# include <config.h>
#endif
+#include <simgear/compiler.h>
+#include <simgear/misc/exception.hxx>
+
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
# include <unistd.h> // for stat()
#endif
-// #ifdef HAVE_LIBX11
-// # include <GL/glext.h>
-// #endif
-
+#include <plib/netChat.h>
#include <plib/pu.h>
#include <plib/ssg.h>
#include <FDM/UIUCModel/uiuc_aircraftdir.h>
#include <GUI/gui.h>
#include <GUI/sgVec3Slider.hxx>
-#include <Joystick/joystick.hxx>
+// #include <Joystick/joystick.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
#include <Scenery/tilemgr.hxx>
#ifdef ENABLE_AUDIO_SUPPORT
# include <Sound/soundmgr.hxx>
+# include <Sound/fg_fx.hxx>
# include <Sound/morse.hxx>
#endif
#include <Time/event.hxx>
#include <Time/sunpos.hxx>
#include <Time/tmp.hxx>
-// begin - added Venky
-// $$$ begin - added VS Renganathan
+#include <Input/input.hxx>
+
+// ADA
#include <simgear/misc/sgstream.hxx>
+#include <simgear/math/point3d.hxx>
#include <FDM/flight.hxx>
#include <FDM/ADA.hxx>
+#include <Scenery/tileentry.hxx>
+// Should already be inlcluded by gl.h if needed by your platform so
+// we shouldn't include this here.
+// #include <GL/glext.h>
+#if !defined(sgi)
+// PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
+// PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
+#endif
+float default_attenuation[3] = {1.0, 0.0, 0.0};
+//Required for using GL_extensions
void fgLoadDCS (void);
void fgUpdateDCS (void);
ssgSelector *ship_sel=NULL;
// upto 32 instances of a same object can be loaded.
ssgTransform *ship_pos[32];
-double obj_lat[32],obj_lon[32],obj_alt[32];
+double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
int objc=0;
-// $$$ end - added VS Renganathan
-// end - added Venky
+ssgSelector *lightpoints_brightness = new ssgSelector;
+ssgTransform *lightpoints_transform = new ssgTransform;
+FGTileEntry *dummy_tile;
+sgVec3 rway_ols;
+// ADA
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
#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 "splash.hxx"
+#include "viewmgr.hxx"
#ifdef macintosh
# include <console.h> // -dw- for command line dialog
static int idle_state = 0;
static long global_multi_loop;
-// attempt to avoid a large bounce at startup
-static bool initial_freeze = true;
-
// forward declaration
void fgReshape( int width, int height );
-// Global structures for the Audio library
-#ifdef ENABLE_AUDIO_SUPPORT
- static FGSimpleSound *s1;
- static FGSimpleSound *s2;
-#endif
-
-
// ssg variables
ssgRoot *scene = NULL;
ssgBranch *terrain = NULL;
}
+// 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();
+ static const SGPropertyNode *longitude
+ = fgGetNode("/position/longitude-deg");
+ static const SGPropertyNode *latitude
+ = fgGetNode("/position/latitude-deg");
+ static const SGPropertyNode *altitude
+ = fgGetNode("/position/altitude-ft");
+
+ // Update the default (kludged) properties.
