From 74391d55a1f6fbbe8d2a8c763b9243b4c051f0be Mon Sep 17 00:00:00 2001 From: mfranz Date: Mon, 7 Aug 2006 15:16:46 +0000 Subject: [PATCH] cosmetics only: - unify indentation (throw out 2-space indentation; this file uses 4 spaces) - fix mixed indentation - remove trailing spaces - fix a couple of spelling mistakes --- src/Main/main.cxx | 186 +++++++++++++++++++++++----------------------- 1 file changed, 93 insertions(+), 93 deletions(-) diff --git a/src/Main/main.cxx b/src/Main/main.cxx index c9e7f3f81..42f8e02d2 100644 --- a/src/Main/main.cxx +++ b/src/Main/main.cxx @@ -105,7 +105,7 @@ long global_multi_loop; 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; @@ -133,20 +133,20 @@ void fgUpdateTimeDepCalcs() { // << " 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 @@ -159,20 +159,20 @@ void fgUpdateTimeDepCalcs() { } 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 } @@ -231,7 +231,7 @@ static void fgMainLoop( void ) { 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; @@ -242,18 +242,18 @@ static void fgMainLoop( void ) { // // 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. @@ -274,9 +274,9 @@ static void fgMainLoop( void ) { #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 ) { @@ -293,25 +293,25 @@ static void fgMainLoop( void ) { // 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; } @@ -400,22 +400,22 @@ static void fgMainLoop( void ) { 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 @@ -441,7 +441,7 @@ static void fgMainLoop( void ) { 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; } @@ -458,7 +458,7 @@ static void fgMainLoop( void ) { 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); @@ -470,12 +470,12 @@ static void fgMainLoop( void ) { 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; @@ -483,11 +483,11 @@ static void fgMainLoop( void ) { // 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" ); } @@ -509,7 +509,7 @@ static void fgMainLoop( void ) { // // 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(); @@ -520,31 +520,31 @@ static void fgMainLoop( void ) { 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 @@ -629,7 +629,7 @@ static void fgIdleFunction ( void ) { 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 ) ); @@ -650,14 +650,14 @@ static void fgIdleFunction ( void ) { // 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 @@ -696,8 +696,8 @@ static void fgIdleFunction ( void ) { // 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); } @@ -779,17 +779,17 @@ static void fgIdleFunction ( void ) { 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(); @@ -831,7 +831,7 @@ static void fgIdleFunction ( void ) { 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__ ) @@ -857,11 +857,11 @@ static void fgIdleFunction ( void ) { // 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"); @@ -937,7 +937,7 @@ bool fgMainInit( int argc, char **argv ) { globals = new FGGlobals; - // seed the random number generater + // seed the random number generator sg_srandom_time(); FGControls *controls = new FGControls; @@ -975,7 +975,7 @@ bool fgMainInit( int argc, char **argv ) { 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 ..." ); -- 2.39.5