1 // main.cxx -- top level sim routines
3 // Written by Curtis Olson for OpenGL, started May 1997.
5 // Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #ifdef FG_MATH_EXCEPTION_CLASH
38 #include <simgear/xgl/xgl.h>
48 #ifdef HAVE_SYS_STAT_H
49 # include <sys/stat.h> // for stat()
53 # include <unistd.h> // for stat()
59 #include <simgear/constants.h> // for VERSION
60 #include <simgear/debug/logstream.hxx>
61 #include <simgear/math/polar3d.hxx>
62 #include <simgear/math/sg_random.h>
63 #include <simgear/misc/fgpath.hxx>
64 #include <simgear/sky/sky.hxx>
65 #include <simgear/timing/sg_time.hxx>
66 #include <simgear/timing/lowleveltime.h>
68 #include <Include/general.hxx>
70 #include <Aircraft/aircraft.hxx>
72 #include <Autopilot/newauto.hxx>
73 #include <Cockpit/cockpit.hxx>
74 #include <Cockpit/radiostack.hxx>
75 #include <Cockpit/steam.hxx>
77 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
79 #include <GUI/sgVec3Slider.hxx>
80 #include <Joystick/joystick.hxx>
82 #include <NetworkOLK/network.h>
84 #include <Scenery/scenery.hxx>
85 #include <Scenery/tilemgr.hxx>
86 #include <Time/event.hxx>
87 #include <Time/fg_timer.hxx>
88 #include <Time/light.hxx>
89 #include <Time/sunpos.hxx>
90 #include <Time/tmp.hxx>
92 // begin - added Venky
93 // $$$ begin - added VS Renganathan
94 #include <simgear/misc/fgstream.hxx>
95 #include <FDM/flight.hxx>
96 #include <FDM/ADA.hxx>
97 void fgLoadDCS (void);
98 void fgUpdateDCS (void);
99 ssgSelector *ship_sel=NULL;
100 // upto 32 instances of a same object can be loaded.
101 ssgTransform *ship_pos[32];
102 double obj_lat[32],obj_lon[32],obj_alt[32];
104 // $$$ end - added VS Renganathan
107 #ifndef FG_OLD_WEATHER
108 # include <WeatherCM/FGLocalWeatherDatabase.h>
110 # include <Weather/weather.hxx>
116 #include "fg_init.hxx"
118 #include "globals.hxx"
119 #include "keyboard.hxx"
120 #include "splash.hxx"
122 #ifdef ENABLE_AUDIO_SUPPORT
123 # include "soundmgr.hxx"
127 # include <console.h> // -dw- for command line dialog
131 // This is a record containing a bit of global housekeeping information
134 // Specify our current idle function state. This is used to run all
135 // our initializations out of the glutIdleLoop() so that we can get a
136 // splash screen up and running right away.
137 static int idle_state = 0;
138 static long global_multi_loop;
140 // attempt to avoid a large bounce at startup
141 static bool initial_freeze = true;
143 // forward declaration
144 void fgReshape( int width, int height );
146 // Global structures for the Audio library
147 #ifdef ENABLE_AUDIO_SUPPORT
148 static FGSimpleSound *s1;
149 static FGSimpleSound *s2;
154 ssgRoot *scene = NULL;
155 ssgBranch *terrain = NULL;
157 // aircraft model stuff
158 ssgSelector *acmodel_selector = NULL;
159 ssgTransform *acmodel_pos = NULL;
160 ssgSelector *prop_selector = NULL;
161 ssgSelector *flaps_selector = NULL;
162 int acmodel_npropsettings;
163 int acmodel_proprpms[4][2]; // different propeller settings
165 ssgRoot *lighting = NULL;
166 ssgBranch *ground = NULL;
167 ssgBranch *airport = NULL;
169 #ifdef FG_NETWORK_OLK
170 ssgSelector *fgd_sel = NULL;
171 ssgTransform *fgd_pos = NULL;
174 // current fdm/position used for view
175 FGInterface cur_view_fdm;
181 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
183 { 1.0f, 0.0f, 0.0f, 0.0f },
184 { 0.0f, 0.0f, -1.0f, 0.0f },
185 { 0.0f, 1.0f, 0.0f, 0.0f },
186 { 0.0f, 0.0f, 0.0f, 1.0f }
189 // The following defines flightgear options. Because glutlib will also
190 // want to parse its own options, those options must not be included here
191 // or they will get parsed by the main program option parser. Hence case
192 // is significant for any option added that might be in conflict with
195 // glutlib parses for:
197 // -direct (invalid in Win32)
201 // -indirect (invalid in Win32)
204 // Note that glutlib depends upon strings while this program's
205 // option parser wants only initial characters followed by numbers
210 ssgSimpleState *default_state;
211 ssgSimpleState *hud_and_panel;
212 ssgSimpleState *menus;
214 void fgBuildRenderStates( void ) {
215 default_state = new ssgSimpleState;
216 default_state->ref();
217 default_state->disable( GL_TEXTURE_2D );
218 default_state->enable( GL_CULL_FACE );
219 default_state->enable( GL_COLOR_MATERIAL );
220 default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
221 default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
222 default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
223 default_state->disable( GL_BLEND );
224 default_state->disable( GL_ALPHA_TEST );
225 default_state->disable( GL_LIGHTING );
227 hud_and_panel = new ssgSimpleState;
228 hud_and_panel->ref();
229 hud_and_panel->disable( GL_CULL_FACE );
230 hud_and_panel->disable( GL_TEXTURE_2D );
231 hud_and_panel->disable( GL_LIGHTING );
232 hud_and_panel->enable( GL_BLEND );
234 menus = new ssgSimpleState;
236 menus->disable( GL_CULL_FACE );
237 menus->disable( GL_TEXTURE_2D );
238 menus->enable( GL_BLEND );
241 // fgFindNode -- a function that finds a named node in an ssg graph
242 ssgEntity *fgFindNode( ssgEntity *node, const char *name ) {
243 if ( node->getName() != NULL && strcmp( name, node->getName() ) == 0 ) {
245 } else if ( node->isAKindOf( ssgTypeBranch() ) ) {
246 ssgEntity *kid = ((ssgBranch*)node)->getKid(0);
247 while (kid != NULL) {
248 ssgEntity *n = fgFindNode(kid, name);
252 kid = ((ssgBranch*)node)->getNextKid();
259 // fgInitVisuals() -- Initialize various GL/view parameters
260 void fgInitVisuals( void ) {
263 l = &cur_light_params;
265 #ifndef GLUT_WRONG_VERSION
266 // Go full screen if requested ...
267 if ( fgGetBool("/sim/startup/fullscreen") ) {
272 // If enabled, normal vectors specified with glNormal are scaled
273 // to unit length after transformation. See glNormal.