+ fgUpdateProps();
fgLIGHT *l = &cur_light_params;
static double last_visibility = -9999;
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
- // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
+ // printf("Ground = %.2f Altitude = %.2f\n", scenery.get_cur_elev(),
// FG_Altitude * SG_FEET_TO_METER);
// this is just a temporary hack, to make me understand Pui
// end of hack
// calculate our current position in cartesian space
- scenery.center = scenery.next_center;
+ scenery.set_center( scenery.get_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_geod_view_pos( longitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ altitude->getDoubleValue()
+ * SG_FEET_TO_METER );
pilot_view->set_rph( cur_fdm_state->get_Phi(),
cur_fdm_state->get_Theta(),
cur_fdm_state->get_Psi() );
+ if (fgGetString("/sim/flight-model") == "ada") {
+ //+ve x is aft, +ve z is up (see viewer.hxx)
+ pilot_view->set_pilot_offset( -5.0, 0.0, 1.0 );
+ }
+
FGViewerLookAt *chase_view =
(FGViewerLookAt *)globals->get_viewmgr()->get_view( 1 );
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_geod_view_pos( longitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ altitude->getDoubleValue()
+ * 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 );
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() * SG_FEET_TO_METER,
+ longitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ altitude->getDoubleValue() * SG_FEET_TO_METER,
cur_light_params.sun_rotation,
globals->get_time_params()->getGst(),
globals->get_ephem()->getSunRightAscension(),
// glMatrixMode( GL_PROJECTION );
// glLoadIdentity();
float fov = globals->get_current_view()->get_fov();
- ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
+ ssgSetFOV(fov, fov * globals->get_current_view()->get_fov_ratio());
double agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- - scenery.cur_elev;
+ - scenery.get_cur_elev();
// SG_LOG( SG_ALL, SG_INFO, "visibility is "
// << current_weather.get_visibility() );
// set up moving parts
if (flaps_selector != NULL) {
- flaps_selector->select( (controls.get_flaps() > 0.5f) ? 1 : 2 );
+ flaps_selector->select( (globals->get_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 (FGBFI::getRPM() >= acmodel_proprpms[i][0] &&
- FGBFI::getRPM() <= acmodel_proprpms[i][1]) {
+ if (rpm >= acmodel_proprpms[i][0] &&
+ rpm <= acmodel_proprpms[i][1]) {
propsel_mask |= 1 << i;
}
}
// Set punch through fog density
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
+#ifdef FG_EXPERIMENTAL_LIGHTING
+ // Enable states for drawing points with GL_extension
+ if (glutExtensionSupported("GL_EXT_point_parameters")) {
+ glEnable(GL_POINT_SMOOTH);
+ float quadratic[3] = {1.0, 0.01, 0.0001};
+ // get the address of our OpenGL extensions
+#if !defined(sgi)
+ glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)
+ wglGetProcAddress("glPointParameterfEXT");
+ glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)
+ wglGetProcAddress("glPointParameterfvEXT");
+#endif
+ // makes the points fade as they move away
+ glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+ glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
+ glPointSize(4.0);
+
+ // Enable states for drawing runway lights with spherical mapping
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+
+ //Maybe this is not the best way, but it works !!
+ glPolygonMode(GL_FRONT, GL_POINT);
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+ }
+
+ glDisable( GL_LIGHTING );
+ // blending function for runway lights
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+ glEnable(GL_BLEND);
+#endif
+
ssgCullAndDraw( lighting );
+#ifdef FG_EXPERIMENTAL_LIGHTING
+ if (glutExtensionSupported("GL_EXT_point_parameters")) {
+ // Disable states used for runway lighting
+ glPolygonMode(GL_FRONT, GL_FILL);
+
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+ default_attenuation);
+ }
+
+ glPointSize(1.0);
+#endif
+
if ( fgGetBool("/sim/rendering/skyblend") ) {
// draw the sky cloud layers
thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
+ // update the input subsystem
+ current_input.update();
+
// update the controls subsystem
- controls.update();
+ globals->get_controls()->update();
hud_and_panel->apply();
fgCockpitUpdate();
// update the panel subsystem
- if (current_panel != 0)
- current_panel->update();
+ if ( current_panel != NULL ) {
+ current_panel->update();
+ }
// We can do translucent menus, so why not. :-)
menus->apply();
void fgUpdateTimeDepCalcs() {
static bool inited = false;
+ // cout << "Updating time dep calcs()" << endl;
+
fgLIGHT *l = &cur_light_params;
int i;
long multi_loop = 1;
- if ( !globals->get_freeze() && !initial_freeze ) {
- // conceptually, this could be done for each fdm instance ...
