#include <simgear/math/polar3d.hxx>
#include <simgear/math/fg_random.h>
#include <simgear/misc/fgpath.hxx>
+#include <simgear/sky/sky.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/timing/lowleveltime.h>
#include <Include/general.hxx>
#include <Aircraft/aircraft.hxx>
-#include <Ephemeris/ephemeris.hxx>
#include <Autopilot/newauto.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/radiostack.hxx>
#include <Cockpit/steam.hxx>
-#include <FDM/UIUCModel/uiuc_aircraft.h>
+
#include <FDM/UIUCModel/uiuc_aircraftdir.h>
#include <GUI/gui.h>
#include <Joystick/joystick.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
-#include <Objects/materialmgr.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
-#include <Sky/sky.hxx>
#include <Time/event.hxx>
-#include <Time/fg_time.hxx>
#include <Time/fg_timer.hxx>
#include <Time/sunpos.hxx>
+#include <Time/tmp.hxx>
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
# include <Weather/weather.hxx>
#endif
+#include "bfi.hxx"
#include "fg_init.hxx"
#include "fg_io.hxx"
+#include "globals.hxx"
#include "keyboard.hxx"
#include "options.hxx"
#include "splash.hxx"
FGInterface cur_view_fdm;
// Sky structures
-FGEphemeris *ephem;
SGSky *thesky;
// hack
default_state = new ssgSimpleState;
default_state->disable( GL_TEXTURE_2D );
default_state->enable( GL_CULL_FACE );
- default_state->disable( GL_COLOR_MATERIAL );
+ default_state->enable( GL_COLOR_MATERIAL );
+ default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
default_state->disable( GL_BLEND );
default_state->disable( GL_ALPHA_TEST );
default_state->disable( GL_LIGHTING );
- default_state->setMaterial( GL_AMBIENT_AND_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
hud_and_panel = new ssgSimpleState;
hud_and_panel->disable( GL_CULL_FACE );
hud_and_panel->disable( GL_TEXTURE_2D );
hud_and_panel->disable( GL_LIGHTING );
+ hud_and_panel->enable( GL_BLEND );
menus = new ssgSimpleState;
menus->disable( GL_CULL_FACE );
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame( void ) {
+ // Update the BFI.
+ FGBFI::update();
+
fgLIGHT *l = &cur_light_params;
- FGTime *t = FGTime::cur_time_params;
- // FGView *v = ¤t_view;
static double last_visibility = -9999;
- static bool in_puff = false;
- static double puff_length = 0;
- static double puff_progression = 0;
- const double ramp_up = 0.15;
- const double ramp_down = 0.15;
double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
if ( current_options.get_wireframe() ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
- if ( current_options.get_panel_status() ) {
- // we can't clear the screen when the panel is active
- } else if ( current_options.get_skyblend() ) {
+
+ if ( current_options.get_skyblend() ) {
if ( current_options.get_textures() ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
// I really should create a derived ssg node or use a call
// back or something so that I can draw the sky within the
- // ssgCullandDraw() function, but for now I just mimic what
+ // ssgCullAndDraw() function, but for now I just mimic what
// ssg does to set up the model view matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// set the opengl state to known default values
default_state->force();
- // draw sky dome
+ // update fog params if visibility has changed
+#ifndef FG_OLD_WEATHER
+ thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
+#else
+ thesky->set_visibility( current_weather.get_visibility() );
+#endif
+
+ thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
+
+ ( global_multi_loop *
+ current_options.get_speed_up() ) /
+ (double)current_options.get_model_hz() );
+
+ double actual_visibility = thesky->get_visibility();
+ // cout << "actual visibility = " << actual_visibility << endl;
+
+ if ( actual_visibility != last_visibility ) {
+ last_visibility = actual_visibility;
+
+ // 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);
+
+ // 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);
+ }
+
+ // update the sky dome
if ( current_options.get_skyblend() ) {
sgVec3 view_pos;
sgSetVec3( view_pos,
cur_light_params.adj_fog_color,
cur_light_params.sun_angle,
cur_light_params.moon_angle,
- ephem->getNumPlanets(), ephem->getPlanets(),
- ephem->getNumStars(), ephem->getStars() );
+ globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getPlanets(),
+ globals->get_ephem()->getNumStars(),
+ globals->get_ephem()->getStars() );
/* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
<< view_pos[1] << " " << view_pos[2] << endl;
<< " lon = " << cur_fdm_state->get_Longitude()
<< " lat = " << cur_fdm_state->get_Latitude() << endl;
cout << " sun_rot = " << cur_light_params.sun_rotation
- << " gst = " << FGTime::cur_time_params->getGst() << endl;
- cout << " sun ra = " << ephem->getSunRightAscension()