274 // glEnable( GL_NORMALIZE );
276 glEnable( GL_LIGHTING );
277 glEnable( GL_LIGHT0 );
278 glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
281 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
282 ssgGetLight( 0 ) -> setPosition( sunpos );
284 // glFogi (GL_FOG_MODE, GL_LINEAR);
285 glFogi (GL_FOG_MODE, GL_EXP2);
286 if ( (fgGetString("/sim/rendering/fog") == "disabled") ||
287 (!fgGetBool("/sim/rendering/shading"))) {
288 // if fastest fog requested, or if flat shading force fastest
289 glHint ( GL_FOG_HINT, GL_FASTEST );
290 } else if ( fgGetString("/sim/rendering/fog") == "nicest" ) {
291 glHint ( GL_FOG_HINT, GL_NICEST );
293 if ( fgGetBool("/sim/rendering/wireframe") ) {
295 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
298 // This is the default anyways, but it can't hurt
299 glFrontFace ( GL_CCW );
302 // glEnable(GL_POINT_SMOOTH);
303 // glEnable(GL_LINE_SMOOTH);
304 // glEnable(GL_POLYGON_SMOOTH);
308 // Update all Visuals (redraws anything graphics related)
309 void fgRenderFrame( void ) {
313 fgLIGHT *l = &cur_light_params;
314 static double last_visibility = -9999;
316 static GLfloat fog_exp_density;
317 static GLfloat fog_exp2_density;
318 static GLfloat fog_exp2_punch_through;
321 // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
322 // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
323 // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
324 // GLfloat mat_shininess[] = { 10.0 };
325 GLbitfield clear_mask;
327 if ( idle_state != 1000 ) {
328 // still initializing, draw the splash screen
329 if ( fgGetBool("/sim/startup/splash-screen") ) {
333 // idle_state is now 1000 meaning we've finished all our
334 // initializations and are running the main loop, so this will
335 // now work without seg faulting the system.
337 // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
338 // FG_Altitude * FEET_TO_METER);
340 // this is just a temporary hack, to make me understand Pui
341 // timerText -> setLabel (ctime (&t->cur_time));
344 // calculate our current position in cartesian space
345 scenery.center = scenery.next_center;
346 // printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x(),
347 // scenery.center.y(), scenery.center.z());
349 FGViewerRPH *pilot_view =
350 (FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
352 pilot_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
353 cur_fdm_state->get_Lat_geocentric(),
354 cur_fdm_state->get_Altitude() *
356 pilot_view->set_sea_level_radius( cur_fdm_state->
357 get_Sea_level_radius() *
359 pilot_view->set_rph( cur_fdm_state->get_Phi(),
360 cur_fdm_state->get_Theta(),
361 cur_fdm_state->get_Psi() );
363 FGViewerLookAt *chase_view =
364 (FGViewerLookAt *)globals->get_viewmgr()->get_view( 1 );
366 sgVec3 po; // chase view pilot_offset
367 sgVec3 wup; // chase view world up
368 sgSetVec3( po, 0.0, 0.0, 50.0 );
369 sgCopyVec3( wup, pilot_view->get_world_up() );
370 sgMat4 CXFM; // chase view + pilot offset xform
372 chase_view->get_view_offset() * RAD_TO_DEG -
373 cur_fdm_state->get_Psi() * RAD_TO_DEG,
375 sgVec3 npo; // new pilot offset after rotation
376 sgVec3 *pPO = PilotOffsetGet();
377 sgXformVec3( po, *pPO, pilot_view->get_UP() );
378 sgXformVec3( npo, po, CXFM );
380 chase_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
381 cur_fdm_state->get_Lat_geocentric(),
382 cur_fdm_state->get_Altitude() *
384 chase_view->set_sea_level_radius( cur_fdm_state->
385 get_Sea_level_radius() *
387 chase_view->set_pilot_offset( npo[0], npo[1], npo[2] );
388 chase_view->set_view_forward( pilot_view->get_view_pos() );
389 chase_view->set_view_up( wup );
393 sgCopyMat4( rph, pilot_view->get_VIEW() );
394 cout << "RPH Matrix = " << endl;
396 for ( i = 0; i < 4; i++ ) {
397 for ( j = 0; j < 4; j++ ) {
398 printf("%10.4f ", rph[i][j]);
404 sgCopyMat4( la, chase_view->get_VIEW() );
405 cout << "LookAt Matrix = " << endl;
406 for ( i = 0; i < 4; i++ ) {
407 for ( j = 0; j < 4; j++ ) {
408 printf("%10.4f ", la[i][j]);
415 fgReshape( fgGetInt("/sim/startup/xsize"),
416 fgGetInt("/sim/startup/ysize") );
421 if ( ! fgPanelVisible() ) {
423 (GLint)(fgGetInt("/sim/startup/xsize")),
424 (GLint)(fgGetInt("/sim/startup/ysize")) );
427 int( (current_panel->getViewHeight() -
428 current_panel->getYOffset())
429 * (fgGetInt("/sim/startup/ysize") / 768.0) );
431 (GLint)(fgGetInt("/sim/startup/ysize") - view_h),
432 (GLint)(fgGetInt("/sim/startup/xsize")),
437 // set the sun position
438 glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
440 clear_mask = GL_DEPTH_BUFFER_BIT;
441 if ( fgGetBool("/sim/rendering/wireframe") ) {
442 clear_mask |= GL_COLOR_BUFFER_BIT;
445 if ( fgGetBool("/sim/rendering/skyblend") ) {
446 if ( fgGetBool("/sim/rendering/textures") ) {
447 // glClearColor(black[0], black[1], black[2], black[3]);
448 glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
449 l->adj_fog_color[2], l->adj_fog_color[3]);
450 clear_mask |= GL_COLOR_BUFFER_BIT;
453 glClearColor(l->sky_color[0], l->sky_color[1],
454 l->sky_color[2], l->sky_color[3]);
455 clear_mask |= GL_COLOR_BUFFER_BIT;
457 glClear( clear_mask );
459 // Tell GL we are switching to model view parameters
461 // I really should create a derived ssg node or use a call
462 // back or something so that I can draw the sky within the
463 // ssgCullAndDraw() function, but for now I just mimic what
464 // ssg does to set up the model view matrix
465 glMatrixMode(GL_MODELVIEW);
467 ssgSetCamera( (sgVec4 *)globals->get_current_view()->get_VIEW() );
469 // set the opengl state to known default values
470 default_state->force();
472 // update fog params if visibility has changed
473 #ifndef FG_OLD_WEATHER
474 thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
476 thesky->set_visibility( current_weather.get_visibility() );
479 thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
480 ( global_multi_loop *
481 fgGetInt("/sim/speed-up") ) /
482 (double)fgGetInt("/sim/model-hz") );
484 double actual_visibility = thesky->get_visibility();
485 // cout << "actual visibility = " << actual_visibility << endl;
487 if ( actual_visibility != last_visibility ) {
488 last_visibility = actual_visibility;
490 // cout << "----> updating fog params" << endl;
493 fog_exp_density = -log(0.01 / actual_visibility);
496 fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
497 fog_exp2_punch_through = sqrt( -log(0.01) ) /
498 ( actual_visibility * 1.5 );
501 // Set correct opengl fog density
502 glFogf (GL_FOG_DENSITY, fog_exp2_density);
504 // update the sky dome
505 if ( fgGetBool("/sim/rendering/skyblend") ) {
506 /* cout << "thesky->repaint() sky_color = "
507 << cur_light_params.sky_color[0] << " "
508 << cur_light_params.sky_color[1] << " "
509 << cur_light_params.sky_color[2] << " "
510 << cur_light_params.sky_color[3] << endl;
512 << cur_light_params.fog_color[0] << " "
513 << cur_light_params.fog_color[1] << " "
514 << cur_light_params.fog_color[2] << " "
515 << cur_light_params.fog_color[3] << endl;
516 cout << " sun_angle = " << cur_light_params.sun_angle
517 << " moon_angle = " << cur_light_params.moon_angle
519 thesky->repaint( cur_light_params.sky_color,
520 cur_light_params.adj_fog_color,
521 cur_light_params.sun_angle,
522 cur_light_params.moon_angle,
523 globals->get_ephem()->getNumPlanets(),
524 globals->get_ephem()->getPlanets(),
525 globals->get_ephem()->getNumStars(),
526 globals->get_ephem()->getStars() );
528 /* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
529 << view_pos[1] << " " << view_pos[2] << endl;
530 cout << " zero_elev = " << zero_elev[0] << " "
531 << zero_elev[1] << " " << zero_elev[2]
532 << " lon = " << cur_fdm_state->get_Longitude()
533 << " lat = " << cur_fdm_state->get_Latitude() << endl;
534 cout << " sun_rot = " << cur_light_params.sun_rotation
535 << " gst = " << SGTime::cur_time_params->getGst() << endl;
536 cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
537 << " sun dec = " << globals->get_ephem()->getSunDeclination()
538 << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
539 << " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
541 thesky->reposition( globals->get_current_view()->get_view_pos(),
542 globals->get_current_view()->get_zero_elev(),
543 globals->get_current_view()->get_world_up(),
544 cur_fdm_state->get_Longitude(),
545 cur_fdm_state->get_Latitude(),
546 cur_fdm_state->get_Altitude() * FEET_TO_METER,
547 cur_light_params.sun_rotation,
548 globals->get_time_params()->getGst(),
549 globals->get_ephem()->getSunRightAscension(),
550 globals->get_ephem()->getSunDeclination(),
552 globals->get_ephem()->getMoonRightAscension(),
553 globals->get_ephem()->getMoonDeclination(),
557 glEnable( GL_DEPTH_TEST );
558 if ( fgGetString("/sim/rendering/fog") != "disabled" ) {
560 glFogi( GL_FOG_MODE, GL_EXP2 );
561 glFogfv( GL_FOG_COLOR, l->adj_fog_color );
564 // set lighting parameters
565 GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
566 glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
567 glLightfv( GL_LIGHT0, GL_AMBIENT, black );
568 glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
569 // glLightfv(GL_LIGHT0, GL_SPECULAR, white );
571 // texture parameters
572 // glEnable( GL_TEXTURE_2D );
573 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
574 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
575 // set base color (I don't think this is doing anything here)
576 // glMaterialfv (GL_FRONT, GL_AMBIENT, white);
577 // (GL_FRONT, GL_DIFFUSE, white);
578 // glMaterialfv (GL_FRONT, GL_SPECULAR, white);
579 // glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
582 sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
583 ssgGetLight( 0 ) -> setPosition( sunpos );
585 // glMatrixMode( GL_PROJECTION );
587 float fov = globals->get_current_view()->get_fov();
588 ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
590 double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
593 // FG_LOG( FG_ALL, FG_INFO, "visibility is "
594 // << current_weather.get_visibility() );
597 ssgSetNearFar( 10.0f, 120000.0f );
599 ssgSetNearFar( 0.5f, 120000.0f );
602 if ( globals->get_viewmgr()->get_current() == 0 ) {
603 // disable aircraft model
604 acmodel_selector->select(0);
606 // enable aircraft model and set up its position and orientation
607 acmodel_selector->select(1);
609 FGViewerRPH *pilot_view =
610 (FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
613 sgMakeTransMat4( sgTRANS, pilot_view->get_view_pos() );
616 sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
619 sgMakeRotMat4( sgROT, -90.0, ownship_up );
623 // sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
624 // sgMultMat4( sgTUX, sgTMP, sgTRANS );
626 // sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
628 sgCopyMat4( sgTUX, sgROT );
629 sgPostMultMat4( sgTUX, pilot_view->get_VIEW_ROT() );
630 sgPostMultMat4( sgTUX, sgTRANS );
633 sgSetCoord( &tuxpos, sgTUX );
634 acmodel_pos->setTransform( &tuxpos );
636 // set up moving parts
637 if (flaps_selector != NULL) {
638 flaps_selector->select( (controls.get_flaps() > 0.5f) ? 1 : 2 );
641 if (prop_selector != NULL) {
642 int propsel_mask = 0;
643 for (int i = 0; i < acmodel_npropsettings; i++) {
644 if (FGBFI::getRPM() >= acmodel_proprpms[i][0] &&
645 FGBFI::getRPM() <= acmodel_proprpms[i][1]) {
646 propsel_mask |= 1 << i;
649 prop_selector->select(propsel_mask);
653 // $$$ begin - added VS Renganthan 17 Oct 2K
655 // $$$ end - added VS Renganthan 17 Oct 2K
657 # ifdef FG_NETWORK_OLK
658 if ( fgGetBool("/sim/networking/network-olk") ) {
660 other = head->next; /* put listpointer to start */
661 while ( other != tail) { /* display all except myself */
662 if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
663 other->fgd_sel->select(1);
664 sgSetCoord( &fgdpos, other->sgFGD_COORD );
665 other->fgd_pos->setTransform( &fgdpos );
670 // fgd_sel->select(1);
671 // sgCopyMat4( sgTUX, current_view.sgVIEW);
673 // sgSetCoord( &fgdpos, sgFGD_VIEW );
674 // fgd_pos->setTransform( &fgdpos);
678 // position tile nodes and update range selectors
679 global_tile_mgr.prep_ssg_nodes();
681 if ( fgGetBool("/sim/rendering/skyblend") ) {
682 // draw the sky backdrop
686 // draw the ssg scene
687 glEnable( GL_DEPTH_TEST );
688 ssgCullAndDraw( scene );
690 // change state for lighting here
693 // Set punch through fog density
694 glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
696 ssgCullAndDraw( lighting );
698 if ( fgGetBool("/sim/rendering/skyblend") ) {
699 // draw the sky cloud layers
700 thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
703 // display HUD && Panel
705 glDisable( GL_DEPTH_TEST );
706 // glDisable( GL_CULL_FACE );
707 // glDisable( GL_TEXTURE_2D );
709 // update the controls subsystem
712 hud_and_panel->apply();
715 // update the panel subsystem
716 if (current_panel != 0)
717 current_panel->update();
719 // We can do translucent menus, so why not. :-)
721 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
723 // glDisable ( GL_BLEND ) ;
725 // glEnable( GL_FOG );
732 // Update internal time dependent calculations (i.e. flight model)
733 void fgUpdateTimeDepCalcs() {
734 static bool inited = false;
736 fgLIGHT *l = &cur_light_params;
741 if ( !globals->get_freeze() && !initial_freeze ) {
742 // conceptually, this could be done for each fdm instance ...
745 cur_fdm_state->stamp();
751 long elapsed = current - cur_fdm_state->get_time_stamp();
752 cur_fdm_state->set_time_stamp( current );
753 elapsed += cur_fdm_state->get_remainder();
754 // cout << "elapsed = " << elapsed << endl;
755 // cout << "dt = " << cur_fdm_state->get_delta_t() << endl;
756 multi_loop = (long)(((double)elapsed * 0.000001) /
757 cur_fdm_state->get_delta_t() );
758 cur_fdm_state->set_multi_loop( multi_loop );
759 long remainder = elapsed - ( (multi_loop*1000000) *
760 cur_fdm_state->get_delta_t() );
761 cur_fdm_state->set_remainder( remainder );
762 // cout << "remainder = " << remainder << endl;
764 // chop max interations to something reasonable if the sim was
765 // delayed for an excesive amount of time
766 if ( multi_loop > 2.0 / cur_fdm_state->get_delta_t() ) {
767 multi_loop = (int)(2.0 / cur_fdm_state->get_delta_t());
768 cur_fdm_state->set_remainder( 0 );
771 // cout << "multi_loop = " << multi_loop << endl;
772 for ( i = 0; i < multi_loop * fgGetInt("/sim/speed-up"); ++i ) {
773 // run Autopilot system
774 current_autopilot->run();
777 cur_fdm_state->update( 1 );
779 FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") );
781 cur_fdm_state->update( 0 );
782 FGSteam::update( 0 );
784 if ( global_tile_mgr.queue_size() == 0 ) {
785 initial_freeze = false;
789 if ( fgGetString("/sim/view-mode") == "pilot" ) {
790 cur_view_fdm = *cur_fdm_state;
794 // update the view angle
795 FGViewer *v = globals->get_current_view();
796 for ( i = 0; i < multi_loop; i++ ) {
797 if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
798 v->set_view_offset( v->get_goal_view_offset() );
801 // move current_view.view_offset towards
802 // current_view.goal_view_offset
803 if ( v->get_goal_view_offset() > v->get_view_offset() )
805 if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
806 v->inc_view_offset( 0.01 );
808 v->inc_view_offset( -0.01 );
811 if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
812 v->inc_view_offset( -0.01 );
814 v->inc_view_offset( 0.01 );
817 if ( v->get_view_offset() > FG_2PI ) {
818 v->inc_view_offset( -FG_2PI );
819 } else if ( v->get_view_offset() < 0 ) {
820 v->inc_view_offset( FG_2PI );
825 double tmp = -(l->sun_rotation + FG_PI)
826 - (cur_fdm_state->get_Psi() -
827 globals->get_current_view()->get_view_offset() );
828 while ( tmp < 0.0 ) {
831 while ( tmp > FG_2PI ) {
834 /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
835 FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG,
836 -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
839 // Update solar system
840 globals->get_ephem()->update( globals->get_time_params()->getMjd(),
841 globals->get_time_params()->getLst(),
842 cur_fdm_state->get_Latitude() );
844 // Update radio stack model
845 current_radiostack->update();
849 void fgInitTimeDepCalcs( void ) {
852 // #ifdef HAVE_SETITIMER
853 // fgTimerInit( 1.0 / fgGetInt("/sim/model-hz"),
854 // fgUpdateTimeDepCalcs );
855 // #endif HAVE_SETITIMER
859 static const double alt_adjust_ft = 3.758099;
860 static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
863 // What should we do when we have nothing else to do? Let's get ready
864 // for the next move and update the display?
865 static void fgMainLoop( void ) {
866 static long remainder = 0;
868 #ifdef FANCY_FRAME_COUNTER
872 static time_t last_time = 0;
873 static int frames = 0;
874 #endif // FANCY_FRAME_COUNTER
876 SGTime *t = globals->get_time_params();
878 FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
879 FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
881 #ifdef FG_NETWORK_OLK
882 if ( fgGetBool("/sim/networking/network-olk") ) {
883 if ( net_is_registered == 0 ) { // We first have to reg. to fgd
884 // printf("FGD: Netupdate\n");
885 fgd_send_com( "A", FGFS_host); // Send Mat4 data
886 fgd_send_com( "B", FGFS_host); // Recv Mat4 data
891 #if defined( ENABLE_PLIB_JOYSTICK )
892 // Read joystick and update control settings
893 if ( fgGetString("/sim/control-mode") == "joystick" )
897 #elif defined( ENABLE_GLUT_JOYSTICK )
898 // Glut joystick support works by feeding a joystick handler
899 // function to glut. This is taken care of once in the joystick
900 // init routine and we don't have to worry about it again.
903 #ifdef FG_OLD_WEATHER
904 current_weather.Update();
907 // Fix elevation. I'm just sticking this here for now, it should
908 // probably move eventually
910 /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
912 cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
913 cur_fdm_state->get_Altitude() * FEET_TO_METER); */
915 if ( scenery.cur_elev > -9990 ) {
916 if ( cur_fdm_state->get_Altitude() * FEET_TO_METER <
917 (scenery.cur_elev + alt_adjust_m - 3.0) ) {
918 // now set aircraft altitude above ground
919 printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
920 cur_fdm_state->get_Altitude() * FEET_TO_METER,
921 scenery.cur_elev + alt_adjust_m - 3.0,
922 scenery.cur_elev + alt_adjust_m );
923 fgFDMForceAltitude( fgGetString("/sim/flight-model"),
924 scenery.cur_elev + alt_adjust_m );
926 FG_LOG( FG_ALL, FG_DEBUG,
927 "<*> resetting altitude to "
928 << cur_fdm_state->get_Altitude() * FEET_TO_METER
933 /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
935 cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
936 cur_fdm_state->get_Altitude() * FEET_TO_METER); */
939 if ( globals->get_warp_delta() != 0 ) {
940 globals->inc_warp( globals->get_warp_delta() );
943 t->update( cur_fdm_state->get_Longitude(),
944 cur_fdm_state->get_Latitude(),
945 globals->get_warp() );
947 if ( globals->get_warp_delta() != 0 ) {
948 fgUpdateSkyAndLightingParams();
951 // update magvar model
952 globals->get_mag()->update( cur_fdm_state->get_Longitude(),
953 cur_fdm_state->get_Latitude(),
954 cur_fdm_state->get_Altitude()* FEET_TO_METER,
955 globals->get_time_params()->getJD() );
957 // Get elapsed time (in usec) for this past frame
958 elapsed = fgGetTimeInterval();
959 FG_LOG( FG_ALL, FG_DEBUG,
960 "Elapsed time interval is = " << elapsed
961 << ", previous remainder is = " << remainder );
963 // Calculate frame rate average
964 #ifdef FANCY_FRAME_COUNTER
965 /* old fps calculation */
969 for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
970 tmp = general.get_frame(i);
972 // printf("frame[%d] = %.2f\n", i, g->frames[i]);
973 general.set_frame(i+1,tmp);
975 tmp = 1000000.0 / (float)elapsed;
976 general.set_frame(0,tmp);
977 // printf("frame[0] = %.2f\n", general.frames[0]);
979 general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
980 // printf("ave = %.2f\n", general.frame_rate);
983 if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
984 general.set_frame_rate( frames );
985 FG_LOG( FG_ALL, FG_DEBUG,
986 "--> Frame rate is = " << general.get_frame_rate() );
989 last_time = t->get_cur_time();
995 // Calculate model iterations needed for next frame
996 elapsed += remainder;
998 global_multi_loop = (long)(((double)elapsed * 0.000001) *
999 fgGetInt("/sim/model-hz"));
1000 remainder = elapsed - ( (global_multi_loop*1000000) /
1001 fgGetInt("/sim/model-hz") );
1002 FG_LOG( FG_ALL, FG_DEBUG,
1003 "Model iterations needed = " << global_multi_loop
1004 << ", new remainder = " << remainder );
1006 // chop max interations to something reasonable if the sim was
1007 // delayed for an excesive amount of time
1008 if ( global_multi_loop > 2.0 * fgGetInt("/sim/model-hz") ) {
1009 global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
1014 if ( global_multi_loop > 0 ) {
1015 fgUpdateTimeDepCalcs();
1017 FG_LOG( FG_ALL, FG_DEBUG,
1018 "Elapsed time is zero ... we're zinging" );
1021 #if ! defined( macintosh )
1022 // Do any I/O channel work that might need to be done
1026 // see if we need to load any new scenery tiles
1027 global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
1028 cur_fdm_state->get_Latitude() * RAD_TO_DEG );
1030 // Process/manage pending events
1031 global_events.Process();
1033 // Run audio scheduler
1034 #ifdef ENABLE_AUDIO_SUPPORT
1035 if ( fgGetBool("/sim/sound") && globals->get_soundmgr()->is_working() ) {
1036 if ( fgGetString("/sim/aircraft") == "c172" ) {
1037 // pitch corresponds to rpm
1038 // volume corresponds to manifold pressure
1040 // cout << "AUDIO working = "
1041 // << globals->get_soundmgr()->is_working() << endl;
1044 if ( cur_fdm_state->get_engine(0) != NULL ) {
1045 rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
1049 // cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM()
1052 double pitch = 0.3 + rpm_factor * 3.0;
1054 // don't run at absurdly slow rates -- not realistic
1055 // and sounds bad to boot. :-)
1056 if (pitch < 0.7) { pitch = 0.7; }
1057 if (pitch > 5.0) { pitch = 5.0; }
1060 if ( cur_fdm_state->get_engine(0) != NULL ) {
1062 cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
1067 << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
1070 double volume = 0.3 + mp_factor;
1072 if ( volume < 0.3 ) { volume = 0.3; }
1073 if ( volume > 1.0 ) { volume = 1.0; }
1074 // cout << "volume = " << volume << endl;
1076 s1->set_pitch( pitch );
1077 s1->set_volume( volume );
1079 double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
1080 s1->set_pitch( param );
1081 s1->set_volume( param );
1084 globals->get_soundmgr()->update();
1091 FG_LOG( FG_ALL, FG_DEBUG, "" );
1095 // This is the top level master main function that is registered as
1096 // our idle funciton
1099 // The first few passes take care of initialization things (a couple
1100 // per pass) and once everything has been initialized fgMainLoop from
1103 static void fgIdleFunction ( void ) {
1104 // printf("idle state == %d\n", idle_state);
1106 if ( idle_state == 0 ) {
1107 // Initialize the splash screen right away
1108 if ( fgGetBool("/sim/startup/splash-screen") ) {
1113 } else if ( idle_state == 1 ) {
1114 // Start the intro music
1116 if ( fgGetBool("/sim/startup/intro-music") ) {
1117 string lockfile = "/tmp/mpg123.running";
1118 FGPath mp3file( globals->get_fg_root() );
1119 mp3file.append( "Sounds/intro.mp3" );
1121 string command = "(touch " + lockfile + "; mpg123 "
1122 + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
1124 FG_LOG( FG_GENERAL, FG_INFO,
1125 "Starting intro music: " << mp3file.str() );
1126 system ( command.c_str() );
1131 } else if ( idle_state == 2 ) {
1132 // These are a few miscellaneous things that aren't really
1133 // "subsystems" but still need to be initialized.
1136 if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
1137 grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
1142 } else if ( idle_state == 3 ) {
1143 // This is the top level init routine which calls all the
1144 // other subsystem initialization routines. If you are adding
1145 // a subsystem to flightgear, its initialization call should
1146 // located in this routine.
1147 if( !fgInitSubsystems()) {
1148 FG_LOG( FG_GENERAL, FG_ALERT,
1149 "Subsystem initializations failed ..." );
1154 } else if ( idle_state == 4 ) {
1155 // setup OpenGL view parameters
1159 } else if ( idle_state == 5 ) {
1162 } else if ( idle_state == 6 ) {
1163 // Initialize audio support
1164 #ifdef ENABLE_AUDIO_SUPPORT
1167 if ( fgGetBool("/sim/startup/intro-music") ) {
1168 // Let's wait for mpg123 to finish
1169 string lockfile = "/tmp/mpg123.running";
1170 struct stat stat_buf;
1172 FG_LOG( FG_GENERAL, FG_INFO,
1173 "Waiting for mpg123 player to finish ..." );
1174 while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
1175 // file exist, wait ...
