if the desired framerate is met
>
> /*
> Frame Rate Limiter.
>
> This prevents any one 3D window from updating faster than
> about 60Hz. This saves a ton of CPU time on fast machines.
>
> ! I THINK I MUNGED THE VALUE FOR ulMilliSecondSleep() NHV !
> */
>
> static ulClock *ck = NULL ;
>
> if ( frame_rate_limiter )
> {
> if ( ck == NULL )
> {
> ck = new ulClock ;
> ck -> update () ;
> }
>
> int t_ms = (int) ( ck->getDeltaTime() * 1000.0 ) ; /* Convert to ms */
>
> if ( t_ms < 16 )
> ulMilliSecondSleep ( 16 - t_ms ) ;
> }
>
>
I implemented the method pointed out by Norman. It works great on windows and saves me a lot of CPU cycles. This way, I can get the same framerate in moderately populated areas and have CPU idle 50% of the time instead of wildly looping in the NVidia driver while waiting to sync on vblank.
It has been tested on Linux by Melchior. He saw the same gain in CPU cycles.