# include <config.h>
#endif
-#ifdef FG_MATH_EXCEPTION_CLASH
+#include <simgear/compiler.h>
+
+#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-# include <float.h>
+# include <windows.h>
+# include <float.h>
#endif
#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include <GL/gl.h>
#include <stdio.h>
#include <string.h>
#endif
#ifdef HAVE_SYS_STAT_H
-# include <sys/stat.h> /* for stat() */
+# include <sys/stat.h> // for stat()
#endif
#ifdef HAVE_UNISTD_H
-# include <unistd.h> /* for stat() */
+# include <unistd.h> // for stat()
#endif
-#include <plib/pu.h> // plib include
-#include <plib/ssg.h> // plib include
+// #ifdef HAVE_LIBX11
+// # include <GL/glext.h>
+// #endif
-#ifdef ENABLE_AUDIO_SUPPORT
-# include <plib/sl.h> // plib include
-# include <plib/sm.h> // plib include
-#endif
+#include <plib/pu.h>
+#include <plib/ssg.h>
#include <simgear/constants.h> // for VERSION
#include <simgear/debug/logstream.hxx>
#include <simgear/math/polar3d.hxx>
-#include <simgear/math/fg_random.h>
-#include <simgear/misc/fgpath.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sg_path.hxx>
#include <simgear/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/timing/lowleveltime.h>
#include <FDM/UIUCModel/uiuc_aircraftdir.h>
#include <GUI/gui.h>
-#include <Joystick/joystick.hxx>
+#include <GUI/sgVec3Slider.hxx>
+// #include <Joystick/joystick.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
+#include <Objects/matlib.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
+#ifdef ENABLE_AUDIO_SUPPORT
+# include <Sound/soundmgr.hxx>
+# include <Sound/morse.hxx>
+#endif
#include <Time/event.hxx>
#include <Time/fg_timer.hxx>
+#include <Time/light.hxx>
#include <Time/sunpos.hxx>
#include <Time/tmp.hxx>
+#include <Input/input.hxx>
+
+// begin - added Venky
+// $$$ begin - added VS Renganathan
+#include <simgear/misc/sgstream.hxx>
+#include <FDM/flight.hxx>
+#include <FDM/ADA.hxx>
+void fgLoadDCS (void);
+void fgUpdateDCS (void);
+ssgSelector *ship_sel=NULL;
+// upto 32 instances of a same object can be loaded.
+ssgTransform *ship_pos[32];
+double obj_lat[32],obj_lon[32],obj_alt[32];
+int objc=0;
+// $$$ end - added VS Renganathan
+// end - added Venky
+
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
#include "version.h"
-#include "bfi.hxx"
#include "fg_init.hxx"
#include "fg_io.hxx"
+#include "fg_props.hxx"
#include "globals.hxx"
-#include "keyboard.hxx"
-#include "options.hxx"
#include "splash.hxx"
-#include "views.hxx"
-
-// -dw- use custom sioux settings so I can see output window
#ifdef macintosh
-# ifndef FG_NDEBUG
-# include <sioux.h> // settings for output window
-# endif
-# include <console.h>
+# include <console.h> // -dw- for command line dialog
#endif
// our initializations out of the glutIdleLoop() so that we can get a
// splash screen up and running right away.
static int idle_state = 0;
-static int global_multi_loop;
+static long global_multi_loop;
// attempt to avoid a large bounce at startup
static bool initial_freeze = true;
-// Another hack
-int use_signals = 0;
+// forward declaration
+void fgReshape( int width, int height );
// Global structures for the Audio library
#ifdef ENABLE_AUDIO_SUPPORT
-slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
-slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
-slScheduler *audio_sched;
-smMixer *audio_mixer;
-slSample *s1;
-slSample *s2;
+ static FGSimpleSound *s1;
+ static FGSimpleSound *s2;
#endif
// ssg variables
ssgRoot *scene = NULL;
ssgBranch *terrain = NULL;
-ssgSelector *penguin_sel = NULL;
-ssgTransform *penguin_pos = NULL;
+
+// aircraft model stuff
+ssgSelector *acmodel_selector = NULL;
+ssgTransform *acmodel_pos = NULL;
+ssgSelector *prop_selector = NULL;
+ssgSelector *flaps_selector = NULL;
+int acmodel_npropsettings;
+int acmodel_proprpms[4][2]; // different propeller settings
+
+ssgRoot *lighting = NULL;
+ssgBranch *ground = NULL;
+ssgBranch *airport = NULL;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
ssgTransform *fgd_pos = NULL;
-//sgMat4 sgTUX;
#endif
// current fdm/position used for view
menus->enable( GL_BLEND );
}
+// fgFindNode -- a function that finds a named node in an ssg graph
+ssgEntity *fgFindNode( ssgEntity *node, const char *name ) {
+ if ( node->getName() != NULL && strcmp( name, node->getName() ) == 0 ) {
+ return node;
+ } else if ( node->isAKindOf( ssgTypeBranch() ) ) {
+ ssgEntity *kid = ((ssgBranch*)node)->getKid(0);
+ while (kid != NULL) {
+ ssgEntity *n = fgFindNode(kid, name);
+ if (n != NULL)
+ return n;
+
+ kid = ((ssgBranch*)node)->getNextKid();
+ }
+ }
+
+ return NULL;
+}
// fgInitVisuals() -- Initialize various GL/view parameters
void fgInitVisuals( void ) {
#ifndef GLUT_WRONG_VERSION
// Go full screen if requested ...
- if ( current_options.get_fullscreen() ) {
+ if ( fgGetBool("/sim/startup/fullscreen") ) {
glutFullScreen();
}
#endif
// glFogi (GL_FOG_MODE, GL_LINEAR);
glFogi (GL_FOG_MODE, GL_EXP2);
- if ( (current_options.get_fog() == 1) ||
- (current_options.get_shading() == 0) ) {
+ if ( (fgGetString("/sim/rendering/fog") == "disabled") ||
+ (!fgGetBool("/sim/rendering/shading"))) {
// if fastest fog requested, or if flat shading force fastest
glHint ( GL_FOG_HINT, GL_FASTEST );
- } else if ( current_options.get_fog() == 2 ) {
+ } else if ( fgGetString("/sim/rendering/fog") == "nicest" ) {
glHint ( GL_FOG_HINT, GL_NICEST );
}
- if ( current_options.get_wireframe() ) {
+ if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
}
+// For HiRes screen Dumps using Brian Pauls TR Library
+void trRenderFrame( void ) {
+
+ if ( fgPanelVisible() ) {
+ GLfloat height = fgGetInt("/sim/startup/ysize");
+ GLfloat view_h =
+ (current_panel->getViewHeight() - current_panel->getYOffset())
+ * (height / 768.0) + 1;
+ glTranslatef( 0.0, view_h, 0.0 );
+ }
+
+ static double m_log01 = -log( 0.01 );
+ static double sqrt_m_log01 = sqrt( m_log01 );
+
+ static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+ static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+ fgLIGHT *l = &cur_light_params;
+
+ glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
+ l->adj_fog_color[2], l->adj_fog_color[3]);
+
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ // set the opengl state to known default values
+ default_state->force();
+
+ // update fog params
+ double actual_visibility = thesky->get_visibility();
+ // GLfloat fog_exp_density = m_log01 / actual_visibility;
+ GLfloat fog_exp2_density = sqrt_m_log01 / actual_visibility;
+ GLfloat fog_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 1.5 );
+
+ glEnable( GL_FOG );
+ glFogf ( GL_FOG_DENSITY, fog_exp2_density);
+ glFogi ( GL_FOG_MODE, GL_EXP2 );
+ glFogfv ( GL_FOG_COLOR, l->adj_fog_color );
+
+ // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
+ // we only update GL_AMBIENT for our lights we will never get
+ // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
+ // explicitely to black.
+ glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
+
+ ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
+
+ // texture parameters
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+
+ // we need a white diffuse light for the phase of the moon
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
+ thesky->preDraw();
+
+ // draw the ssg scene
+ // return to the desired diffuse color
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
+ glEnable( GL_DEPTH_TEST );
+ ssgCullAndDraw( scene );
+
+ // draw the lights
+ glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
+ ssgCullAndDraw( lighting );
+
+ thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
+
+ // need to do this here as hud_and_panel state is static to
+ // main.cxx and HUD and Panel routines have to be called with
+ // knowledge of the the TR struct < see gui.cxx::HighResDump()
+ hud_and_panel->apply();
+}
+
+
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame( void ) {
- // Update the BFI.