1177 FG_LOG( FG_GENERAL, FG_INFO, ".");
1179 FG_LOG( FG_GENERAL, FG_INFO, "");
1183 if ( fgGetBool("/sim/sound") ) {
1184 globals->get_soundmgr()->init();
1186 s1 = new FGSimpleSound( "Sounds/wasp.wav" );
1187 globals->get_soundmgr()->add( s1, "engine loop" );
1188 globals->get_soundmgr()->play_looped( "engine loop" );
1189 FG_LOG( FG_GENERAL, FG_INFO,
1190 "Rate = " << s1->get_sample()->getRate()
1191 << " Bps = " << s1->get_sample()->getBps()
1192 << " Stereo = " << s1->get_sample()->getStereo() );
1194 s2 = new FGSimpleSound( "Sounds/corflaps.wav" );
1195 s2->set_volume( 2.0 );
1196 globals->get_soundmgr()->add( s2, "flaps" );
1203 cout << "Panel visible = " << fgPanelVisible() << endl;
1204 fgReshape( fgGetInt("/sim/startup/xsize"),
1205 fgGetInt("/sim/startup/ysize") );
1208 if ( idle_state == 1000 ) {
1209 // We've finished all our initialization steps, from now on we
1210 // run the main loop.
1214 if ( fgGetBool("/sim/startup/splash-screen") ) {
1215 fgSplashUpdate(0.0);
1220 // options.cxx needs to see this for toggle_panel()
1221 // Handle new window size or exposure
1222 void fgReshape( int width, int height ) {
1224 for ( int i = 0; i < globals->get_viewmgr()->size(); ++i ) {
1225 if ( ! fgPanelVisible() || idle_state != 1000 ) {
1226 globals->get_viewmgr()->get_view(i)->
1227 set_win_ratio( (float)height / (float)width );
1230 int((current_panel->getViewHeight() -
1231 current_panel->getYOffset())
1232 * (height / 768.0)) + 1;
1233 globals->get_viewmgr()->get_view(i)->
1234 set_win_ratio( (float)view_h / (float)width );
1238 if ( ! fgPanelVisible() || idle_state != 1000 ) {
1239 glViewport(0, 0 , (GLint)(width), (GLint)(height) );
1242 int((current_panel->getViewHeight() - current_panel->getYOffset())
1243 * (height / 768.0)) + 1;
1244 glViewport(0, (GLint)(height - view_h),
1245 (GLint)(width), (GLint)(view_h) );
1248 fgSetInt("/sim/startup/xsize", width);
1249 fgSetInt("/sim/startup/ysize", height);
1251 float fov = globals->get_current_view()->get_fov();
1252 ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
1258 // Initialize GLUT and define a main window
1259 int fgGlutInit( int *argc, char **argv ) {
1261 #if !defined( macintosh )
1262 // GLUT will extract all glut specific options so later on we only
1263 // need wory about our own.
1264 glutInit(argc, argv);
1267 // Define Display Parameters
1268 glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
1270 FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
1271 fgGetInt("/sim/startup/xsize") << "x"
1272 << fgGetInt("/sim/startup/ysize") );
1274 // Define initial window size
1275 glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
1276 fgGetInt("/sim/startup/ysize") );
1278 // Initialize windows
1279 if ( !fgGetBool("/sim/startup/game-mode")) {
1280 // Open the regular window
1281 glutCreateWindow("FlightGear");
1282 #ifndef GLUT_WRONG_VERSION
1284 // Open the cool new 'game mode' window
1285 char game_mode_str[256];
1286 sprintf( game_mode_str, "width=%d height=%d bpp=%d",
1287 fgGetInt("/sim/startup/xsize"),
1288 fgGetInt("/sim/startup/ysize"),
1289 fgGetInt("/sim/rendering/bits-per-pixel"));
1291 FG_LOG( FG_GENERAL, FG_INFO,
1292 "game mode params = " << game_mode_str );
1293 glutGameModeString( game_mode_str );
1294 glutEnterGameMode();
1298 // This seems to be the absolute earliest in the init sequence
1299 // that these calls will return valid info. Too bad it's after
1300 // we've already created and sized out window. :-(
1301 general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
1302 general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
1303 general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
1304 FG_LOG( FG_GENERAL, FG_INFO, general.get_glRenderer() );
1307 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
1308 general.set_glMaxTexSize( tmp );
1309 FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp );
1311 glGetIntegerv( GL_DEPTH_BITS, &tmp );
1312 general.set_glDepthBits( tmp );
1313 FG_LOG ( FG_GENERAL, FG_INFO, "Depth buffer bits = " << tmp );
1319 // Initialize GLUT event handlers
1320 int fgGlutInitEvents( void ) {
1321 // call fgReshape() on window resizes
1322 glutReshapeFunc( fgReshape );
1324 // call GLUTkey() on keyboard event
1325 glutKeyboardFunc( GLUTkey );
1326 glutSpecialFunc( GLUTspecialkey );
1328 // call guiMouseFunc() whenever our little rodent is used
1329 glutMouseFunc ( guiMouseFunc );
1330 glutMotionFunc (guiMotionFunc );
1331 glutPassiveMotionFunc (guiMotionFunc );
1333 // call fgMainLoop() whenever there is
1334 // nothing else to do
1335 glutIdleFunc( fgIdleFunction );
1338 glutDisplayFunc( fgRenderFrame );
1345 int main( int argc, char **argv ) {
1347 #if defined( macintosh )
1348 freopen ("stdout.txt", "w", stdout );
1349 freopen ("stderr.txt", "w", stderr );
1350 argc = ccommand( &argv );
1354 _control87(MCW_EM, MCW_EM); /* defined in float.h */
1357 // set default log levels
1358 fglog().setLogLevels( FG_ALL, FG_INFO );
1361 #ifdef FLIGHTGEAR_VERSION
1362 version = FLIGHTGEAR_VERSION;
1364 version = "unknown version";
1366 FG_LOG( FG_GENERAL, FG_INFO, "FlightGear: Version "
1367 << version << endl );
1369 // Allocate global data structures. This needs to happen before
1370 // we parse command line options
1372 SGPropertyNode *props = new SGPropertyNode;
1373 globals = new FGGlobals;
1374 globals->set_props( props );
1376 // seed the random number generater
1379 SGRoute *route = new SGRoute;
1380 globals->set_route( route );
1382 #ifdef ENABLE_AUDIO_SUPPORT
1383 FGSoundMgr *soundmgr = new FGSoundMgr;
1384 globals->set_soundmgr( soundmgr );
1387 FGViewMgr *viewmgr = new FGViewMgr;
1388 globals->set_viewmgr( viewmgr );
1390 FGViewerRPH *pv = new FGViewerRPH;
1391 globals->get_viewmgr()->add_view( pv );
1393 FGViewerLookAt *chase = new FGViewerLookAt;
1394 globals->get_viewmgr()->add_view( chase );
1396 string_list *col = new string_list;
1397 globals->set_channel_options_list( col );
1399 // set current view to 0 (first) which is our main pilot view
1400 globals->set_current_view( globals->get_viewmgr()->get_view( 0 ) );
1402 // Scan the config file(s) and command line options to see if
1403 // fg_root was specified (ignore all other options for now)
1404 fgInitFGRoot(argc, argv);
1406 // Initialize the Aircraft directory to "" (UIUC)
1409 // Load the configuration parameters
1410 if ( !fgInitConfig(argc, argv) ) {
1411 FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
1415 // Initialize the Window/Graphics environment.
1416 if( !fgGlutInit(&argc, argv) ) {
1417 FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
1421 // Initialize the various GLUT Event Handlers.
1422 if( !fgGlutInitEvents() ) {
1423 FG_LOG( FG_GENERAL, FG_ALERT,
1424 "GLUT event handler initialization failed ..." );
1428 // Initialize ssg (from plib). Needs to come before we do any
1429 // other ssg stuff, but after opengl/glut has been initialized.
1432 // Initialize the user interface (we need to do this before
1433 // passing off control to glut and before fgInitGeneral to get our
1437 // set current_options lon/lat if an airport id is specified
1438 // cout << "3. airport_id = " << fgGetString("/sim/startup/airport-id") << endl;
1439 if ( fgGetString("/sim/startup/airport-id").length() ) {
1440 // fgSetPosFromAirportID( fgGetString("/sim/startup/airport-id") );
1441 fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
1442 fgGetDouble("/orientation/heading") );
1446 FGPath zone( globals->get_fg_root() );
1447 zone.append( "Timezone" );
1448 SGTime *t = new SGTime( fgGetDouble("/position/longitude") * DEG_TO_RAD,
1449 fgGetDouble("/position/latitude") * DEG_TO_RAD,
1452 // Handle potential user specified time offsets
1453 time_t cur_time = t->get_cur_time();
1454 time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) );
1455 time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) );
1456 time_t aircraftLocalTime =
1457 sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) );
1459 // Okay, we now have six possible scenarios
1460 int offset = fgGetInt("/sim/startup/time-offset");
1461 const string &offset_type = fgGetString("/sim/startup/time-offset-type");
1462 if (offset_type == "system-offset") {
1463 globals->set_warp( offset );
1464 } else if (offset_type == "gmt-offset") {
1465 globals->set_warp( offset - (currGMT - systemLocalTime) );
1466 } else if (offset_type == "latitude-offset") {
1467 globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) );
1468 } else if (offset_type == "system") {
1469 globals->set_warp( offset - cur_time );
1470 } else if (offset_type == "gmt") {
1471 globals->set_warp( offset - currGMT );
1472 } else if (offset_type == "latitude") {
1473 globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) -
1476 FG_LOG( FG_GENERAL, FG_ALERT,
1477 "Unsupported offset type " << offset_type );
1481 FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
1482 << globals->get_warp() );
1484 globals->set_warp_delta( 0 );
1486 t->update( 0.0, 0.0, globals->get_warp() );
1488 globals->set_time_params( t );
1490 // Do some quick general initializations
1491 if( !fgInitGeneral()) {
1492 FG_LOG( FG_GENERAL, FG_ALERT,
1493 "General initializations failed ..." );
1497 FGPath modelpath( globals->get_fg_root() );
1498 ssgModelPath( (char *)modelpath.c_str() );
1501 scene = new ssgRoot;
1502 scene->setName( "Scene" );
1504 lighting = new ssgRoot;
1505 lighting->setName( "Lighting" );
1507 // Initialize the sky
1508 FGPath ephem_data_path( globals->get_fg_root() );
1509 ephem_data_path.append( "Astro" );
1510 SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
1511 ephem->update( globals->get_time_params()->getMjd(),
1512 globals->get_time_params()->getLst(),
1514 globals->set_ephem( ephem );
1516 FGPath sky_tex_path( globals->get_fg_root() );
1517 sky_tex_path.append( "Textures" );
1518 sky_tex_path.append( "Sky" );
1520 thesky->texture_path( sky_tex_path.str() );
1522 thesky->build( 550.0, 550.0,
1523 globals->get_ephem()->getNumPlanets(),
1524 globals->get_ephem()->getPlanets(), 60000.0,
1525 globals->get_ephem()->getNumStars(),
1526 globals->get_ephem()->getStars(), 60000.0 );
1528 if ( fgGetBool("/environment/clouds/status") ) {
1529 thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
1530 SG_CLOUD_MOSTLY_SUNNY );
1531 thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
1533 // thesky->add_cloud_layer( 1000.0, 200.0, 50.0,
1534 // SG_CLOUD_MOSTLY_SUNNY );
1535 // thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST );
1536 // thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS );
1539 // Initialize MagVar model
1540 SGMagVar *magvar = new SGMagVar();
1541 globals->set_mag( magvar );
1544 terrain = new ssgBranch;
1545 terrain->setName( "Terrain" );
1546 scene->addKid( terrain );
1549 ground = new ssgBranch;
1550 ground->setName( "Ground Lighting" );
1551 lighting->addKid( ground );
1553 airport = new ssgBranch;
1554 airport->setName( "Airport Lighting" );
1555 lighting->addKid( airport );
1557 // temporary visible aircraft "own ship"
1558 acmodel_selector = new ssgSelector;
1559 acmodel_pos = new ssgTransform;
1561 string acmodel_path =
1562 fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
1564 string full_model = globals->get_fg_root() + "/"
1566 int pos = full_model.rfind("/");
1568 FGPath texturepath( full_model.substr(0, pos) );
1569 cout << "Texture path = " << texturepath.str() << endl;
1570 ssgTexturePath( (char *)texturepath.c_str() );
1572 ssgEntity *acmodel_obj = ssgLoad((char *)(acmodel_path.c_str()));
1574 // find moving parts (if this is an MDL model)
1575 flaps_selector = (ssgSelector*)fgFindNode( acmodel_obj, "FLAPS" );
1576 prop_selector = (ssgSelector*)fgFindNode( acmodel_obj, "PROP" );
1578 acmodel_npropsettings = 0;
1579 if (prop_selector != NULL) {
1580 for (ssgEntity* kid = prop_selector->getKid(0); kid != NULL;
1581 kid = prop_selector->getNextKid()) {
1582 int prop_low, prop_high;
1583 if ( sscanf(kid->getName(), "PROP_%d_%d",
1584 &prop_low, &prop_high) == 2 ) {
1585 prop_low = (int)((float)prop_low * (5000.0f / 32767.0f));
