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.
(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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
- 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
- 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. :-)
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.
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.
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.
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)