- FGBFI::update();
+ // Update the default (kludged) properties.
+ fgUpdateProps();
fgLIGHT *l = &cur_light_params;
static double last_visibility = -9999;
- double angle;
+ static GLfloat fog_exp_density;
+ static GLfloat fog_exp2_density;
+ static GLfloat fog_exp2_punch_through;
+
+ // double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
// GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
if ( idle_state != 1000 ) {
// still initializing, draw the splash screen
- if ( current_options.get_splash_screen() == 1 ) {
+ if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0);
}
} else {
// now work without seg faulting the system.
// printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
- // FG_Altitude * FEET_TO_METER);
+ // FG_Altitude * SG_FEET_TO_METER);
// this is just a temporary hack, to make me understand Pui
// timerText -> setLabel (ctime (&t->cur_time));
// end of hack
- // update view volume parameters
- // cout << "before pilot_view update" << endl;
- pilot_view.UpdateViewParams(*cur_fdm_state);
- // cout << "after pilot_view update" << endl;
- current_view.UpdateViewParams(cur_view_fdm);
+ // calculate our current position in cartesian space
+ scenery.center = scenery.next_center;
+ // printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x(),
+ // scenery.center.y(), scenery.center.z());
+
+ FGViewerRPH *pilot_view =
+ (FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
+
+ pilot_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
+ cur_fdm_state->get_Lat_geocentric(),
+ cur_fdm_state->get_Altitude() *
+ SG_FEET_TO_METER );
+ pilot_view->set_sea_level_radius( cur_fdm_state->
+ get_Sea_level_radius() *
+ SG_FEET_TO_METER );
+ pilot_view->set_rph( cur_fdm_state->get_Phi(),
+ cur_fdm_state->get_Theta(),
+ cur_fdm_state->get_Psi() );
+
+ FGViewerLookAt *chase_view =
+ (FGViewerLookAt *)globals->get_viewmgr()->get_view( 1 );
+
+ sgVec3 po; // chase view pilot_offset
+ sgVec3 wup; // chase view world up
+ sgSetVec3( po, 0.0, 0.0, 100.0 );
+ sgCopyVec3( wup, pilot_view->get_world_up() );
+ sgMat4 CXFM; // chase view + pilot offset xform
+ sgMakeRotMat4( CXFM,
+ chase_view->get_view_offset() * SGD_RADIANS_TO_DEGREES -
+ cur_fdm_state->get_Psi() * SGD_RADIANS_TO_DEGREES,
+ wup );
+ sgVec3 npo; // new pilot offset after rotation
+ sgVec3 *pPO = PilotOffsetGet();
+ sgXformVec3( po, *pPO, pilot_view->get_UP() );
+ sgXformVec3( npo, po, CXFM );
+
+ chase_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
+ cur_fdm_state->get_Lat_geocentric(),
+ cur_fdm_state->get_Altitude() *
+ SG_FEET_TO_METER );
+ chase_view->set_sea_level_radius( cur_fdm_state->
+ get_Sea_level_radius() *
+ SG_FEET_TO_METER );
+ chase_view->set_pilot_offset( npo[0], npo[1], npo[2] );
+ chase_view->set_view_forward( pilot_view->get_view_pos() );
+ chase_view->set_view_up( wup );
+
+#if 0
+ sgMat4 rph;
+ sgCopyMat4( rph, pilot_view->get_VIEW() );
+ cout << "RPH Matrix = " << endl;
+ int i, j;
+ for ( i = 0; i < 4; i++ ) {
+ for ( j = 0; j < 4; j++ ) {
+ printf("%10.4f ", rph[i][j]);
+ }
+ cout << endl;
+ }
+
+ sgMat4 la;
+ sgCopyMat4( la, chase_view->get_VIEW() );
+ cout << "LookAt Matrix = " << endl;
+ for ( i = 0; i < 4; i++ ) {
+ for ( j = 0; j < 4; j++ ) {
+ printf("%10.4f ", la[i][j]);
+ }
+ cout << endl;
+ }
+#endif
+
+ // update view port
+ fgReshape( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
+
+#if 0
+ // swing and a miss
+
+ if ( ! fgPanelVisible() ) {
+ xglViewport( 0, 0 ,
+ (GLint)(fgGetInt("/sim/startup/xsize")),
+ (GLint)(fgGetInt("/sim/startup/ysize")) );
+ } else {
+ int view_h =
+ int( (current_panel->getViewHeight() -
+ current_panel->getYOffset())
+ * (fgGetInt("/sim/startup/ysize") / 768.0) );
+ glViewport( 0,
+ (GLint)(fgGetInt("/sim/startup/ysize") - view_h),
+ (GLint)(fgGetInt("/sim/startup/xsize")),
+ (GLint)(view_h) );
+ }
+#endif
// set the sun position
glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
clear_mask = GL_DEPTH_BUFFER_BIT;
- if ( current_options.get_wireframe() ) {
+ if ( fgGetBool("/sim/rendering/wireframe") ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
- if ( current_options.get_skyblend() ) {
- if ( current_options.get_textures() ) {
+ if ( fgGetBool("/sim/rendering/skyblend") ) {
+ if ( fgGetBool("/sim/rendering/textures") ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
l->adj_fog_color[2], l->adj_fog_color[3]);
// ssg does to set up the model view matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- ssgSetCamera( current_view.VIEW );
-
- /*
- sgMat4 vm_tmp, view_mat;
- sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
- sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
- sgPreMultMat4( view_mat, vm_tmp ) ;
- glLoadMatrixf( (float *)view_mat );
- */
+ ssgSetCamera( (sgVec4 *)globals->get_current_view()->get_VIEW() );
// set the opengl state to known default values
default_state->force();
thesky->set_visibility( current_weather.get_visibility() );
#endif
- thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
-
+ thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
( global_multi_loop *
- current_options.get_speed_up() ) /
- (double)current_options.get_model_hz() );
+ fgGetInt("/sim/speed-up") ) /
+ (double)fgGetInt("/sim/model-hz") );
double actual_visibility = thesky->get_visibility();
// cout << "actual visibility = " << actual_visibility << endl;
// cout << "----> updating fog params" << endl;
- GLfloat fog_exp_density;
- GLfloat fog_exp2_density;
-
// for GL_FOG_EXP
- fog_exp_density = -log(0.01 / actual_visibility);
+ fog_exp_density = -log(0.01) / actual_visibility;
// for GL_FOG_EXP2
fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
-
- // Set correct opengl fog density
- glFogf (GL_FOG_DENSITY, fog_exp2_density);
+ fog_exp2_punch_through = sqrt( -log(0.01) ) /
+ ( actual_visibility * 1.5 );
}
-
- // update the sky dome
- if ( current_options.get_skyblend() ) {
- sgVec3 view_pos;
- sgSetVec3( view_pos,
- current_view.get_view_pos().x(),
- current_view.get_view_pos().y(),
- current_view.get_view_pos().z() );
-
- sgVec3 zero_elev;
- sgSetVec3( zero_elev,
- current_view.get_cur_zero_elev().x(),
- current_view.get_cur_zero_elev().y(),
- current_view.get_cur_zero_elev().z() );
+ // Set correct opengl fog density
+ glFogf (GL_FOG_DENSITY, fog_exp2_density);
+
+ // update the sky dome
+ if ( fgGetBool("/sim/rendering/skyblend") ) {
/* cout << "thesky->repaint() sky_color = "
<< cur_light_params.sky_color[0] << " "
<< cur_light_params.sky_color[1] << " "
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
- thesky->reposition( view_pos, zero_elev,
- current_view.get_local_up(),
+ thesky->reposition( globals->get_current_view()->get_view_pos(),
+ globals->get_current_view()->get_zero_elev(),
+ globals->get_current_view()->get_world_up(),
cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
- cur_fdm_state->get_Altitude() * FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
cur_light_params.sun_rotation,
globals->get_time_params()->getGst(),
globals->get_ephem()->getSunRightAscension(),
}
glEnable( GL_DEPTH_TEST );
- if ( current_options.get_fog() > 0 ) {
+ if ( fgGetString("/sim/rendering/fog") != (string)"disabled" ) {
glEnable( GL_FOG );
glFogi( GL_FOG_MODE, GL_EXP2 );
glFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
- // set lighting parameters
+ // set sun/lighting parameters
+ ssgGetLight( 0 ) -> setPosition( l->sun_vec );
+
+ // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
+ // we only update GL_AMBIENT for our lights we will never get
+ // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
+ // explicitely to black.