- << " sun dec = " << ephem->getSunDeclination()
- << " moon ra = " << ephem->getMoonRightAscension()
- << " moon dec = " << ephem->getMoonDeclination() << endl; */
-
- thesky->reposition( view_pos, zero_elev,
+ << " gst = " << SGTime::cur_time_params->getGst() << endl;
+ cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
+ << " sun dec = " << globals->get_ephem()->getSunDeclination()
+ << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
+ << " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
+
+ thesky->reposition( view_pos, zero_elev,
+ current_view.get_local_up(),
cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
+ cur_fdm_state->get_Altitude() * FEET_TO_METER,
cur_light_params.sun_rotation,
- FGTime::cur_time_params->getGst(),
- ephem->getSunRightAscension(),
- ephem->getSunDeclination(), 50000.0,
- ephem->getMoonRightAscension(),
- ephem->getMoonDeclination(), 50000.0 );
+ globals->get_time_params()->getGst(),
+ globals->get_ephem()->getSunRightAscension(),
+ globals->get_ephem()->getSunDeclination(),
+ 50000.0,
+ globals->get_ephem()->getMoonRightAscension(),
+ globals->get_ephem()->getMoonDeclination(),
+ 50000.0 );
}
glEnable( GL_DEPTH_TEST );
glFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
- // update fog params if visibility has changed
-#ifndef FG_OLD_WEATHER
- double cur_visibility = WeatherDatabase->getWeatherVisibility();
-#else
- double cur_visibility = current_weather.get_visibility();
-#endif
- double actual_visibility = cur_visibility;
-
- if ( current_options.get_clouds() ) {
- double diff = fabs( cur_fdm_state->get_Altitude() * FEET_TO_METER -
- current_options.get_clouds_asl() );
- // cout << "altitude diff = " << diff << endl;
- if ( diff < 75 ) {
- if ( ! in_puff ) {
- // calc chance of entering cloud puff
- double rnd = fg_random();
- double chance = rnd * rnd * rnd;
- if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
- in_puff = true;
- do {
- puff_length = fg_random() * 2.0; // up to 2 seconds
- } while ( puff_length <= 0.0 );
- puff_progression = 0.0;
- }
- }
-
- actual_visibility = cur_visibility * (diff - 25) / 50.0;
-
- if ( in_puff ) {
- // modify actual_visibility based on puff envelope
-
- if ( puff_progression <= ramp_up ) {
- double x = FG_PI_2 * puff_progression / ramp_up;
- double factor = 1.0 - sin( x );
- actual_visibility = actual_visibility * factor;
- } else if ( puff_progression >= ramp_up + puff_length ) {
- double x = FG_PI_2 *
- (puff_progression - (ramp_up + puff_length)) /
- ramp_down;
- double factor = sin( x );
- actual_visibility = actual_visibility * factor;
- } else {
- actual_visibility = 0.0;
- }
-
- /* cout << "len = " << puff_length
- << " x = " << x
- << " factor = " << factor
- << " actual_visibility = " << actual_visibility
- << endl; */
-
- puff_progression += ( global_multi_loop *
- current_options.get_speed_up() ) /
- (double)current_options.get_model_hz();
-
- /* cout << "gml = " << global_multi_loop
- << " speed up = " << current_options.get_speed_up()
- << " hz = " << current_options.get_model_hz() << endl;
- */
-
- if ( puff_progression > puff_length + ramp_up + ramp_down) {
- in_puff = false;
- }
- }
-
- // never let visibility drop below zero
- if ( actual_visibility < 0 ) {
- actual_visibility = 0;
- }
- }
- }
-
- // cout << "actual visibility = " << actual_visibility << endl;
-
- if ( actual_visibility != last_visibility ) {
- last_visibility = actual_visibility;
-
- // 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);
-
- // 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);
- }
-
// set lighting parameters
- glLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+ 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 );
// glMatrixMode( GL_PROJECTION );
// glLoadIdentity();
float fov = current_options.get_fov();
- ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ ssgSetFOV(fov, fov * current_view.get_win_ratio());
double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
- scenery.cur_elev;
global_tile_mgr.prep_ssg_nodes();
// force the default state so ssg can get back on track if
- // we've changed things elsewhere
- FGMaterialSlot m_slot;
- FGMaterialSlot *m_ptr = &m_slot;
- if ( material_mgr.find( "Default", m_ptr ) ) {
- m_ptr->get_state()->force();
- }
+ // 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();
+ // }
+
+ // draw the sky backdrop
+ thesky->preDraw();
// draw the ssg scene
ssgCullAndDraw( scene );
+ // draw the sky cloud layers
+ thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
// display HUD && Panel
glDisable( GL_FOG );
// Update internal time dependent calculations (i.e. flight model)
void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
static fdm_state_list fdm_list;
- // FGInterface fdm_state;