+ // 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() && scenery.get_cur_elev() > -9990 ) {
+ cout << "Finally initializing fdm" << endl;
+ 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() ) {
+ // do nothing, fdm isn't inited yet
+ } else if ( globals->get_freeze() ) {
+ // we are frozen, run the fdm's with 0 time slices in case
+ // they want to do something with that.
+
+ cur_fdm_state->update( 0 );
+ FGSteam::update( 0 );
+ } else {
+ // we have been inited, and we are not frozen, we are good to go ...
if ( !inited ) {
cur_fdm_state->stamp();
cur_fdm_state->update( 1 );
}
FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") );
- } else {
- cur_fdm_state->update( 0 );
- FGSteam::update( 0 );
-
- //if ( global_tile_mgr.queue_size() == 0 ) {
- initial_freeze = false;
- //}
}
if ( fgGetString("/sim/view-mode") == "pilot" ) {
// 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 ) {
+ static const SGPropertyNode *longitude
+ = fgGetNode("/position/longitude-deg");
+ static const SGPropertyNode *latitude
+ = fgGetNode("/position/latitude-deg");
+ static const SGPropertyNode *altitude
+ = fgGetNode("/position/altitude-ft");
+
static long remainder = 0;
long elapsed;
#ifdef FANCY_FRAME_COUNTER
#if defined( ENABLE_PLIB_JOYSTICK )
// Read joystick and update control settings
- if ( fgGetString("/sim/control-mode") == "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
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.cur_elev,
+ scenery.get_cur_elev(),
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 ( scenery.get_cur_elev() > -9990 ) {
if ( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER <
- (scenery.cur_elev + alt_adjust_m - 3.0) ) {
+ (scenery.get_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() * SG_FEET_TO_METER,
- scenery.cur_elev + alt_adjust_m - 3.0,
- scenery.cur_elev + alt_adjust_m );
+ scenery.get_cur_elev() + alt_adjust_m - 3.0,
+ scenery.get_cur_elev() + alt_adjust_m );
fgFDMForceAltitude( fgGetString("/sim/flight-model"),
- scenery.cur_elev + alt_adjust_m );
+ scenery.get_cur_elev() + alt_adjust_m );
SG_LOG( SG_ALL, SG_DEBUG,
"<*> resetting altitude to "
}
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.cur_elev,
+ 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"
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(),
+ t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
globals->get_warp() );
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()* SG_FEET_TO_METER,
+ globals->get_mag()->update( longitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
#endif
// see if we need to load any new scenery tiles
- global_tile_mgr.update( cur_fdm_state->get_Longitude()
- * SGD_RADIANS_TO_DEGREES,
- cur_fdm_state->get_Latitude()
- * SGD_RADIANS_TO_DEGREES );
+ global_tile_mgr.update( longitude->getDoubleValue(),
+ latitude->getDoubleValue() );
// see if we need to load any deferred-load textures
material_lib.load_next_deferred();
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
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;
- } else {
- rpm_factor = 1.0;
- }
- // cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM()
- // << endl;
-
- double pitch = 0.3 + rpm_factor * 3.0;
-
- // don't run at absurdly slow rates -- not realistic
- // and sounds bad to boot. :-)
- if (pitch < 0.7) { pitch = 0.7; }
- if (pitch > 5.0) { pitch = 5.0; }
-
- double mp_factor;
- if ( cur_fdm_state->get_engine(0) != NULL ) {
- mp_factor =
- cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
- } else {
- mp_factor = 0.3;
- }
- /* cout << "mp = "
- << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
- << endl; */
-
- double volume = 0.15 + mp_factor / 2.0;
-
- if ( volume < 0.15 ) { volume = 0.15; }
- if ( volume > 0.5 ) { volume = 0.5; }
- // cout << "volume = " << volume << endl;
-
- s1->set_pitch( pitch );
- s1->set_volume( volume );
- } else {
- double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
- s1->set_pitch( param );
- s1->set_volume( param );
- }
-
+ globals->get_fx()->update();
globals->get_soundmgr()->update();
}
#endif
idle_state++;
} else if ( idle_state == 1 ) {
+ // Initialize audio support
+#ifdef ENABLE_AUDIO_SUPPORT
+
// Start the intro music
#if !defined(WIN32)
if ( fgGetBool("/sim/startup/intro-music") ) {
- string lockfile = "/tmp/mpg123.running";
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 + ") &";
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
+
#endif
idle_state++;
idle_state++;
} else if ( idle_state == 6 ) {
- // Initialize audio support
-#ifdef ENABLE_AUDIO_SUPPORT
-
-#if !defined(WIN32)
- if ( fgGetBool("/sim/startup/intro-music") ) {
- // Let's wait for mpg123 to finish
- string lockfile = "/tmp/mpg123.running";
- struct stat stat_buf;
-
- SG_LOG( SG_GENERAL, SG_INFO,
- "Waiting for mpg123 player to finish ..." );
- while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
- // file exist, wait ...