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
- glLightfv( GL_LIGHT0, GL_AMBIENT, black );
- glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
- // glLightfv(GL_LIGHT0, GL_SPECULAR, white );
+ GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+ glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
+
+ ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
+ // ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_white );
// texture parameters
// glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
- // set base color (I don't think this is doing anything here)
- // glMaterialfv (GL_FRONT, GL_AMBIENT, white);
- // (GL_FRONT, GL_DIFFUSE, white);
- // glMaterialfv (GL_FRONT, GL_SPECULAR, white);
- // glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
-
- sgVec3 sunpos;
- sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
- ssgGetLight( 0 ) -> setPosition( sunpos );
// glMatrixMode( GL_PROJECTION );
// glLoadIdentity();
- float fov = current_options.get_fov();
- // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
- ssgSetFOV(fov, fov * current_view.get_win_ratio());
+ float fov = globals->get_current_view()->get_fov();
+ ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
- double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
+ double agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- scenery.cur_elev;
- // FG_LOG( FG_ALL, FG_INFO, "visibility is "
+ // SG_LOG( SG_ALL, SG_INFO, "visibility is "
// << current_weather.get_visibility() );
if ( agl > 10.0 ) {
ssgSetNearFar( 0.5f, 120000.0f );
}
- if ( current_options.get_view_mode() ==
- fgOPTIONS::FG_VIEW_PILOT )
- {
- // disable TuX
- penguin_sel->select(0);
- } else if ( current_options.get_view_mode() ==
- fgOPTIONS::FG_VIEW_FOLLOW )
- {
- // select view matrix from front of view matrix queue
- // FGMat4Wrapper tmp = current_view.follow.front();
- // sgCopyMat4( sgVIEW, tmp.m );
-
- // enable TuX and set up his position and orientation
- penguin_sel->select(1);
+ if ( globals->get_viewmgr()->get_current() == 0 ) {
+ // disable aircraft model
+ acmodel_selector->select(0);
+ } else {
+ // enable aircraft model and set up its position and orientation
+ acmodel_selector->select(1);
+
+ FGViewerRPH *pilot_view =
+ (FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
sgMat4 sgTRANS;
- sgMakeTransMat4( sgTRANS,
- pilot_view.view_pos.x(),
- pilot_view.view_pos.y(),
- pilot_view.view_pos.z() );
+ sgMakeTransMat4( sgTRANS, pilot_view->get_view_pos() );
sgVec3 ownship_up;
sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
// sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
sgMat4 sgTUX;
sgCopyMat4( sgTUX, sgROT );
- sgPostMultMat4( sgTUX, pilot_view.VIEW_ROT );
+ sgPostMultMat4( sgTUX, pilot_view->get_VIEW_ROT() );
sgPostMultMat4( sgTUX, sgTRANS );
sgCoord tuxpos;
sgSetCoord( &tuxpos, sgTUX );
- penguin_pos->setTransform( &tuxpos );
+ acmodel_pos->setTransform( &tuxpos );
+
+ // set up moving parts
+ if (flaps_selector != NULL) {
+ flaps_selector->select( (controls.get_flaps() > 0.5f) ? 1 : 2 );
+ }
+
+ if (prop_selector != NULL) {
+ int propsel_mask = 0;
+ double rpm = fgGetDouble("/engines/engine[0]/rpm");
+ for (int i = 0; i < acmodel_npropsettings; i++) {
+ if (rpm >= acmodel_proprpms[i][0] &&
+ rpm <= acmodel_proprpms[i][1]) {
+ propsel_mask |= 1 << i;
+ }
+ }
+ prop_selector->select(propsel_mask);
+ }
}
+ // $$$ begin - added VS Renganthan 17 Oct 2K
+ fgUpdateDCS();
+ // $$$ end - added VS Renganthan 17 Oct 2K
+
# ifdef FG_NETWORK_OLK
- if ( current_options.get_network_olk() ) {
+ if ( fgGetBool("/sim/networking/network-olk") ) {
sgCoord fgdpos;
other = head->next; /* put listpointer to start */
while ( other != tail) { /* display all except myself */
}
# endif
- // ssgSetCamera( current_view.VIEW );
-
// position tile nodes and update range selectors
global_tile_mgr.prep_ssg_nodes();
- // force the default state so ssg can get back on track if
- // we've changed things elsewhere (this is now handled
- // differently)
- //
- // FGMaterialSlot m_slot;
- // FGMaterialSlot *m_ptr = &m_slot;
- // if ( material_mgr.find( "Default", m_ptr ) ) {
- // m_ptr->get_state()->force();
- // }
+ if ( fgGetBool("/sim/rendering/skyblend") ) {
+ // draw the sky backdrop
+
+ // we need a white diffuse light for the phase of the moon
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
+
+ thesky->preDraw();
- // draw the sky backdrop
- thesky->preDraw();
+ // return to the desired diffuse color
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
+ }
// draw the ssg scene
glEnable( GL_DEPTH_TEST );
ssgCullAndDraw( scene );
- // draw the sky cloud layers
- thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
+ // change state for lighting here
+
+ // draw lighting
+ // Set punch through fog density
+ glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
+
+ ssgCullAndDraw( lighting );
+
+ if ( fgGetBool("/sim/rendering/skyblend") ) {
+ // draw the sky cloud layers
+ thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
+ }
// display HUD && Panel
glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
+
+ // update the input subsystem
+ current_input.update();
+
+ // update the controls subsystem
+ controls.update();
+
hud_and_panel->apply();
fgCockpitUpdate();
+ // update the panel subsystem
+ if (current_panel != 0)
+ current_panel->update();
+
// We can do translucent menus, so why not. :-)
- // glEnable ( GL_BLEND ) ;
menus->apply();
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();
// Update internal time dependent calculations (i.e. flight model)
-void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
- static fdm_state_list fdm_list;
+void fgUpdateTimeDepCalcs() {
+ static bool inited = false;
+
fgLIGHT *l = &cur_light_params;
int i;
- // update the flight model
- if ( multi_loop < 0 ) {
- multi_loop = 1;
- }
+ long multi_loop = 1;
if ( !globals->get_freeze() && !initial_freeze ) {
- // run Autopilot system
- current_autopilot->run();
-
- // printf("updating flight model x %d\n", multi_loop);
- /* fgFDMUpdate( current_options.get_flight_model(),
- fdm_state,
- multi_loop * current_options.get_speed_up(),
- remainder ); */
- cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
- FGSteam::update( multi_loop * current_options.get_speed_up() );
+ // conceptually, this could be done for each fdm instance ...
+
+ if ( !inited ) {
+ cur_fdm_state->stamp();
+ inited = true;
+ }
+
+ SGTimeStamp current;
+ current.stamp();
+ long elapsed = current - cur_fdm_state->get_time_stamp();
+ cur_fdm_state->set_time_stamp( current );
+ elapsed += cur_fdm_state->get_remainder();
+ // cout << "elapsed = " << elapsed << endl;
+ // cout << "dt = " << cur_fdm_state->get_delta_t() << endl;
+ multi_loop = (long)(((double)elapsed * 0.000001) /
+ cur_fdm_state->get_delta_t() );
+ cur_fdm_state->set_multi_loop( multi_loop );
+ long remainder = elapsed - (long)( (multi_loop*1000000) *
+ cur_fdm_state->get_delta_t() );
+ cur_fdm_state->set_remainder( remainder );
+ // cout << "remainder = " << remainder << endl;
+
+ // chop max interations to something reasonable if the sim was
+ // delayed for an excesive amount of time
+ if ( multi_loop > 2.0 / cur_fdm_state->get_delta_t() ) {
+ multi_loop = (int)(2.0 / cur_fdm_state->get_delta_t());
+ cur_fdm_state->set_remainder( 0 );
+ }
+
+ // cout << "multi_loop = " << multi_loop << endl;
+ for ( i = 0; i < multi_loop * fgGetInt("/sim/speed-up"); ++i ) {
+ // run Autopilot system
+ current_autopilot->run();
+
+ // update autopilot
+ cur_fdm_state->update( 1 );
+ }
+ FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") );
} else {
- // fgFDMUpdate( current_options.get_flight_model(),
- // fdm_state, 0, remainder );
cur_fdm_state->update( 0 );
FGSteam::update( 0 );
- if ( global_tile_mgr.queue_size() == 0 ) {
+ //if ( global_tile_mgr.queue_size() == 0 ) {
initial_freeze = false;
- }
- }
-
- fdm_list.push_back( *cur_fdm_state );
- while ( fdm_list.size() > 15 ) {
- fdm_list.pop_front();
+ //}
}
- if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) {
+ if ( fgGetString("/sim/view-mode") == "pilot" ) {
cur_view_fdm = *cur_fdm_state;
// do nothing
- } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
- cur_view_fdm = fdm_list.front();
}
// update the view angle
+ FGViewer *v = globals->get_current_view();
for ( i = 0; i < multi_loop; i++ ) {
- if ( fabs(current_view.get_goal_view_offset() -
- current_view.get_view_offset()) < 0.05 )
- {
- current_view.set_view_offset( current_view.get_goal_view_offset() );
+ if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
+ v->set_view_offset( v->get_goal_view_offset() );
break;
} else {
- // move current_view.view_offset towards current_view.goal_view_offset
- if ( current_view.get_goal_view_offset() >
- current_view.get_view_offset() )
+ // move current_view.view_offset towards
+ // current_view.goal_view_offset
+ if ( v->get_goal_view_offset() > v->get_view_offset() )
{
- if ( current_view.get_goal_view_offset() -
- current_view.get_view_offset() < FG_PI )
- {
- current_view.inc_view_offset( 0.01 );
+ if ( v->get_goal_view_offset() - v->get_view_offset() < SGD_PI ){
+ v->inc_view_offset( 0.01 );
} else {
- current_view.inc_view_offset( -0.01 );
+ v->inc_view_offset( -0.01 );
}
} else {
- if ( current_view.get_view_offset() -
- current_view.get_goal_view_offset() < FG_PI )
- {
- current_view.inc_view_offset( -0.01 );
+ if ( v->get_view_offset() - v->get_goal_view_offset() < SGD_PI ){
+ v->inc_view_offset( -0.01 );
} else {
- current_view.inc_view_offset( 0.01 );
+ v->inc_view_offset( 0.01 );
}
}
- if ( current_view.get_view_offset() > FG_2PI ) {
- current_view.inc_view_offset( -FG_2PI );
- } else if ( current_view.get_view_offset() < 0 ) {
- current_view.inc_view_offset( FG_2PI );
+ if ( v->get_view_offset() > SGD_2PI ) {
+ v->inc_view_offset( -SGD_2PI );
+ } else if ( v->get_view_offset() < 0 ) {
+ v->inc_view_offset( SGD_2PI );
}
}
}
- double tmp = -(l->sun_rotation + FG_PI)
- - (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
+ double tmp = -(l->sun_rotation + SGD_PI)
+ - (cur_fdm_state->get_Psi() -
+ globals->get_current_view()->get_view_offset() );
while ( tmp < 0.0 ) {
- tmp += FG_2PI;
+ tmp += SGD_2PI;
}
- while ( tmp > FG_2PI ) {
- tmp -= FG_2PI;
+ while ( tmp > SGD_2PI ) {
+ tmp -= SGD_2PI;
}
/* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
- FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG,
- -(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
+ FG_Psi * SGD_RADIANS_TO_DEGREES, current_view.view_offset * SGD_RADIANS_TO_DEGREES,
+ -(l->sun_rotation+SGD_PI) * SGD_RADIANS_TO_DEGREES, tmp * SGD_RADIANS_TO_DEGREES); */
l->UpdateAdjFog();
// Update solar system
cur_fdm_state->get_Latitude() );
// Update radio stack model
- current_radiostack->update( cur_fdm_state->get_Longitude(),
- cur_fdm_state->get_Latitude(),
- cur_fdm_state->get_Altitude() * FEET_TO_METER );
+ current_radiostack->update();
}
// initialize timer
// #ifdef HAVE_SETITIMER
- // fgTimerInit( 1.0 / current_options.get_model_hz(),
+ // fgTimerInit( 1.0 / fgGetInt("/sim/model-hz"),
// fgUpdateTimeDepCalcs );
// #endif HAVE_SETITIMER
}
static const double alt_adjust_ft = 3.758099;
-static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
+static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
// What should we do when we have nothing else to do? Let's get ready
SGTime *t = globals->get_time_params();
- FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
- FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
+ SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
+ SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
#ifdef FG_NETWORK_OLK
- if ( current_options.get_network_olk() ) {
+ if ( fgGetBool("/sim/networking/network-olk") ) {
if ( net_is_registered == 0 ) { // We first have to reg. to fgd
// printf("FGD: Netupdate\n");
fgd_send_com( "A", FGFS_host); // Send Mat4 data
#if defined( ENABLE_PLIB_JOYSTICK )
// Read joystick and update control settings
- if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
- fgJoystickRead();
- }
+ // if ( fgGetString("/sim/control-mode") == "joystick" )
+ // {
+ // fgJoystickRead();
+ // }
#elif defined( ENABLE_GLUT_JOYSTICK )
// Glut joystick support works by feeding a joystick handler
// function to glut. This is taken care of once in the joystick
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
- cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
- cur_fdm_state->get_Altitude() * FEET_TO_METER); */
+ cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
if ( scenery.cur_elev > -9990 ) {
- if ( cur_fdm_state->get_Altitude() * FEET_TO_METER <
+ if ( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER <
(scenery.cur_elev + alt_adjust_m - 3.0) ) {
// now set aircraft altitude above ground
printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
- cur_fdm_state->get_Altitude() * FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
scenery.cur_elev + alt_adjust_m - 3.0,
scenery.cur_elev + alt_adjust_m );
- fgFDMForceAltitude( current_options.get_flight_model(),
+ fgFDMForceAltitude( fgGetString("/sim/flight-model"),
scenery.cur_elev + alt_adjust_m );
- FG_LOG( FG_ALL, FG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"<*> resetting altitude to "
- << cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" );
+ << cur_fdm_state->get_Altitude() * SG_FEET_TO_METER
+ << " meters" );
}
- fgFDMSetGroundElevation( current_options.get_flight_model(),
- scenery.cur_elev ); // meters
}
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
- cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
- cur_fdm_state->get_Altitude() * FEET_TO_METER); */
+ 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"
if ( globals->get_warp_delta() != 0 ) {
// update magvar model
globals->get_mag()->update( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
- cur_fdm_state->get_Altitude()* FEET_TO_METER,
+ cur_fdm_state->get_Altitude()* SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
elapsed = fgGetTimeInterval();
- FG_LOG( FG_ALL, FG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time interval is = " << elapsed
<< ", previous remainder is = " << remainder );
#else
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
- FG_LOG( FG_ALL, FG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
#endif
// Run flight model
- if ( ! use_signals ) {
- // Calculate model iterations needed for next frame
- elapsed += remainder;
-
- global_multi_loop = (int)(((double)elapsed * 0.000001) *
- current_options.get_model_hz());
- remainder = elapsed - ( (global_multi_loop*1000000) /
- current_options.get_model_hz() );
- FG_LOG( FG_ALL, FG_DEBUG,
- "Model iterations needed = " << global_multi_loop
- << ", new remainder = " << remainder );
+
+ // Calculate model iterations needed for next frame
+ elapsed += remainder;
+
+ global_multi_loop = (long)(((double)elapsed * 0.000001) *
+ fgGetInt("/sim/model-hz"));
+ remainder = elapsed - ( (global_multi_loop*1000000) /
+ fgGetInt("/sim/model-hz") );
+ SG_LOG( SG_ALL, SG_DEBUG,
+ "Model iterations needed = " << global_multi_loop
+ << ", new remainder = " << remainder );
- // flight model
- if ( global_multi_loop > 0 ) {
- fgUpdateTimeDepCalcs(global_multi_loop, remainder);
- } else {
- FG_LOG( FG_ALL, FG_DEBUG,
- "Elapsed time is zero ... we're zinging" );
- }
+ // chop max interations to something reasonable if the sim was
+ // delayed for an excesive amount of time
+ if ( global_multi_loop > 2.0 * fgGetInt("/sim/model-hz") ) {
+ global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
+ remainder = 0;
+ }
+
+ // flight model
+ if ( global_multi_loop > 0 ) {
+ fgUpdateTimeDepCalcs();
+ } else {
+ SG_LOG( SG_ALL, SG_DEBUG,
+ "Elapsed time is zero ... we're zinging" );
}
#if ! defined( macintosh )
#endif
// see if we need to load any new scenery tiles
- global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
- cur_fdm_state->get_Latitude() * RAD_TO_DEG );
+ global_tile_mgr.update( cur_fdm_state->get_Longitude()
+ * SGD_RADIANS_TO_DEGREES,
+ cur_fdm_state->get_Latitude()
+ * SGD_RADIANS_TO_DEGREES );
+
+ // see if we need to load any deferred-load textures
+ material_lib.load_next_deferred();
// Process/manage pending events
global_events.Process();
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
- if ( current_options.get_sound() && !audio_sched->not_working() ) {
-
- if ( current_options.get_aircraft() == "c172" ) {
+ if ( fgGetBool("/sim/sound") && globals->get_soundmgr()->is_working() ) {
+ if ( fgGetString("/sim/aircraft") == "c172" ) {
// pitch corresponds to rpm
// volume corresponds to manifold pressure
+ // cout << "AUDIO working = "
+ // << globals->get_soundmgr()->is_working() << endl;
+
double rpm_factor;
if ( cur_fdm_state->get_engine(0) != NULL ) {
rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
// and sounds bad to boot. :-)
if (pitch < 0.7) { pitch = 0.7; }
if (pitch > 5.0) { pitch = 5.0; }
- // cout << "pitch = " << pitch << endl;
double mp_factor;
if ( cur_fdm_state->get_engine(0) != NULL ) {
mp_factor =
- cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 28;
+ cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
} else {
- mp_factor = 1.0;
+ mp_factor = 0.3;
}
- // cout << "mp = "
- // << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
- // << endl;
+ /* cout << "mp = "
+ << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
+ << endl; */
- double volume = mp_factor;
+ double volume = 0.15 + mp_factor / 2.0;
- if ( volume < 0.3 ) { volume = 0.3; }
- if ( volume > 2.0 ) { volume = 2.0; }
+ if ( volume < 0.15 ) { volume = 0.15; }
+ if ( volume > 0.5 ) { volume = 0.5; }
// cout << "volume = " << volume << endl;
- pitch_envelope.setStep ( 0, 0.01, pitch );
- volume_envelope.setStep ( 0, 0.01, volume );
+ s1->set_pitch( pitch );
+ s1->set_volume( volume );
} else {
double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
- pitch_envelope.setStep ( 0, 0.01, param );
- volume_envelope.setStep ( 0, 0.01, param );
+ s1->set_pitch( param );
+ s1->set_volume( param );
}
- audio_sched -> update();
+ globals->get_soundmgr()->update();
}
#endif
// redraw display
fgRenderFrame();
- FG_LOG( FG_ALL, FG_DEBUG, "" );
+ SG_LOG( SG_ALL, SG_DEBUG, "" );
}
if ( idle_state == 0 ) {
// Initialize the splash screen right away
- if ( current_options.get_splash_screen() ) {
+ if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashInit();
}
idle_state++;
} else if ( idle_state == 1 ) {
+ // Initialize audio support
+#ifdef ENABLE_AUDIO_SUPPORT
+
// Start the intro music
#if !defined(WIN32)
- if ( current_options.get_intro_music() ) {
- string lockfile = "/tmp/mpg123.running";
- FGPath mp3file( current_options.get_fg_root() );
+ if ( fgGetBool("/sim/startup/intro-music") ) {
+ SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
- string command = "(touch " + lockfile + "; mpg123 "
- + mp3file.str() + "> /dev/null 2>&1; /bin/rm "
- + lockfile + ") &";
- FG_LOG( FG_GENERAL, FG_INFO,
+ SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
+
+ string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
system ( command.c_str() );
}
+#endif // !WIN32
+
+ FGSoundMgr *soundmgr = new FGSoundMgr;
+ globals->set_soundmgr( soundmgr );
+
+ if ( fgGetBool("/sim/sound") ) {
+ globals->get_soundmgr()->init();
+
+ s1 = new FGSimpleSound( fgGetString("/sim/sounds/engine",
+ "Sounds/wasp.wav") );
+ globals->get_soundmgr()->add( s1, "engine loop" );
+ globals->get_soundmgr()->play_looped( "engine loop" );
+ SG_LOG( SG_GENERAL, SG_INFO,
+ "Rate = " << s1->get_sample()->getRate()
+ << " Bps = " << s1->get_sample()->getBps()
+ << " Stereo = " << s1->get_sample()->getStereo() );
+
+ // s2 = new FGSimpleSound( "Sounds/corflaps.wav" );
+ // s2->set_volume( 0.3 );
+ // globals->get_soundmgr()->add( s2, "flaps" );
+ }
#endif
idle_state++;
// a subsystem to flightgear, its initialization call should
// located in this routine.
if( !fgInitSubsystems()) {
- FG_LOG( FG_GENERAL, FG_ALERT,
+ SG_LOG( SG_GENERAL, SG_ALERT,
"Subsystem initializations failed ..." );
exit(-1);
}
// setup OpenGL view parameters
fgInitVisuals();
- if ( use_signals ) {
- // init timer routines, signals, etc. Arrange for an alarm
- // signal to be generated, etc.
- fgInitTimeDepCalcs();
- }
-
idle_state++;
} else if ( idle_state == 5 ) {
idle_state++;
} else if ( idle_state == 6 ) {
- // Initialize audio support
-#ifdef ENABLE_AUDIO_SUPPORT
-
-#if !defined(WIN32)
- if ( current_options.get_intro_music() ) {
- // Let's wait for mpg123 to finish
- string lockfile = "/tmp/mpg123.running";
- struct stat stat_buf;
-
- FG_LOG( FG_GENERAL, FG_INFO,
- "Waiting for mpg123 player to finish ..." );
- while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
- // file exist, wait ...