fgLIGHT *l = &cur_light_params;
- FGTime *t = FGTime::cur_time_params;
- // FGView *v = ¤t_view;
int i;
// update the flight model
multi_loop = 1;
}
- if ( !t->getPause() ) {
+ if ( !globals->get_freeze() ) {
// run Autopilot system
current_autopilot->run();
l->UpdateAdjFog();
// Update solar system
- ephem->update( t, cur_fdm_state->get_Latitude() );
+ globals->get_ephem()->update( globals->get_time_params()->getMjd(),
+ globals->get_time_params()->getLst(),
+ cur_fdm_state->get_Latitude() );
// Update radio stack model
- current_radiostack->update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
- cur_fdm_state->get_Latitude() * RAD_TO_DEG,
+ current_radiostack->update( cur_fdm_state->get_Longitude(),
+ cur_fdm_state->get_Latitude(),
cur_fdm_state->get_Altitude() * FEET_TO_METER );
}
// 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 ) {
- FGTime *t;
static long remainder = 0;
long elapsed;
#ifdef FANCY_FRAME_COUNTER
static int frames = 0;
#endif // FANCY_FRAME_COUNTER
- t = FGTime::cur_time_params;
+ SGTime *t = globals->get_time_params();
FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
cur_fdm_state->get_Altitude() * FEET_TO_METER); */
// update "time"
+ if ( globals->get_warp_delta() != 0 ) {
+ globals->inc_warp( globals->get_warp_delta() );
+ }
+
t->update( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
- cur_fdm_state->get_Altitude()* FEET_TO_METER );
+ globals->get_warp() );
+
+ if ( globals->get_warp_delta() != 0 ) {
+ fgUpdateSkyAndLightingParams();
+ }
+
+ // 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,
+ globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
elapsed = fgGetTimeInterval();
#endif
// see if we need to load any new scenery tiles
- global_tile_mgr.update();
+ global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
+ cur_fdm_state->get_Latitude() * RAD_TO_DEG );
// Process/manage pending events
global_events.Process();
# ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
+ static double kts_to_fts = NM_TO_METER * METER_TO_FEET / 3600.0;
+
// note: all these factors are relative to the sample. our
// sample format should really contain a conversion factor so
// that we can get prop speed right for arbitrary samples.
double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
//fprintf(stderr, "pitch1: %f ", pitch);
- if (controls.get_throttle(0) > 0.0 || cur_fdm_state->v_rel_wind > 40.0) {
- //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->v_rel_wind);
- // only add relative wind and AoA if prop is moving
- // or we're really flying at idle throttle
- if (pitch < 5.4) { // this needs tuning
- // prop tips not breaking sound barrier
- pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
- } else {
- // prop tips breaking sound barrier
- pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
- }
- //fprintf(stderr, "pitch2: %f ", pitch);
- //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
-
- // Angle of Attack next... -x^3(e^x) is my best guess Just
- // need to calculate some reasonable scaling factor and
- // then clamp it on the positive aoa (neg adj) side
- double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
- double tmp = 3.0;
- double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
- if (aoa_adj < -0.8) aoa_adj = -0.8;
- pitch += aoa_adj;
- //fprintf(stderr, "pitch3: %f ", pitch);
-
- // don't run at absurdly slow rates -- not realistic
- // and sounds bad to boot. :-)
- if (pitch < 0.8) pitch = 0.8;
+ // if (controls.get_throttle(0) > 0.0 ||
+ // cur_fdm_state->get_V_calibrated_kts() > 40.0) {
+
+ //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->get_V_calibrated_kts());
+ // only add relative wind and AoA if prop is moving
+ // or we're really flying at idle throttle
+ if (pitch < 5.4) { // this needs tuning
+ // prop tips not breaking sound barrier
+ pitch += log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/2;
+ } else {
+ // prop tips breaking sound barrier
+ pitch += log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/10;
}
- //fprintf(stderr, "pitch4: %f\n", pitch);
+ //fprintf(stderr, "pitch2: %f ", pitch);
+ //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
+
+ // Angle of Attack next... -x^3(e^x) is my best guess Just
+ // need to calculate some reasonable scaling factor and
+ // then clamp it on the positive aoa (neg adj) side
+ double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
+ double tmp = 3.0;
+ double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
+ if (aoa_adj < -0.8) aoa_adj = -0.8;
+ pitch += aoa_adj;
+ //fprintf(stderr, "pitch3: %f ", pitch);
+
+ // don't run at absurdly slow rates -- not realistic
+ // and sounds bad to boot. :-)
+ if (pitch < 0.8) pitch = 0.8;
+ // }
+ // fprintf(stderr, "pitch4: %f\n", pitch);