- sleep(1);
- SG_LOG( SG_GENERAL, SG_INFO, ".");
- }
- SG_LOG( SG_GENERAL, SG_INFO, "");
- }
-#endif // WIN32
-
- 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" );
- // FGMorse mmm;
- // mmm.init();
- // s2 = mmm.make_ident( "JLI" );
- s2->set_volume( 0.3 );
- globals->get_soundmgr()->add( s2, "flaps" );
- }
-#endif
-
// sleep(1);
idle_state = 1000;
// options.cxx needs to see this for toggle_panel()
// Handle new window size or exposure
void fgReshape( int width, int height ) {
+ int view_h;
+
+ if ( fgPanelVisible() && idle_state == 1000 ) {
+ view_h = (int)(height * (current_panel->getViewHeight() -
+ current_panel->getYOffset()) / 768.0);
+ } else {
+ view_h = height;
+ }
+
// 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 );
- }
+ globals->get_viewmgr()->get_view(i)->
+ set_aspect_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;
- glViewport(0, (GLint)(height - view_h),
- (GLint)(width), (GLint)(view_h) );
- }
+ glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
fgSetInt("/sim/startup/xsize", width);
fgSetInt("/sim/startup/ysize", height);
float fov = globals->get_current_view()->get_fov();
- ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
+ ssgSetFOV(fov, fov * globals->get_current_view()->get_fov_ratio());
fgHUDReshape();
}
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 );
}
-// Main ...
-int main( int argc, char **argv ) {
+// Main loop
+int mainLoop( int argc, char **argv ) {
#if defined( macintosh )
freopen ("stdout.txt", "w", stdout );
argc = ccommand( &argv );
#endif
-#ifdef HAVE_BC5PLUS
- _control87(MCW_EM, MCW_EM); /* defined in float.h */
-#endif
-
// set default log levels
sglog().setLogLevels( SG_ALL, SG_INFO );
// Allocate global data structures. This needs to happen before
// we parse command line options
- SGPropertyNode *props = new SGPropertyNode;
globals = new FGGlobals;
- globals->set_props( props );
// seed the random number generater
sg_srandom_time();
SGRoute *route = new SGRoute;
globals->set_route( route );
-#ifdef ENABLE_AUDIO_SUPPORT
- FGSoundMgr *soundmgr = new FGSoundMgr;
- globals->set_soundmgr( soundmgr );
-#endif
+ FGControls *controls = new FGControls;
+ globals->set_controls( controls );
FGViewMgr *viewmgr = new FGViewMgr;
globals->set_viewmgr( viewmgr );
// fg_root was specified (ignore all other options for now)
fgInitFGRoot(argc, argv);
+ // 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 ... "
+ << "Found version " << base_version );
+ SG_LOG( SG_GENERAL, SG_ALERT, "Please upgrade to version 0.7.9" );
+ exit(-1);
+ }
+
// Initialize the Aircraft directory to "" (UIUC)
aircraft_dir = "";
"GLUT event handler initialization failed ..." );
exit(-1);
}
-
+
+ // Initialize plib net interface
+ netInit( &argc, argv );
+
// Initialize ssg (from plib). Needs to come before we do any
// other ssg stuff, but after opengl/glut has been initialized.
