#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 <simgear/scene/sky/sky.hxx>
#include <simgear/structure/event_mgr.hxx>
+#include <simgear/props/AtomicChangeListener.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/math/sg_random.h>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
+#include <Sound/fg_fx.hxx>
#include <Sound/beacon.hxx>
#include <Sound/morse.hxx>
-#include <FDM/flight.hxx>
+#include <Sound/fg_fx.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>
#include "fg_init.hxx"
#include "fg_os.hxx"
#include "WindowSystemAdapter.hxx"
-
+#include <Main/viewer.hxx>
static double real_delta_time_sec = 0.0;
double delta_time_sec = 0.0;
-extern float init_volume;
using namespace flightgear;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
+void fgInitSoundManager();
+void fgSetNewSoundDevice(const char *);
+
// The atexit() function handler should know when the graphical subsystem
// 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-// FIXME: this distinction is obsolete; all subsystems now get delta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;
general.set_frame_rate( frames );
fgSetInt("/sim/frame-rate", frames);
SG_LOG( SG_ALL, SG_DEBUG,
- "--> Frame rate is = " << general.get_frame_rate() );
+ "--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
last_time = t->get_cur_time();
// 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" );
- }
-
- // Run audio scheduler
-#ifdef ENABLE_AUDIO_SUPPORT
- if ( globals->get_soundmgr()->is_working() ) {
- globals->get_soundmgr()->update( delta_time_sec );
- }
-#endif
-
+#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...
// 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();
-
globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
+
// update tile manager for view...
SGVec3d viewPos = globals->get_current_view()->get_view_pos();
SGGeod geodViewPos = SGGeod::fromCart(viewPos);
// update the view angle as late as possible, but before sound calculations
globals->get_viewmgr()->update(real_delta_time_sec);
+ // Update the sound manager last so it can use the CPU while the GPU
+ // is processing the scenery (doubled the frame-rate for me) -EMH-
#ifdef ENABLE_AUDIO_SUPPORT
- // Right now we make a simplifying assumption that the primary
- // aircraft is the source of all sounds and that all sounds are
- // positioned in the aircraft base
-
- static sgdVec3 last_listener_pos = {0, 0, 0};
- static sgdVec3 last_model_pos = {0, 0, 0};
-
- // get the orientation
- const SGQuatd view_or = current_view->getViewOrientation();
- SGQuatd surf_or = SGQuatd::fromLonLat(current_view->getPosition());
- SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
- globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
- globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
- globals->get_aircraft_model()->get3DModel()->getRollDeg());
-
- // get the up and at vector in the aircraft base
- // (ok, the up vector is a down vector, but the coordinates
- // are finally calculated in a left hand system and openal
- // lives in a right hand system. Therefore we need to pass
- // the down vector to get correct stereo sound.)
- SGVec3d sgv_up = model_or.rotateBack(
- surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
- sgVec3 up;
- sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
- SGVec3d sgv_at = model_or.rotateBack(
- surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
- sgVec3 at;
- sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
-
- // get the location data for the primary FDM (now hardcoded to ac model)...
- SGGeod geodPos = globals->get_aircraft_model()->get3DModel()->getPosition();
- SGVec3d model_pos = SGVec3d::fromGeod(geodPos);
-
- // Calculate speed of listener and model. This code assumes the
- // listener is either tracking the model at the same speed or
- // stationary.
-
- sgVec3 listener_vel, model_vel;
- SGVec3d SGV3d_help;
- sgdVec3 sgdv3_help;
- sgdVec3 sgdv3_null = {0, 0, 0};
-
- // the aircraft velocity as reported by the fdm (this will not
- // vary or be affected by frame rates or timing jitter.)
- sgVec3 fdm_vel_vec;
- sgSetVec3( fdm_vel_vec,
- vn_fps->getDoubleValue() * SG_FEET_TO_METER,
- ve_fps->getDoubleValue() * SG_FEET_TO_METER,
- vd_fps->getDoubleValue() * SG_FEET_TO_METER );
- double fdm_vel = sgLengthVec3(fdm_vel_vec);
-
- // compute the aircraft velocity vector and scale it to the length
- // of the fdm velocity vector. This gives us a vector in the
- // proper coordinate system, but also with the proper time
- // invariant magnitude.
