SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
-// The atexit() functio handler should know when the graphical subsystem
+// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
// << " cur_elev = " << scenery.get_cur_elev() << endl;
if (!cur_fdm_state->get_inited()) {
- // Check for scenery around the aircraft.
- double lon = fgGetDouble("/sim/presets/longitude-deg");
- double lat = fgGetDouble("/sim/presets/latitude-deg");
- // We require just to have 50 meter scenery availabe around
- // the aircraft.
- double range = 50.0;
- if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
- SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
- cur_fdm_state->init();
- if ( cur_fdm_state->get_bound() ) {
- cur_fdm_state->unbind();
+ // Check for scenery around the aircraft.
+ double lon = fgGetDouble("/sim/presets/longitude-deg");
+ double lat = fgGetDouble("/sim/presets/latitude-deg");
+ // We require just to have 50 meter scenery availabe around
+ // the aircraft.
+ double range = 50.0;
+ if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
+ SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
+ cur_fdm_state->init();
+ if ( cur_fdm_state->get_bound() ) {
+ cur_fdm_state->unbind();
+ }
+ cur_fdm_state->bind();
}
- cur_fdm_state->bind();
- }
}
// conceptually, the following block could be done for each fdm
}
if ( replay_state->getIntValue() == 0 ) {
- // replay off, run fdm
+ // replay off, run fdm
cur_fdm_state->update( delta_time_sec );
} else {
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
r->replay( replay_time->getDoubleValue() );
- if ( replay_state->getIntValue() == 1 ) {
+ if ( replay_state->getIntValue() == 1 ) {
// normal playback
replay_time->setDoubleValue( replay_time->getDoubleValue()
+ ( delta_time_sec
* fgGetInt("/sim/speed-up") ) );
- } else if ( replay_state->getIntValue() == 2 ) {
- // paused playback (don't advance replay time)
- }
- }
+ } else if ( replay_state->getIntValue() == 2 ) {
+ // paused playback (don't advance replay time)
+ }
+ }
} else {
// do nothing, fdm isn't inited yet
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
if ( throttle_hz > 0.0 && scenery_loaded ) {
- // optionally throttle the frame rate (to get consistant frame
+ // optionally throttle the frame rate (to get consistent frame
// rates or reduce cpu usage.
double frame_us = 1000000.0 / throttle_hz;
//
// Calling sleep, even usleep() on linux is less accurate than
// we like, but it does free up the cpu for other tasks during
- // the sleep so it is desireable. Because of the way sleep()
- // is implimented in consumer operating systems like windows
+ // the sleep so it is desirable. Because of the way sleep()
+ // is implemented in consumer operating systems like windows
// and linux, you almost always sleep a little longer than the
// requested amount.
- //
- // To combat the problem of sleeping to long, we calculate the
+ //
+ // To combat the problem of sleeping too long, we calculate the
// desired wait time and shorten it by 2000us (2ms) to avoid
// [hopefully] over-sleep'ing. The 2ms value was arrived at
// via experimentation. We follow this up at the end with a
// simple busy-wait loop to get the final pause timing exactly
// right.
- //
+ //
// Assuming we don't oversleep by more than 2000us, this
// should be a reasonable compromise between sleep based
// waiting, and busy waiting.
#endif
// busy wait timing loop.
- //
+ //
// This yields the most accurate timing. If the previous
- // ulMilliSecondSleep() call is ommitted this will peg the cpu
+ // ulMilliSecondSleep() call is omitted this will peg the cpu
// (which is just fine if FG is the only app you care about.)
current_time_stamp.stamp();
while ( current_time_stamp - last_time_stamp < frame_us ) {
// Limit the time we need to spend in simulation loops
// That means, if the /sim/max-simtime-per-frame value is strictly positive
// you can limit the maximum amount of time you will do simulations for
- // one frame to display. The cpu time spent in simulations code is roughtly
+ // one frame to display. The cpu time spent in simulations code is roughly
// at least O(real_delta_time_sec). If this is (due to running debug
// builds or valgrind or something different blowing up execution times)
- // larger than the real time you will no more get any response
+ // larger than the real time you will no longer get any response
// from flightgear. This limits that effect. Just set to property from
// your .fgfsrc or commandline ...
double dtMax = max_simtime_per_frame->getDoubleValue();
if (0 < dtMax && dtMax < real_delta_time_sec)
- real_delta_time_sec = dtMax;
+ real_delta_time_sec = dtMax;
// round the real time down to a multiple of 1/model-hz.
// this way all systems are updated the _same_ amount of dt.