1586 prop_high = (int)((float)prop_high * (5000.0f / 32767.0f));
1587 acmodel_proprpms[acmodel_npropsettings][0] = prop_low ;
1588 acmodel_proprpms[acmodel_npropsettings][1] = prop_high;
1589 acmodel_npropsettings++;
1591 FG_LOG( FG_GENERAL, FG_INFO, "PROPELLER SETTING " << prop_low <<
1597 // align the model properly for FGFS
1598 ssgTransform *acmodel_align = new ssgTransform;
1599 acmodel_align->addKid(acmodel_obj);
1603 float h_rot = fgGetFloat("/sim/model/h-rotation", 0.0);
1604 float p_rot = fgGetFloat("/sim/model/p-rotation", 0.0);
1605 float r_rot = fgGetFloat("/sim/model/r-rotation", 0.0);
1606 float x_off = fgGetFloat("/sim/model/x-offset", 0.0);
1607 float y_off = fgGetFloat("/sim/model/y-offset", 0.0);
1608 float z_off = fgGetFloat("/sim/model/z-offset", 0.0);
1609 sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
1610 sgMakeTransMat4(off_matrix, x_off, y_off, z_off);
1611 sgMultMat4(res_matrix, off_matrix, rot_matrix);
1612 acmodel_align->setTransform(res_matrix);
1614 acmodel_pos->addKid( acmodel_align );
1615 acmodel_selector->addKid( acmodel_pos );
1616 //ssgFlatten( acmodel_obj );
1617 //ssgStripify( acmodel_selector );
1618 acmodel_selector->clrTraversalMaskBits( SSGTRAV_HOT );
1619 scene->addKid( acmodel_selector );
1621 // $$$ begin - added VS Renganthan 17 Oct 2K
1623 // $$$ end - added VS Renganthan 17 Oct 2K
1625 #ifdef FG_NETWORK_OLK
1626 // Do the network intialization
1627 if ( fgGetBool("/sim/networking/network-olk") ) {
1628 printf("Multipilot mode %s\n", fg_net_init( scene ) );
1632 // build our custom render states
1633 fgBuildRenderStates();
1635 // pass control off to the master GLUT event handler
1638 // we never actually get here ... but to avoid compiler warnings,
1644 // $$$ end - added VS Renganathan, 15 Oct 2K
1645 // - added Venky , 12 Nov 2K
1647 void fgLoadDCS(void) {
1649 ssgEntity *ship_obj = NULL;
1652 char obj_filename[25];
1654 for (int k=0;k<32;k++)
1659 FGPath tile_path( globals->get_fg_root());
1660 tile_path.append( "Scenery" );
1661 tile_path.append( "Objects.txt" );
1662 fg_gzifstream in( tile_path.str() );
1663 if ( ! in.is_open() ) {
1664 FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << tile_path.str() );
1667 FGPath modelpath( globals->get_fg_root() );
1668 modelpath.append( "Models" );
1669 modelpath.append( "Geometry" );
1671 FGPath texturepath( globals->get_fg_root() );
1672 texturepath.append( "Models" );
1673 texturepath.append( "Textures" );
1675 ssgModelPath( (char *)modelpath.c_str() );
1676 ssgTexturePath( (char *)texturepath.c_str() );
1678 ship_sel = new ssgSelector;
1681 while ( ! in.eof() )
1684 if ( in.get( c ) && c == '#' )
1691 in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
1692 /* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
1693 int chj=getchar();*/
1695 obj_lon[objc] *=DEG_TO_RAD;
1696 obj_lat[objc] *=DEG_TO_RAD;
1698 ship_pos[objc] = new ssgTransform;
1701 // type "repeat" in objects.txt to load one more instance of the last object.
1703 if ( strcmp(obj_filename,"repeat") != 0)
1704 ship_obj = ssgLoadOBJ( obj_filename );
1706 if ( ship_obj != NULL )
1708 ship_pos[objc]->addKid( ship_obj ); // add object to transform node
1709 ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
1712 FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << obj_filename );
1714 if (in.eof()) break;
1719 ship_sel->clrTraversalMaskBits( SSGTRAV_HOT );
1720 scene->addKid( ship_sel ); //add selector node to root node
1725 void fgUpdateDCS (void) {
1727 // double eye_lat,eye_lon,eye_alt;
1728 // static double obj_head;
1729 double sl_radius,obj_latgc;
1730 // float nresultmat[4][4];
1731 // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
1734 // Instantaneous Geodetic Lat/Lon/Alt of moving object
1735 FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
1737 // Deck should be the first object in objects.txt in case of fdm=ada
1739 if (fgGetString("/sim/flight-model") == "ada")
1741 obj_lon[0] = fdm->get_aux5()*DEG_TO_RAD;
1742 obj_lat[0] = fdm->get_aux6()*DEG_TO_RAD;
1743 obj_alt[0] = fdm->get_aux7();
1746 for (int m=0; m<=objc; m++)
1748 //cout << endl << obj_lat[m]*RAD_TO_DEG << " " << obj_lon[m]*RAD_TO_DEG << " " << obj_alt[m] << " " << objc << endl;
1751 //Geodetic to Geocentric angles for rotation
1752 sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
1754 //moving object gbs-posn in cartesian coords
1755 Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
1756 Point3D obj_pos = sgGeodToCart( obj_posn );
1758 // Translate moving object w.r.t eye
1759 Point3D Objtrans = obj_pos-scenery.center;
1764 // rotate dynamic objects for lat,lon & alt and other motion about its axes
1767 sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
1769 sgVec3 ship_fwd,ship_rt,ship_up;
1770 sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
1771 sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
1772 sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
1774 sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg;
1775 sgMakeRotMat4( sgROT_lon, obj_lon[m]*RAD_TO_DEG, ship_up );
1776 sgMakeRotMat4( sgROT_lat, 90-obj_latgc*RAD_TO_DEG, ship_rt );
1777 sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
1780 sgCopyMat4( sgTUX, sgROT_hdg );
1781 sgPostMultMat4( sgTUX, sgROT_lat );
1782 sgPostMultMat4( sgTUX, sgROT_lon );
1783 sgPostMultMat4( sgTUX, sgTRANS );
1786 sgSetCoord(&shippos, sgTUX );
1787 ship_pos[m]->setTransform( &shippos );
1789 if ( ship_sel != NULL )
1790 ship_sel->select(0xFFFFFFFF);
1793 // $$$ end - added VS Renganathan, 15 Oct 2K
1794 // added Venky , 12 Nov 2K