ssgInit();
if ( fgGetString("/sim/startup/airport-id").length() ) {
// fgSetPosFromAirportID( fgGetString("/sim/startup/airport-id") );
fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
- fgGetDouble("/orientation/heading") );
+ fgGetDouble("/orientation/heading-deg") );
}
+ // Any time after globals is created we are ready to use the
+ // property system
+ static const SGPropertyNode *longitude
+ = fgGetNode("/position/longitude-deg", true);
+ static const SGPropertyNode *latitude
+ = fgGetNode("/position/latitude-deg", true);
+
+
// Initialize time
SGPath zone( globals->get_fg_root() );
zone.append( "Timezone" );
- SGTime *t = new SGTime( fgGetDouble("/position/longitude") * SGD_DEGREES_TO_RADIANS,
- fgGetDouble("/position/latitude") * SGD_DEGREES_TO_RADIANS,
+ SGTime *t = new SGTime( longitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
+ latitude->getDoubleValue()
+ * SGD_DEGREES_TO_RADIANS,
zone.str() );
// Handle potential user specified time offsets
globals->get_ephem()->getStars(), 60000.0 );
if ( fgGetBool("/environment/clouds/status") ) {
- thesky->add_cloud_layer( 2000.0, 200.0, 50.0, 40000.0,
- SG_CLOUD_OVERCAST );
+ // 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( 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 );
}
airport->setName( "Airport Lighting" );
lighting->addKid( airport );
+ // ADA
+ fgLoadDCS();
+ // ADA
+
// temporary visible aircraft "own ship"
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
- // w/ plib-1.2.0
- 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 *)"glider.ac" );
+ ssgEntity *acmodel_obj = NULL;
+ if (fgGetString("/sim/flight-model") == "ada") {
+ // ada exteranl aircraft model loading
+ if( !ship_pos[0]->getKid(0) ) {
+ // fall back to default
+ ssgEntity *acmodel_obj = ssgLoad( (char *)"glider.ac" );
+ if( !acmodel_obj ) {
+ SG_LOG( SG_GENERAL, SG_ALERT, "FAILED to LOAD an AC model! ..." );
+ exit(-1);
+ }
+ acmodel_pos->addKid( acmodel_obj );
+ } else {
+ acmodel_obj = ship_pos[0]->getKid(0);
+ }
+ } else {
+ // default aircraft model loading
+
+ // 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);
+
+ ssgTexturePath( (char *)full_model.dir().c_str() );
+ acmodel_obj = ssgLoad( (char *)full_model.c_str() );
if( !acmodel_obj ) {
- SG_LOG( SG_GENERAL, SG_ALERT, "FAILED to LOAD an AC model! ..." );
- exit(-1);
+ // 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);
+ }
}
}
sgMat4 rot_matrix;
sgMat4 off_matrix;
sgMat4 res_matrix;
- float h_rot = fgGetFloat("/sim/model/h-rotation", 0.0);
- float p_rot = fgGetFloat("/sim/model/p-rotation", 0.0);
- float r_rot = fgGetFloat("/sim/model/r-rotation", 0.0);
- float x_off = fgGetFloat("/sim/model/x-offset", 0.0);
- float y_off = fgGetFloat("/sim/model/y-offset", 0.0);
- float z_off = fgGetFloat("/sim/model/z-offset", 0.0);
+ 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_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 ( fgGetBool("/sim/networking/network-olk") ) {
// $$$ end - added VS Renganathan, 15 Oct 2K
// - added Venky , 12 Nov 2K
+// Main entry point; catch any exceptions that have made it this far.
+int main ( int argc, char **argv ) {
+
+#if defined( _MSC_VER ) && defined( DEBUG )
+ // Christian, we should document what this does
+ _control87( _EM_INEXACT, _MCW_EM );
+#endif
+
+#if defined( HAVE_BC5PLUS )
+ _control87(MCW_EM, MCW_EM); /* defined in float.h */
+#endif
+
+ // FIXME: add other, more specific
+ // exceptions.
+ try {
+ mainLoop(argc, argv);
+ } catch (sg_throwable &t) {
+ SG_LOG(SG_GENERAL, SG_ALERT,
+ "Fatal error: " << t.getFormattedMessage()
+ << "\n (received from " << t.getOrigin() << ')');
+ exit(1);
+ }
+
+ return 0;
+}
+
+
void fgLoadDCS(void) {
ssgEntity *ship_obj = NULL;
- // double bz[3];
- // int j=0;
+
char obj_filename[25];
for ( int k = 0; k < 32; k++ ) {
// instance of the last object.
if ( strcmp(obj_filename,"repeat") != 0) {
- ship_obj = ssgLoadOBJ( obj_filename );
+ ship_obj = ssgLoad( obj_filename );
}
if ( ship_obj != NULL ) {
+ ship_obj->setName(obj_filename);
+ if (objc == 0)
+ ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
+ else
+ ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
ship_pos[objc]->addKid( ship_obj ); // add object to transform node
ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
+ SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
+ << obj_filename );
} else {
SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
<< obj_filename );
}
+ // temporary hack for deck lights - ultimately should move to PLib (when??)
+ //const char *extn = file_extension ( obj_filename ) ;
+ if ( objc == 1 ){
+ ssgVertexArray *lights = new ssgVertexArray( 100 );
+ ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
+ ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
+ ssgVertexArray *lightdir = new ssgVertexArray( 100 );
+ int ltype[500], light_type;
+ static int ltcount = 0;
+ string token;
+ sgVec3 rway_dir,rway_normal,lightpt;
+ Point3D node;
+ modelpath.append(obj_filename);
+ sg_gzifstream in1( modelpath.str() );
+ if ( ! in1.is_open() ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
+ } else {
+ while ( ! in1.eof() ) {
+ in1 >> ::skipws;
+ if ( in1.get( c ) && c == '#' ) {
+ in1 >> skipeol;
+ } else {
+ in1.putback(c);
+ in1 >> token;
+ //cout << token << endl;
+ if ( token == "runway" ) {
+ in1 >> node;
+ sgSetVec3 (rway_dir, node[0], node[1], node[2] );
+ } else if ( token == "edgelight" ) {
+ in1 >> node;
+ sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+ light_type = 1;
+ } else if ( token == "taxi" ) {
+ in1 >> node;
+ sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+ light_type = 2;
+ } else if ( token == "vasi" ) {
+ in1 >> node;
+ sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+ light_type = 3;
+ } else if ( token == "threshold" ) {
+ in1 >> node;
+ sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+ light_type = 4;
+ } else if ( token == "rabbit" ) {
+ in1 >> node;
+ sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+ light_type = 5;
+ } else if ( token == "ols" ) {
+ in1 >> node;
+ sgSetVec3 (rway_ols, node[0], node[1], node[2] );
+ light_type = 6;
+ } else if ( token == "red" ) {
+ in1 >> node;
+ sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+ light_type = 7;
+ } else if ( token == "green" ) {
+ in1 >> node;
+ sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+ light_type = 8;
+ } else if ( token == "lp" ) {
+ in1 >> node;
+ sgSetVec3 (lightpt, node[0], node[1], node[2] );
+ lightpoints->add( lightpt );
+ lightnormals->add( rway_normal );
+ lightdir->add( rway_dir );
+ ltype[ltcount]= light_type;
+ ltcount++;
+ }
+ if (in1.eof()) break;
+ }
+ } //while
+
+ if ( lightpoints->getNum() ) {
+ ssgBranch *lightpoints_branch;
+ long int dummy = -999;
+ dummy_tile = new FGTileEntry((SGBucket)dummy);
+ dummy_tile->lightmaps_sequence = new ssgSelector;
+ dummy_tile->ols_transform = new ssgTransform;
+
+ // call function to generate the runway lights
+ lightpoints_branch =
+ dummy_tile->gen_runway_lights( lightpoints, lightnormals,
+ lightdir, ltype);
+ lightpoints_brightness->addKid(lightpoints_branch);
+ lightpoints_transform->addKid(lightpoints_brightness);
+ //dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
+ lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
+ lightpoints_transform->ref();
+ ground->addKid( lightpoints_transform );
+ }
+ } //if in1
+ } //if objc
+ // end hack for deck lights
+
objc++;
if (in.eof()) break;
SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
- ship_sel->clrTraversalMaskBits( SSGTRAV_HOT );
- scene->addKid( ship_sel ); //add selector node to root node
+ terrain->addKid( ship_sel ); //add selector node to root node
}
return;
// 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();
+ if ((fdm->get_iaux(1))==1)
+ {
+ obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
+ obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
+ obj_alt[1] = fdm->get_daux(3);
+ obj_pitch[1] = fdm->get_faux(1);
+ obj_roll[1] = fdm->get_faux(2);
+ }
}
for ( int m = 0; m < objc; m++ ) {
Point3D obj_pos = sgGeodToCart( obj_posn );
// Translate moving object w.r.t eye
- Point3D Objtrans = obj_pos-scenery.center;
+ Point3D Objtrans = obj_pos-scenery.get_center();
bz[0]=Objtrans.x();
bz[1]=Objtrans.y();
bz[2]=Objtrans.z();
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;
+ sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
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 );
+ sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
+ sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
sgMat4 sgTUX;
sgCopyMat4( sgTUX, sgROT_hdg );
+ sgPostMultMat4( sgTUX, sgROT_pitch );
+ sgPostMultMat4( sgTUX, sgROT_roll );
sgPostMultMat4( sgTUX, sgROT_lat );
sgPostMultMat4( sgTUX, sgROT_lon );
sgPostMultMat4( sgTUX, sgTRANS );
sgCoord shippos;
sgSetCoord(&shippos, sgTUX );
ship_pos[m]->setTransform( &shippos );
+ // temporary hack for deck lights - ultimately should move to PLib (when ??)
+ if (m == 1) {
+ if (lightpoints_transform) {
+ lightpoints_transform->setTransform( &shippos );
+ float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
+ if ( sun_angle > 89 ) {
+ lightpoints_brightness->select(0x01);
+ } else {
+ lightpoints_brightness->select(0x00);
+ }
+ }
+
+ float elev;
+ sgVec3 rp,to;
+ float *vp;
+ float alt;
+ float ref_elev;
+ sgXformPnt3( rp, rway_ols, sgTUX );
+ vp = globals->get_current_view()->get_view_pos();
+ to[0] = rp[0]-vp[0];
+ to[1] = rp[1]-vp[1];
+ to[2] = rp[2]-vp[2];
+ float dist = sgLengthVec3( to );
+ alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
+
+ elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
+
+ ref_elev = elev - 3.75; // +ve above, -ve below
+
+ unsigned int sel;
+ sel = 0xFF;
+// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
+// if (ref_elev > 0.51) sel = 0x21;
+// if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
+// if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
+// if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
+// if (ref_elev < -0.51) sel = 0x30;
+// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
+ dummy_tile->lightmaps_sequence->select(sel);
+
+ sgVec3 up;
+ sgCopyVec3 (up, ship_up);
+ if (dist > 750)
+ sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
+ else
+ sgScaleVec3 (up, 4.0*ref_elev);
+ dummy_tile->ols_transform->setTransform(up);
+ //cout << "ref_elev " << ref_elev << endl;
+ }
+ // end hack for deck lights
+
}
if ( ship_sel != NULL ) {
- ship_sel->select(0xFFFFFFFF);
+ ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
}
}