There are quite a few difficult cases where an airport is located on top
of a hill, or in a bowl, or has a significant elevation change near by.
I take the average elevation of the area and clamp the outlyers. However
these difficult cases "bias" the average elevation because the airport
surface may include much of the surrounding area.
This change to the code computes the airport elevation *only* based on the
actual airport geometry node and ignores all the surrounding nonsense that
might exist. This doesn't make things perfect, but is a *big* step forward
for airports in areas with significant elevation change nearby.
precision with floats.
- Restructure how the airport surface is sampled just a bit.
- Solving for X,Y given U,V on a nurbs surface is a little bit tricker than
I first thought. If you change one demension of U or V, you can change
both X and Y. We need to solve for each X, Y axis independently, and
then iterate in case moving in the other axis has taken us away from the
solution in the first axis.
- Add a slope constraint on airport surfaces.
Expose a polygon function that will split up long edge lines to keep the
max edge distance below some threshold. This could be used for instance
to reduce long lines in polygon area shapes so they can better follow
the underlying terrain changes.
The patches deal with three separate issues, all rolled up into one
tarball:
Currently, arrayfit always appends .arr.gz onto the name passed on the
command line, meaning that only tile names can be passed. The patch strips
off .arr or .arr.gz if present prior to it's appending, meaning that tile
names or filenames can be passed on the command line.
The interface to the OSGB36 conversion functions is cleaned up a lot. I
can't believe I originally wrote it in such an ugly manner!
A lot of console output (> 5000 lines per tile) is removed from the final
construction process, meaning that the output left can actually be read.
The attached patches significantly quieten the output from genapts, which in it's current form resembles the universe flying by on a bad hair day Remember chaps, console output on Windows is slooowwwwww... Normal service may be resumed using --verbose or -v. I've also added a short help, obtainable with --help or -h. I've also added a couple of extra options, --airport=abcd for just generating a particular airport, and --tile=<[we]xxx[ns]xx> for generating a 1x1 degree tile. We currently have --chunk=<[we]xxx[ns]xx> for generating a 10x10 degree chunk, and I'd like to eventually add --tile as an option to all tools that take --chunk.
This one adds the tile option to
tgvpf.
Erik Hofman:
Some small code changes for IRIX.
It looks like the program gets into an infinite loop while findind
edges for a contour (inserting the same edge over and over until the
program runs out of memory). i am not quite sure i understand the code
but the following patch solved the problem for me:
Before:
- if it's a concrete taxiway over 150 ft wide, assume it's an apron
(confusingly called "tiedown")
After:
- if it's an asphalt or concrete taxiway over 150 ft wide, *or* if
it has no blue taxiway lights, assume it's an apron
markings.
- Fix a couple very small alignment/sizing problems.
- Use a different texture (similar to rest) before aim points on nonprecision
runways. This will potentially make things easier if we want to add
skid marks to the textures.
- Fix a couple bugs (el stupido) in precision marking generation.
Originally I through together a really cheap/ugly hack for estimating
distance between two points, but that really started to stink when throwing
a lot of new situations at it. So now I calculate spherical distances between
two points in meters which is plenty accurate for these purposes. This gives
us much better control over smoothing. For instance we could establish a
maximum 10% grade for all roads if we wanted to.