- sleep(1);
- FG_LOG( FG_GENERAL, FG_INFO, ".");
- }
- FG_LOG( FG_GENERAL, FG_INFO, "");
- }
-#endif // WIN32
-
- if ( current_options.get_sound() ) {
- audio_sched = new slScheduler ( 8000 );
- audio_mixer = new smMixer;
- audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
- audio_sched -> setSafetyMargin ( 1.0 ) ;
-
- FGPath slfile( current_options.get_fg_root() );
- slfile.append( "Sounds/wasp.wav" );
-
- s1 = new slSample ( (char *)slfile.c_str() );
- FG_LOG( FG_GENERAL, FG_INFO,
- "Rate = " << s1 -> getRate()
- << " Bps = " << s1 -> getBps()
- << " Stereo = " << s1 -> getStereo() );
- audio_sched -> loopSample ( s1 );
-
- if ( audio_sched->not_working() ) {
- // skip
- } else {
- pitch_envelope.setStep ( 0, 0.01, 0.6 );
- volume_envelope.setStep ( 0, 0.01, 0.6 );
-
- audio_sched -> addSampleEnvelope( s1, 0, 0,
- &pitch_envelope,
- SL_PITCH_ENVELOPE );
- audio_sched -> addSampleEnvelope( s1, 0, 1,
- &volume_envelope,
- SL_VOLUME_ENVELOPE );
- }
-
- // strcpy(slfile, path);
- // strcat(slfile, "thunder.wav");
- // s2 -> loadFile ( slfile );
- // s2 -> adjustVolume(0.5);
- // audio_sched -> playSample ( s2 );
- }
-#endif
-
// sleep(1);
idle_state = 1000;
+
+ cout << "Panel visible = " << fgPanelVisible() << endl;
+ fgReshape( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
}
if ( idle_state == 1000 ) {
fgMainLoop();
} else {
- if ( current_options.get_splash_screen() == 1 ) {
+ if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0);
}
}
// options.cxx needs to see this for toggle_panel()
// Handle new window size or exposure
void fgReshape( int width, int height ) {
- if ( ! current_options.get_panel_status() || idle_state != 1000 ) {
- current_view.set_win_ratio( (float)height / (float)width );
+ // for all views
+ for ( int i = 0; i < globals->get_viewmgr()->size(); ++i ) {
+ if ( ! fgPanelVisible() || idle_state != 1000 ) {
+ globals->get_viewmgr()->get_view(i)->
+ set_win_ratio( (float)height / (float)width );
+ } else {
+ int view_h =
+ int((current_panel->getViewHeight() -
+ current_panel->getYOffset())
+ * (height / 768.0)) + 1;
+ globals->get_viewmgr()->get_view(i)->
+ set_win_ratio( (float)view_h / (float)width );
+ }
+ }
+
+ if ( ! fgPanelVisible() || idle_state != 1000 ) {
glViewport(0, 0 , (GLint)(width), (GLint)(height) );
} else {
int view_h =
- int((current_panel->getViewHeight() - current_panel->getYOffset())
- * (height / 768.0)) + 1;
- current_view.set_win_ratio( (float)view_h / (float)width );
+ int((current_panel->getViewHeight() - current_panel->getYOffset())
+ * (height / 768.0)) + 1;
glViewport(0, (GLint)(height - view_h),
(GLint)(width), (GLint)(view_h) );
}
- current_view.set_winWidth( width );
- current_view.set_winHeight( height );
- current_view.force_update_fov_math();
+ fgSetInt("/sim/startup/xsize", width);
+ fgSetInt("/sim/startup/ysize", height);
- // set these fov to be the same as in fgRenderFrame()
- // float x_fov = current_options.get_fov();
- // float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
- // ssgSetFOV( x_fov, y_fov );
-
- // glViewport ( 0, 0, width, height );
- float fov = current_options.get_fov();
- // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
- ssgSetFOV(fov, fov * current_view.get_win_ratio());
+ float fov = globals->get_current_view()->get_fov();
+ ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
fgHUDReshape();
-
- if ( idle_state == 1000 ) {
- // yes we've finished all our initializations and are running
- // the main loop, so this will now work without seg faulting
- // the system.
- current_view.UpdateViewParams(cur_view_fdm);
- }
}
// Define Display Parameters
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
- FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
- current_options.get_xsize() << "x" << current_options.get_ysize() );
+ SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " <<
+ fgGetInt("/sim/startup/xsize") << "x"
+ << fgGetInt("/sim/startup/ysize") );
// Define initial window size
- glutInitWindowSize( current_options.get_xsize(),
- current_options.get_ysize() );
+ glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
// Initialize windows
- if ( current_options.get_game_mode() == 0 ) {
+ if ( !fgGetBool("/sim/startup/game-mode")) {
// Open the regular window
glutCreateWindow("FlightGear");
#ifndef GLUT_WRONG_VERSION
// Open the cool new 'game mode' window
char game_mode_str[256];
sprintf( game_mode_str, "width=%d height=%d bpp=%d",
- current_options.get_xsize(),
- current_options.get_ysize(),
- current_options.get_bpp());
+ fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize"),
+ fgGetInt("/sim/rendering/bits-per-pixel"));
- FG_LOG( FG_GENERAL, FG_INFO,
+ SG_LOG( SG_GENERAL, SG_INFO,
"game mode params = " << game_mode_str );
glutGameModeString( game_mode_str );
glutEnterGameMode();
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
- int tmp;
+ SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
+
+ GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
general.set_glMaxTexSize( tmp );
- FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
- FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp );
+ SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
-#if 0
- // try to determine if we should adjust the initial default
- // display resolution. The options class defaults (is
- // initialized) to 640x480.
- string renderer = general.glRenderer;
-
- // currently we only know how to deal with Mesa/Glide/Voodoo cards
- if ( renderer.find( "Glide" ) != string::npos ) {
- FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
- if ( renderer.find( "FB/8" ) != string::npos ) {
- // probably a voodoo-2
- if ( renderer.find( "TMU/SLI" ) != string::npos ) {
- // probably two SLI'd Voodoo-2's
- current_options.set_xsize( 1024 );
- current_options.set_ysize( 768 );
- FG_LOG( FG_GENERAL, FG_INFO,
- "It looks like you have two sli'd voodoo-2's." << endl
- << "upgrading your win resolution to 1024 x 768" );
- glutReshapeWindow(1024, 768);
- } else {
- // probably a single non-SLI'd Voodoo-2
- current_options.set_xsize( 800 );
- current_options.set_ysize( 600 );
- FG_LOG( FG_GENERAL, FG_INFO,
- "It looks like you have a voodoo-2." << endl
- << "upgrading your win resolution to 800 x 600" );
- glutReshapeWindow(800, 600);
- }
- } else if ( renderer.find( "FB/2" ) != string::npos ) {
- // probably a voodoo-1, stick with the default
- }
- } else {
- // we have no special knowledge of this card, stick with the default
- }
-#endif
+ glGetIntegerv( GL_DEPTH_BITS, &tmp );
+ general.set_glDepthBits( tmp );
+ SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
- return(1);
+ return 1;
}
glutReshapeFunc( fgReshape );
// call GLUTkey() on keyboard event
- glutKeyboardFunc( GLUTkey );
- glutSpecialFunc( GLUTspecialkey );
+ glutKeyboardFunc(GLUTkey);
+ glutKeyboardUpFunc(GLUTkeyup);
+ glutSpecialFunc(GLUTspecialkey);
+ glutSpecialUpFunc(GLUTspecialkeyup);
// call guiMouseFunc() whenever our little rodent is used
glutMouseFunc ( guiMouseFunc );
#endif
// set default log levels
- fglog().setLogLevels( FG_ALL, FG_INFO );
+ sglog().setLogLevels( SG_ALL, SG_INFO );
+
+ string version;
+#ifdef FLIGHTGEAR_VERSION
+ version = FLIGHTGEAR_VERSION;
+#else
+ version = "unknown version";
+#endif
+ SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
+ << version << endl );
+
+ // Allocate global data structures. This needs to happen before
+ // we parse command line options
- FG_LOG( FG_GENERAL, FG_INFO, "FlightGear: Version "
- << FLIGHTGEAR_VERSION << endl );
+ globals = new FGGlobals;
// seed the random number generater
- fg_srandom();
+ sg_srandom_time();
+
+ SGRoute *route = new SGRoute;
+ globals->set_route( route );
+
+ FGViewMgr *viewmgr = new FGViewMgr;
+ globals->set_viewmgr( viewmgr );
+
+ FGViewerRPH *pv = new FGViewerRPH;
+ globals->get_viewmgr()->add_view( pv );
+
+ FGViewerLookAt *chase = new FGViewerLookAt;
+ globals->get_viewmgr()->add_view( chase );
+
+ string_list *col = new string_list;
+ globals->set_channel_options_list( col );
+
+ // set current view to 0 (first) which is our main pilot view
+ globals->set_current_view( globals->get_viewmgr()->get_view( 0 ) );
// Scan the config file(s) and command line options to see if
// fg_root was specified (ignore all other options for now)
fgInitFGRoot(argc, argv);
- // cout << "1. airport_id = " << current_options.get_airport_id() << endl;
-
- // Read global preferences from $FG_ROOT/preferences.xml
- FGPath props_path(current_options.get_fg_root());
- props_path.append("preferences.xml");
- FG_LOG(FG_INPUT, FG_INFO, "Reading global preferences");
- if (!readPropertyList(props_path.str(), ¤t_properties)) {
- FG_LOG(FG_INPUT, FG_ALERT, "Failed to read global preferences from "
- << props_path.str());
- } else {
- FG_LOG(FG_INPUT, FG_INFO, "Finished Reading global preferences");
+ // Check for the correct base package version
+ string base_version = fgBasePackageVersion();
+ if ( !(base_version == "0.7.9") ) {
+ SG_LOG( SG_GENERAL, SG_ALERT, "Base package check failed ... "
+ << base_version);
+ exit(-1);
}
- // cout << "2. airport_id = " << current_options.get_airport_id() << endl;
-
// Initialize the Aircraft directory to "" (UIUC)
aircraft_dir = "";
- // needs to happen before we parse command line options
- globals = new FGGlobals;
- SGRoute *route = new SGRoute;
- globals->set_route( route );
-
// Load the configuration parameters
if ( !fgInitConfig(argc, argv) ) {
- FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
+ SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
exit(-1);
}
// Initialize the Window/Graphics environment.
if( !fgGlutInit(&argc, argv) ) {
- FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
+ SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
exit(-1);
}
// Initialize the various GLUT Event Handlers.
if( !fgGlutInitEvents() ) {
- FG_LOG( FG_GENERAL, FG_ALERT,
+ SG_LOG( SG_GENERAL, SG_ALERT,
"GLUT event handler initialization failed ..." );
exit(-1);
}
// fonts !!!
guiInit();
+#ifdef GL_EXT_texture_lod_bias
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
+#endif
+
+#if 0
+#ifdef GL_EXT_texture_filter_anisotropic
+ float max_anisotropy;
+ glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ max_anisotropy );
+ cout << "Max anisotropy = " << max_anisotropy << endl;
+#endif
+#endif
+
// set current_options lon/lat if an airport id is specified
- // cout << "3. airport_id = " << current_options.get_airport_id() << endl;
- if ( current_options.get_airport_id().length() ) {
- // fgSetPosFromAirportID( current_options.get_airport_id() );
- fgSetPosFromAirportIDandHdg( current_options.get_airport_id(),
- current_options.get_heading() );
+ // cout << "3. airport_id = " << fgGetString("/sim/startup/airport-id") << endl;
+ if ( fgGetString("/sim/startup/airport-id").length() ) {
+ // fgSetPosFromAirportID( fgGetString("/sim/startup/airport-id") );
+ fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
+ fgGetDouble("/orientation/heading-deg") );
}
// Initialize time
- FGPath zone( current_options.get_fg_root() );
+ SGPath zone( globals->get_fg_root() );
zone.append( "Timezone" );
- SGTime *t = new SGTime( current_options.get_lon() * DEG_TO_RAD,
- current_options.get_lat() * DEG_TO_RAD,
+ SGTime *t = new SGTime( fgGetDouble("/position/longitude-deg") * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/latitude-deg") * SGD_DEGREES_TO_RADIANS,
zone.str() );
// Handle potential user specified time offsets
sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) );
// Okay, we now have six possible scenarios
- switch ( current_options.get_time_offset_type() ) {
- case fgOPTIONS::FG_TIME_SYS_OFFSET:
- globals->set_warp( current_options.get_time_offset() );
- break;
- case fgOPTIONS::FG_TIME_GMT_OFFSET:
- globals->set_warp( current_options.get_time_offset() -
- (currGMT - systemLocalTime) );
- break;
- case fgOPTIONS::FG_TIME_LAT_OFFSET:
- globals->set_warp( current_options.get_time_offset() -
- (aircraftLocalTime - systemLocalTime) );
- break;
- case fgOPTIONS::FG_TIME_SYS_ABSOLUTE:
- globals->set_warp( current_options.get_time_offset() - cur_time );
- //printf("warp = %d\n", warp);
- break;
- case fgOPTIONS::FG_TIME_GMT_ABSOLUTE:
- globals->set_warp( current_options.get_time_offset() - currGMT );
- break;
- case fgOPTIONS::FG_TIME_LAT_ABSOLUTE:
- globals->set_warp( current_options.get_time_offset() -
- (aircraftLocalTime - systemLocalTime) -
+ int offset = fgGetInt("/sim/startup/time-offset");
+ const string &offset_type = fgGetString("/sim/startup/time-offset-type");
+ if (offset_type == "system-offset") {
+ globals->set_warp( offset );
+ } else if (offset_type == "gmt-offset") {
+ globals->set_warp( offset - (currGMT - systemLocalTime) );
+ } else if (offset_type == "latitude-offset") {
+ globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) );
+ } else if (offset_type == "system") {
+ globals->set_warp( offset - cur_time );
+ } else if (offset_type == "gmt") {
+ globals->set_warp( offset - currGMT );
+ } else if (offset_type == "latitude") {
+ globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) -
cur_time );
- break;
- default:
- FG_LOG( FG_GENERAL, FG_ALERT, "Unsupported type" );
+ } else {
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "Unsupported offset type " << offset_type );
exit( -1 );
}
- FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
+ SG_LOG( SG_GENERAL, SG_INFO, "After time init, warp = "
<< globals->get_warp() );
globals->set_warp_delta( 0 );
// Do some quick general initializations
if( !fgInitGeneral()) {
- FG_LOG( FG_GENERAL, FG_ALERT,
+ SG_LOG( SG_GENERAL, SG_ALERT,
"General initializations failed ..." );
exit(-1);
}
- //
- // some ssg test stuff (requires data from the plib source
- // distribution) specifically from the ssg tux example
- //
-
- FGPath modelpath( current_options.get_fg_root() );
- modelpath.append( "Models" );
- modelpath.append( "Geometry" );
-
- FGPath texturepath( current_options.get_fg_root() );
- texturepath.append( "Models" );
- texturepath.append( "Textures" );
-
+ SGPath modelpath( globals->get_fg_root() );
ssgModelPath( (char *)modelpath.c_str() );
- ssgTexturePath( (char *)texturepath.c_str() );
-
+
// Scene graph root
scene = new ssgRoot;
scene->setName( "Scene" );
+ lighting = new ssgRoot;
+ lighting->setName( "Lighting" );
+
// Initialize the sky
- FGPath ephem_data_path( current_options.get_fg_root() );
+ 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(),
0.0 );
globals->set_ephem( ephem );
- FGPath sky_tex_path( current_options.get_fg_root() );
+ thesky = new SGSky;
+
+ SGPath sky_tex_path( globals->get_fg_root() );
sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
- thesky = new SGSky;
thesky->texture_path( sky_tex_path.str() );
thesky->build( 550.0, 550.0,
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars(), 60000.0 );
- thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
- SG_CLOUD_MOSTLY_SUNNY );
- thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
- SG_CLOUD_CIRRUS );
-
- // thesky->add_cloud_layer( 1000.0, 200.0, 50.0, SG_CLOUD_MOSTLY_SUNNY );
- // thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST );
- // thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS );
+ if ( fgGetBool("/environment/clouds/status") ) {
+ // thesky->add_cloud_layer( 2000.0, 200.0, 50.0, 40000.0,
+ // SG_CLOUD_OVERCAST );
+ thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
+ SG_CLOUD_MOSTLY_CLOUDY );
+ // thesky->add_cloud_layer( 3000.0, 200.0, 50.0, 40000.0,
+ // SG_CLOUD_MOSTLY_SUNNY );
+ thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
+ SG_CLOUD_CIRRUS );
+ }
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
terrain->setName( "Terrain" );
scene->addKid( terrain );
+ // Lighting
+ ground = new ssgBranch;
+ ground->setName( "Ground Lighting" );
+ lighting->addKid( ground );
+
+ airport = new ssgBranch;
+ airport->setName( "Airport Lighting" );
+ lighting->addKid( airport );
+
// temporary visible aircraft "own ship"
- penguin_sel = new ssgSelector;
- penguin_pos = new ssgTransform;
- // ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 );
- ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
- // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
-
- penguin_pos->addKid( tux_obj );
- penguin_sel->addKid( penguin_pos );
- ssgFlatten( tux_obj );
- ssgStripify( penguin_sel );
- penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
- scene->addKid( penguin_sel );
+ acmodel_selector = new ssgSelector;
+ acmodel_pos = new ssgTransform;
+
+ // Get the model location, and load textures from the same
+ // directory. Use an absolute path for the model to avoid
+ // incompatibilities in different versions of PLIB.