- sgdSubVec3( sgdv3_help,
- last_model_pos, model_pos.data());
- sgdAddVec3( last_model_pos, sgdv3_null, model_pos.data());
- SGV3d_help = model_or.rotateBack(
- surf_or.rotateBack(SGVec3d(sgdv3_help[0],
- sgdv3_help[1], sgdv3_help[2])));
- sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
-
- float vel = sgLengthVec3(model_vel);
- if ( fabs(vel) > 0.0001 ) {
- if ( fabs(fdm_vel / vel) > 0.0001 ) {
- sgScaleVec3( model_vel, fdm_vel / vel );
- }
- }
-
- // check for moving or stationary listener (view position)
- sgdSubVec3( sgdv3_help,
- last_listener_pos, current_view->get_view_pos().data());
- sgdAddVec3( last_listener_pos,
- sgdv3_null, current_view->get_view_pos().data());
-
- if ( sgdLengthVec3(sgdv3_help) > 0.2 ) {
- sgCopyVec3( listener_vel, model_vel );
+ static bool smgr_init = true;
+ static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
+ if (smgr_init == true) {
+ if (sound_working->getBoolValue() == true) {
+ fgInitSoundManager();
+ smgr_init = false;
+ }
} else {
- sgSetVec3( listener_vel, 0.0, 0.0, 0.0 );
- }
-
- globals->get_soundmgr()->set_listener_vel( listener_vel );
-
- // set positional offset for sources
- sgdVec3 dsource_pos_offset;
- sgdSubVec3( dsource_pos_offset,
- current_view->get_view_pos().data(),
- model_pos.data() );
- SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
- surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
- dsource_pos_offset[1], dsource_pos_offset[2])));
-
- sgVec3 source_pos_offset;
- sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
- sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
+ static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
+ 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);
+ }
- globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
+ if (smgr_enabled != sound_enabled->getBoolValue()) {
+ if (smgr_enabled == true) { // request to suspend
+ smgr->suspend();
+ smgr_enabled = false;
+ } else {
+ smgr->resume();
+ smgr_enabled = true;
+ }
+ }
- float orient[6];
- for (int i = 0; i < 3; i++) {
- orient[i] = sgv_at[i];
- orient[i + 3] = sgv_up[i];
+ if (smgr_enabled == true) {
+ static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
+ smgr->set_volume(volume->getFloatValue());
+ smgr->update(delta_time_sec);
+ }
}
- globals->get_soundmgr()->set_listener_orientation( orient );
-
- // set the velocity
- // all sources are defined to be in the model
- globals->get_soundmgr()->set_source_vel_all( model_vel );
-
- // The listener is always positioned at the origin.
- sgVec3 listener_pos;
- sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
- globals->get_soundmgr()->set_listener_pos( listener_pos );
#endif
// 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);
- fgSetFloat("/sim/sound/volume", init_volume);
- globals->get_soundmgr()->set_volume(init_volume);
+ if (fgGetBool("/sim/sound/working")) {
+ globals->get_soundmgr()->activate();
+ }
+ globals->get_props()->tie("/sim/sound/devices/name",
+ SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
}
-
+ simgear::AtomicChangeListener::fireChangeListeners();
fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
+void fgInitSoundManager()
+{
+ SGSoundMgr *smgr = globals->get_soundmgr();
+
+ smgr->bind();
+ smgr->init(fgGetString("/sim/sound/device-name", NULL));
+
+ vector <const char*>devices = smgr->get_available_devices();
+ for (unsigned int i=0; i<devices.size(); i++) {
+ SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
+ p->setStringValue(devices[i]);
+ }
+ devices.clear();
+}
+
+void fgSetNewSoundDevice(const char *device)
+{
+ globals->get_soundmgr()->suspend();
+ globals->get_soundmgr()->stop();
+ globals->get_soundmgr()->init(device);
+ globals->get_soundmgr()->resume();
+}
+
// Operation for querying OpenGL parameters. This must be done in a
// valid OpenGL context, potentially in another thread.
namespace
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");
} else if ( idle_state == 5 ) {
idle_state++;
+
////////////////////////////////////////////////////////////////////
// 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;
SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
-#if defined( __CYGWIN__ )
+# if defined( __CYGWIN__ )
string command = "start /m `cygpath -w " + mp3file.str() + "`";
-#elif defined( WIN32 )
+# elif defined( _WIN32 )
string command = "start /m " + mp3file.str();
-#else
+# else
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
-#endif
+# endif
system ( command.c_str() );
}
// 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") );
fgSplashProgress("loading scenery objects");
-
+ int session = fgGetInt("/sim/session",0);
+ session++;
+ fgSetInt("/sim/session",session);
}
if ( idle_state == 1000 ) {
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "1.9.0";
+ static char required_version[] = "2.0.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
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();