double volume = controls.get_throttle(0) * 1.15 + 0.3 +
- log(cur_fdm_state->v_rel_wind + 1.0)/14.0;
+ log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 1.0)/14.0;
// fprintf(stderr, "volume: %f\n", volume);
pitch_envelope.setStep ( 0, 0.01, pitch );
// 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() ) {
- current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
+ if ( ! current_options.get_panel_status() || idle_state != 1000 ) {
+ current_view.set_win_ratio( height / width );
glViewport(0, 0 , (GLint)(width), (GLint)(height) );
} else {
- current_view.set_win_ratio( (GLfloat) width /
- ((GLfloat) (height)*0.4232) );
- glViewport(0, (GLint)((height)*0.5768), (GLint)(width),
- (GLint)((height)*0.4232) );
+ current_view.set_win_ratio( (height*0.4232) / width );
+ glViewport(0, (GLint)((height)*0.5768),
+ (GLint)(width), (GLint)((height)*0.4232) );
}
current_view.set_winWidth( width );
current_view.force_update_fov_math();
// 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 );
+ // 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 );
+ // glViewport ( 0, 0, width, height );
float fov = current_options.get_fov();
- ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ // ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+ ssgSetFOV(fov, fov * current_view.get_win_ratio());
+
+ fgHUDReshape();
if ( idle_state == 1000 ) {
// yes we've finished all our initializations and are running
} else {
// Open the cool new 'game mode' window
char game_mode_str[256];
- sprintf( game_mode_str, "width=%d height=%d bpp=32",
+ sprintf( game_mode_str, "width=%d height=%d bpp=%d",
current_options.get_xsize(),
- current_options.get_ysize() );
+ current_options.get_ysize(),
+ current_options.get_bpp());
FG_LOG( FG_GENERAL, FG_INFO,
"game mode params = " << game_mode_str );
// seed the random number generater
fg_srandom();
- // AIRCRAFT defined in uiuc_aircraft.h
- // AIRCRAFTDIR defined in uiuc_aircraftdir.h
- aircraft_ = new AIRCRAFT;
- aircraftdir_ = new AIRCRAFTDIR;
aircraft_dir = ""; // Initialize the Aircraft directory to "" (UIUC)
+ // needs to happen before we parse command line options
+ globals = new FGGlobals;
+
// Load the configuration parameters
if ( !fgInitConfig(argc, argv) ) {
FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
// fonts !!!
guiInit();
+ // set current_options lon/lat if an airport id is specified
+ if ( current_options.get_airport_id().length() ) {
+ // fgSetPosFromAirportID( current_options.get_airport_id() );
+ fgSetPosFromAirportIDandHdg( current_options.get_airport_id(),
+ current_options.get_heading() );
+ }
+
// Initialize time
- FGTime::cur_time_params = new FGTime();
- // FGTime::cur_time_params->init( cur_fdm_state->get_Longitude(),
- // cur_fdm_state->get_Latitude() );
- // FGTime::cur_time_params->update( cur_fdm_state->get_Longitude() );
- FGTime::cur_time_params->init( 0.0, 0.0 );
- FGTime::cur_time_params->update( 0.0, 0.0, 0.0 );
+ FGPath zone( current_options.get_fg_root() );
+ zone.append( "Timezone" );
+ SGTime *t = new SGTime( current_options.get_lon() * DEG_TO_RAD,
+ current_options.get_lat() * DEG_TO_RAD,
+ zone.str() );
+
+ // Handle potential user specified time offsets
+ time_t cur_time = t->get_cur_time();
+ time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) );
+ time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) );
+ time_t aircraftLocalTime =
+ 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) -
+ cur_time );
+ break;
+ default:
+ FG_LOG( FG_GENERAL, FG_ALERT, "Unsupported type" );
+ exit( -1 );
+ }
+
+ FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
+ << globals->get_warp() );
+
+ globals->set_warp_delta( 0 );
+
+ t->update( 0.0, 0.0, globals->get_warp() );
+
+ globals->set_time_params( t );
// Do some quick general initializations
if( !fgInitGeneral()) {
// Initialize the sky
FGPath ephem_data_path( current_options.get_fg_root() );
ephem_data_path.append( "Astro" );
- ephem = new FGEphemeris( ephem_data_path.c_str() );
- ephem->update( FGTime::cur_time_params, 0.0 );
+ 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 );
FGPath sky_tex_path( current_options.get_fg_root() );
sky_tex_path.append( "Textures" );
thesky = new SGSky;
thesky->texture_path( sky_tex_path.str() );
- ssgBranch *sky = thesky->build( 550.0, 550.0,
- ephem->getNumPlanets(),
- ephem->getPlanets(), 60000.0,
- ephem->getNumStars(),
- ephem->getStars(), 60000.0 );
- scene->addKid( sky );
+ thesky->build( 550.0, 550.0,
+ globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getPlanets(), 60000.0,
+ 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 );
+
+ // Initialize MagVar model
+ SGMagVar *magvar = new SGMagVar();
+ globals->set_mag( magvar );
// Terrain branch
terrain = new ssgBranch;