+ string acmodel_path =
+ fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
+ SGPath full_model = globals->get_fg_root();
+ full_model.append(acmodel_path);
+
+#if !defined( PLIB_1_2_X )
+ // this should be redundant ... but it breaks for relative paths
+ // ssgModelPath( (char *)full_model.dir().c_str() );
+#endif
+
+ ssgTexturePath( (char *)full_model.dir().c_str() );
+ ssgEntity *acmodel_obj = ssgLoad( (char *)full_model.c_str() );
+ if( !acmodel_obj ) {
+ // fall back to default
+ acmodel_obj = ssgLoad( (char *)"Models/Geometry/glider.ac" );
+ if( !acmodel_obj ) {
+ SG_LOG( SG_GENERAL, SG_ALERT, "FAILED to LOAD an AC model! ..." );
+ exit(-1);
+ }
+ }
+
+ // find moving parts (if this is an MDL model)
+ flaps_selector = (ssgSelector*)fgFindNode( acmodel_obj, "FLAPS" );
+ prop_selector = (ssgSelector*)fgFindNode( acmodel_obj, "PROP" );
+
+ acmodel_npropsettings = 0;
+ if (prop_selector != NULL) {
+ for (ssgEntity* kid = prop_selector->getKid(0); kid != NULL;
+ kid = prop_selector->getNextKid()) {
+ int prop_low, prop_high;
+ if ( sscanf(kid->getName(), "PROP_%d_%d",
+ &prop_low, &prop_high) == 2 ) {
+ prop_low = (int)((float)prop_low * (5000.0f / 32767.0f));
+ prop_high = (int)((float)prop_high * (5000.0f / 32767.0f));
+ acmodel_proprpms[acmodel_npropsettings][0] = prop_low ;
+ acmodel_proprpms[acmodel_npropsettings][1] = prop_high;
+ acmodel_npropsettings++;
+
+ SG_LOG( SG_GENERAL, SG_INFO, "PROPELLER SETTING " << prop_low <<
+ " " << prop_high );
+ }
+ }
+ }
+
+ // align the model properly for FGFS
+ ssgTransform *acmodel_align = new ssgTransform;
+ acmodel_align->addKid(acmodel_obj);
+ sgMat4 rot_matrix;
+ sgMat4 off_matrix;
+ sgMat4 res_matrix;
+ float h_rot = fgGetFloat("/sim/model/heading-offset-deg", 0.0);
+ float p_rot = fgGetFloat("/sim/model/roll-offset-deg", 0.0);
+ float r_rot = fgGetFloat("/sim/model/pitch-offset-deg", 0.0);
+ float x_off = fgGetFloat("/sim/model/x-offset-m", 0.0);
+ float y_off = fgGetFloat("/sim/model/y-offset-m", 0.0);
+ float z_off = fgGetFloat("/sim/model/z-offset-m", 0.0);
+ sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
+ sgMakeTransMat4(off_matrix, x_off, y_off, z_off);
+ sgMultMat4(res_matrix, off_matrix, rot_matrix);
+ acmodel_align->setTransform(res_matrix);
+
+ acmodel_pos->addKid( acmodel_align );
+ acmodel_selector->addKid( acmodel_pos );
+ //ssgFlatten( acmodel_obj );
+ //ssgStripify( acmodel_selector );
+ acmodel_selector->clrTraversalMaskBits( SSGTRAV_HOT );
+ scene->addKid( acmodel_selector );
+
+ // $$$ begin - added VS Renganthan 17 Oct 2K
+ fgLoadDCS();
+ // $$$ end - added VS Renganthan 17 Oct 2K
#ifdef FG_NETWORK_OLK
// Do the network intialization
- if ( current_options.get_network_olk() ) {
+ if ( fgGetBool("/sim/networking/network-olk") ) {
printf("Multipilot mode %s\n", fg_net_init( scene ) );
}
#endif
// etc.
return 0;
}
+
+
+// $$$ end - added VS Renganathan, 15 Oct 2K
+// - added Venky , 12 Nov 2K
+
+void fgLoadDCS(void) {
+
+ ssgEntity *ship_obj = NULL;
+ // double bz[3];
+ // int j=0;
+ char obj_filename[25];
+
+ for ( int k = 0; k < 32; k++ ) {
+ ship_pos[k]=NULL;
+ }
+
+ SGPath tile_path( globals->get_fg_root());
+ tile_path.append( "Scenery" );
+ tile_path.append( "Objects.txt" );
+ sg_gzifstream in( tile_path.str() );
+ if ( ! in.is_open() ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
+ } else {
+
+ SGPath modelpath( globals->get_fg_root() );
+ modelpath.append( "Models" );
+ modelpath.append( "Geometry" );
+
+ SGPath texturepath( globals->get_fg_root() );
+ texturepath.append( "Models" );
+ texturepath.append( "Textures" );
+
+ ssgModelPath( (char *)modelpath.c_str() );
+ ssgTexturePath( (char *)texturepath.c_str() );
+
+ ship_sel = new ssgSelector;
+
+ char c;
+ while ( ! in.eof() ) {
+ in >> ::skipws;
+ if ( in.get( c ) && c == '#' ) {
+ in >> skipeol;
+ } else {
+ in.putback(c);
+ in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
+ /* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
+ int chj=getchar();*/
+
+ obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
+ obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
+
+ ship_pos[objc] = new ssgTransform;
+
+ // type "repeat" in objects.txt to load one more
+ // instance of the last object.
+
+ if ( strcmp(obj_filename,"repeat") != 0) {
+ ship_obj = ssgLoadOBJ( obj_filename );
+ }
+
+ if ( ship_obj != NULL ) {
+ ship_pos[objc]->addKid( ship_obj ); // add object to transform node
+ ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
+ << obj_filename );
+ }
+
+ objc++;
+
+ if (in.eof()) break;
+ }
+ } // while
+
+ SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
+
+ ship_sel->clrTraversalMaskBits( SSGTRAV_HOT );
+ scene->addKid( ship_sel ); //add selector node to root node
+ }
+
+ return;
+ }
+
+
+void fgUpdateDCS (void) {
+
+ // double eye_lat,eye_lon,eye_alt;
+ // static double obj_head;
+ double sl_radius,obj_latgc;
+ // float nresultmat[4][4];
+ // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
+ double bz[3];
+
+ // Instantaneous Geodetic Lat/Lon/Alt of moving object
+ FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
+
+ // Deck should be the first object in objects.txt in case of fdm=ada
+
+ if (fgGetString("/sim/flight-model") == "ada") {
+ obj_lon[0] = fdm->get_aux5()*SGD_DEGREES_TO_RADIANS;
+ obj_lat[0] = fdm->get_aux6()*SGD_DEGREES_TO_RADIANS;
+ obj_alt[0] = fdm->get_aux7();
+ }
+
+ for ( int m = 0; m < objc; m++ ) {
+ //cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
+ //int v=getchar();
+
+ //Geodetic to Geocentric angles for rotation
+ sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
+
+ //moving object gbs-posn in cartesian coords
+ Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
+ Point3D obj_pos = sgGeodToCart( obj_posn );
+
+ // Translate moving object w.r.t eye
+ Point3D Objtrans = obj_pos-scenery.center;
+ bz[0]=Objtrans.x();
+ bz[1]=Objtrans.y();
+ bz[2]=Objtrans.z();
+
+ // rotate dynamic objects for lat,lon & alt and other motion about its axes
+
+ sgMat4 sgTRANS;
+ sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
+
+ sgVec3 ship_fwd,ship_rt,ship_up;
+ sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
+ sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
+ sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
+
+ sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg;
+ sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
+ sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
+ sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
+
+ sgMat4 sgTUX;
+ sgCopyMat4( sgTUX, sgROT_hdg );
+ sgPostMultMat4( sgTUX, sgROT_lat );
+ sgPostMultMat4( sgTUX, sgROT_lon );
+ sgPostMultMat4( sgTUX, sgTRANS );
+
+ sgCoord shippos;
+ sgSetCoord(&shippos, sgTUX );
+ ship_pos[m]->setTransform( &shippos );
+ }
+ if ( ship_sel != NULL ) {
+ ship_sel->select(0xFFFFFFFF);
+ }
+}
+
+// $$$ end - added VS Renganathan, 15 Oct 2K
+// added Venky , 12 Nov 2K