// next elapsed time. This yields a small amount of temporal
// jitter ( < dt ) but in practice seems to work well.
- double remainder; // remainder time from last run
-
// CG position w.r.t. ref. point
SGVec3d d_cg_rp_body_v;
// Prepare the ground cache for the wgs84 position pt_*.
// That is take all vertices in the ball with radius rad around the
// position given by the pt_* and store them in a local scene graph.
- bool prepare_ground_cache_m(double ref_time, const double pt[3],
- double rad);
- bool prepare_ground_cache_ft(double ref_time, const double pt[3],
- double rad);
+ bool prepare_ground_cache_m(double startSimTime, double endSimTime,
+ const double pt[3], double rad);
+ bool prepare_ground_cache_ft(double startSimTime, double endSimTime,
+ const double pt[3], double rad);
// Returns true if the cache is valid.