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?