#include <osgDB/Registry>
// Class references
-#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <Sound/beacon.hxx>
#include <Sound/morse.hxx>
#include <Sound/fg_fx.hxx>
-#include <FDM/flight.hxx>
#include <ATCDCL/ATCmgr.hxx>
#include <ATCDCL/AIMgr.hxx>
#include <Time/tmp.hxx>
#include <Environment/environment_mgr.hxx>
+#include <Environment/ephemeris.hxx>
#include <GUI/new_gui.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
// is initialized.
extern int _bootstrap_OSInit;
-
-
-// Update internal time dependent calculations (i.e. flight model)
-// FIXME: this distinction is obsolete; all subsystems now get delta
-// time on update.
-void fgUpdateTimeDepCalcs() {
- static bool inited = false;
-
- static const SGPropertyNode *replay_state
- = fgGetNode( "/sim/freeze/replay-state", true );
- static SGPropertyNode *replay_time
- = fgGetNode( "/sim/replay/time", true );
- // static const SGPropertyNode *replay_end_time
- // = fgGetNode( "/sim/replay/end-time", true );
-
- //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
-
- // Initialize the FDM here if it hasn't been and if we have a
- // scenery elevation hit.
-
- // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
- // << " 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 = 1000.0;
- SGGeod geod = SGGeod::fromDeg(lon, lat);
- if (globals->get_scenery()->scenery_available(geod, 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();
- }
- }
-
- // conceptually, the following block could be done for each fdm
- // instance ...
- if ( cur_fdm_state->get_inited() ) {
- // we have been inited, and we are good to go ...
-
- if ( replay_state->getIntValue() == 0 ) {
- // 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 ) {
- // 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)
- }
- }
-
- if ( !inited ) {
- inited = true;
- fgSetBool("/sim/signals/fdm-initialized", true);
- }
-
- } else {
- // do nothing, fdm isn't inited yet
- }
-
- globals->get_aircraft_model()->update(delta_time_sec);
-
- // Update solar system
- globals->get_ephem()->update( globals->get_time_params()->getMjd(),
- globals->get_time_params()->getLst(),
- cur_fdm_state->get_Latitude() );
-
-}
-
-
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
static void fgMainLoop( void ) {
if (0 < dtMax && dtMax < real_delta_time_sec)
real_delta_time_sec = dtMax;
+ SGSubsystemGroup* fdmGroup =
+ globals->get_subsystem_mgr()->get_group(SGSubsystemMgr::FDM);
+ fdmGroup->set_fixed_update_time(1.0 / model_hz);
+
// 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 reminder = 0.0;
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
- // Fix elevation. I'm just sticking this here for now, it should
- // probably move eventually
-
- /* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.get_cur_elev(),
- cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
-
- /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.get_cur_elev(),
- cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
-
- // cout << "Warp = " << globals->get_warp() << endl;
-
// update "time"
static bool last_clock_freeze = false;
// implementation is an AI model and depends on that
globals->get_multiplayer_mgr()->Update();
+#if ENABLE_ATCDCL
// Run ATC subsystem
if (fgGetBool("/sim/atc/enabled"))
globals->get_ATC_mgr()->update(delta_time_sec);
+
// Run the AI subsystem
- // FIXME: run that also if we have multiplaying enabled since the
- // multiplayer information is interpreted by an AI model
+ // NOTE: the AI_mgr has nothing to do with the AIModels subsystem.
+ // There was previously a comment here stating that the
+ // AI_mgr code should be run then multiplayer is enabled.
+ // Multiplayer relies on AIModels, and not on the old and
+ // depricated AI_mgr system. So, we can safely skip the following
+ // two lines at compile time when compiling with --disable-atcdcl
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
-
- // Run flight model
- if (0 < global_multi_loop) {
- // 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,
- "Elapsed time is zero ... we're zinging" );
- }
-
+#endif
+
globals->get_subsystem_mgr()->update(delta_time_sec);
-
+ globals->get_aircraft_model()->update(delta_time_sec);
+
//
// Tile Manager updates - see if we need to load any new scenery tiles.
// this code ties together the fdm, viewer and scenery classes...
// is processing the scenery (doubled the frame-rate for me) -EMH-
#ifdef ENABLE_AUDIO_SUPPORT
static bool smgr_init = true;
+ static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
if (smgr_init == true) {
- static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
if (sound_working->getBoolValue() == true) {
fgInitSoundManager();
smgr_init = false;
static SGSoundMgr *smgr = globals->get_soundmgr();
static bool smgr_enabled = true;
+ if (sound_working->getBoolValue() == false) { // request to reinit
+ smgr->reinit();
+ smgr->resume();
+ sound_working->setBoolValue(true);
+ }
+
if (smgr_enabled != sound_enabled->getBoolValue()) {
if (smgr_enabled == true) { // request to suspend
smgr->suspend();
// END Tile Manager udpates
if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
- && cur_fdm_state->get_inited()) {
+ && fgGetBool("sim/fdm-initialized")) {
fgSetBool("sim/sceneryloaded",true);
if (fgGetBool("/sim/sound/working")) {
globals->get_soundmgr()->activate();
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
+ SG_LOG( SG_GENERAL, SG_INFO, general.get_glVendor() );
SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
+ SG_LOG( SG_GENERAL, SG_INFO, general.get_glVersion() );
GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
} else if ( idle_state == 2 ) {
idle_state++;
- // Read the list of available aircraft
- fgReadAircraft();
+
fgSplashProgress("reading airport & navigation data");
// Initialize the 3D aircraft model subsystem (has a dependency on
// the scenery subsystem.)
////////////////////////////////////////////////////////////////////
- globals->set_aircraft_model(new FGAircraftModel);
- globals->get_aircraft_model()->init();
- globals->get_aircraft_model()->bind();
+ FGAircraftModel* acm = new FGAircraftModel;
+ globals->set_aircraft_model(acm);
+ //globals->add_subsystem("aircraft-model", acm);
+ acm->init();
+ acm->bind();
////////////////////////////////////////////////////////////////////
// Initialize the view manager subsystem.
} else if ( idle_state == 6 ) {
idle_state++;
// Initialize the sky
- SGPath ephem_data_path( globals->get_fg_root() );
- ephem_data_path.append( "Astro" );
- SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
- ephem->update( globals->get_time_params()->getMjd(),
- globals->get_time_params()->getLst(),
- 0.0 );
- globals->set_ephem( ephem );
+
+ Ephemeris* eph = new Ephemeris;
+ globals->add_subsystem("ephmeris", eph);
+ eph->init(); // FIXME - remove this once SGSky code below is also a subsystem
+ eph->bind();
// TODO: move to environment mgr
thesky = new SGSky;
// setup OpenGL view parameters
globals->get_renderer()->init();
- SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
fgRegisterIdleHandler( &fgIdleFunction );
fgRegisterDrawHandler( &FGRenderer::update );
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool get_stencil_buffer = true;
-#else
- bool get_stencil_buffer = false;
-#endif
-
// Initialize plib net interface
netInit( &argc, argv );
// Clouds3D requires an alpha channel
- // clouds may require stencil buffer
- fgOSOpenWindow(get_stencil_buffer);
+ fgOSOpenWindow(true /* request stencil buffer */);
// Initialize the splash screen right away
fntInit();