{
- static double rem = 0.0;
- real_delta_time_sec += rem;
- double hz = model_hz;
- double nit = floor(real_delta_time_sec*hz);
- rem = real_delta_time_sec - nit/hz;
- real_delta_time_sec = nit/hz;
+ static double rem = 0.0;
+ real_delta_time_sec += rem;
+ double hz = model_hz;
+ double nit = floor(real_delta_time_sec*hz);
+ rem = real_delta_time_sec - nit/hz;
+ real_delta_time_sec = nit/hz;
}
globals->get_warp() );
if (globals->get_warp_delta() != 0) {
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- l->update( 0.5 );
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ l->update( 0.5 );
}
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
- * SGD_DEGREES_TO_RADIANS,
- latitude->getDoubleValue()
- * SGD_DEGREES_TO_RADIANS,
- altitude->getDoubleValue() * SG_FEET_TO_METER,
- globals->get_time_params()->getJD() );
+ * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ altitude->getDoubleValue() * SG_FEET_TO_METER,
+ globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
elapsed = fgGetTimeInterval();
- SG_LOG( SG_ALL, SG_DEBUG,
- "Elapsed time interval is = " << elapsed
+ SG_LOG( SG_ALL, SG_DEBUG,
+ "Elapsed time interval is = " << elapsed
<< ", previous remainder is = " << remainder );
// Calculate frame rate average
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
fgSetInt("/sim/frame-rate", frames);
- SG_LOG( SG_ALL, SG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
globals->get_ATC_mgr()->update(delta_time_sec);
// Run the AI subsystem
- // FIXME: run that also if we have multiplying enabled since the
+ // FIXME: run that also if we have multiplaying enabled since the
// multiplayer information is interpreted by an AI model
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
- SG_LOG( SG_ALL, SG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"Model iterations needed = " << global_multi_loop
<< ", new remainder = " << remainder );
-
- // chop max interations to something reasonable if the sim was
- // delayed for an excesive amount of time
+
+ // chop max iterations to something reasonable if the sim was
+ // delayed for an excessive amount of time
if ( global_multi_loop > 2.0 * model_hz ) {
global_multi_loop = (int)(2.0 * model_hz );
remainder = 0;
// flight model
if ( global_multi_loop > 0) {
- // first run the flight model each frame until it is intialized
+ // first run the flight model each frame until it is initialized
// then continue running each frame only after initial scenery load is complete.
fgUpdateTimeDepCalcs();
} else {
- SG_LOG( SG_ALL, SG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time is zero ... we're zinging" );
}
//
// Tile Manager updates - see if we need to load any new scenery tiles.
// this code ties together the fdm, viewer and scenery classes...
- // we may want to move this to it's own class at some point
+ // we may want to move this to its own class at some point
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
FGViewer *current_view = globals->get_current_view();
SGLocation *view_location = globals->get_current_view()->getSGLocation();
globals->get_tile_mgr()->update( view_location, visibility_meters );
{
- double lon = view_location->getLongitude_deg();
- double lat = view_location->getLatitude_deg();
- double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
-
- // check if we can reuse the groundcache for that purpose.
- double ref_time, r;
- SGVec3d pt;
- bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
- double *vp = globals->get_current_view()->get_absolute_view_pos();
- SGVec3d viewpos(vp);
- if (valid && distSqr(viewpos, pt) < r*r) {
- // Reuse the cache ...
- double lev
- = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
- lon*SGD_DEGREES_TO_RADIANS,
- alt + 2.0);
- view_location->set_cur_elev_m( lev );
- } else {
- // Do full intersection test.
- double lev;
- if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
- view_location->set_cur_elev_m( lev );
- else
- view_location->set_cur_elev_m( -9999.0 );
- }
+ double lon = view_location->getLongitude_deg();
+ double lat = view_location->getLatitude_deg();
+ double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
+
+ // check if we can reuse the groundcache for that purpose.
+ double ref_time, r;
+ SGVec3d pt;
+ bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
+ double *vp = globals->get_current_view()->get_absolute_view_pos();
+ SGVec3d viewpos(vp);
+ if (valid && distSqr(viewpos, pt) < r*r) {
+ // Reuse the cache ...
+ double lev
+ = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
+ lon*SGD_DEGREES_TO_RADIANS,
+ alt + 2.0);
+ view_location->set_cur_elev_m( lev );
+ } else {
+ // Do full intersection test.
+ double lev;
+ if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
+ view_location->set_cur_elev_m( lev );
+ else
+ view_location->set_cur_elev_m( -9999.0 );
+ }
}
#ifdef ENABLE_AUDIO_SUPPORT
idle_state++;
// This seems to be the absolute earliest in the init sequence
// that these calls will return valid info. Too bad it's after
- // we've already created and sized out window. :-(
+ // we've already created and sized our window. :-(
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
// Initialize the user interface (we need to do this before
// passing off control to the OS main loop and before
- // fgInitGeneral to get our fonts !!!
+ // fgInitGeneral to get our fonts !!!
guiInit();
fgSplashProgress("reading aircraft list");
} else if ( idle_state == 2 ) {
idle_state++;
- // Read the list of available aircrafts
+ // Read the list of available aircraft
fgReadAircraft();
// get the address of our OpenGL extensions
// Do some quick general initializations
if( !fgInitGeneral()) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "General initializations failed ..." );
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "General initialization failed ..." );
exit(-1);
}
thesky->texture_path( sky_tex_path.str() );
// The sun and moon diameters are scaled down numbers of the
- // actual diameters. This was needed to fit bot the sun and the
+ // actual diameters. This was needed to fit both the sun and the
// moon within the distance to the far clip plane.
// Moon diameter: 3,476 kilometers
// Sun diameter: 1,390,000 kilometers
thesky->build( 80000.0, 80000.0,
463.3, 361.8,
- globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(),
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars(),
- fgGetNode("/environment", true));
+ fgGetNode("/environment", true));
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
- SG_LOG( SG_GENERAL, SG_INFO,
+ SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
#if defined( __CYGWIN__ )
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
- // a subsystem to flightgear, its initialization call should
+ // a subsystem to flightgear, its initialization call should be
// located in this routine.
if( !fgInitSubsystems()) {
SG_LOG( SG_GENERAL, SG_ALERT,
- "Subsystem initializations failed ..." );
+ "Subsystem initialization failed ..." );
exit(-1);
}
fgSplashProgress("setting up time & renderer");
globals = new FGGlobals;
- // seed the random number generater
+ // seed the random number generator
sg_srandom_time();
FGControls *controls = new FGControls;
sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
// Load the configuration parameters. (Command line options
- // overrides config file options. Config file options override
+ // override config file options. Config file options override
// defaults.)
if ( !fgInitConfig(argc, argv) ) {
SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );