#include <Sound/beacon.hxx>
#include <Sound/morse.hxx>
#include <FDM/flight.hxx>
-// #include <FDM/ADA.hxx>
-#include <ATC/ATCdisplay.hxx>
#include <ATC/ATCmgr.hxx>
#include <ATC/AIMgr.hxx>
#include <Time/tmp.hxx>
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
- bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded");
+ bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
// Update the elapsed time.
static bool first_time = true;
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
- if ( throttle_hz > 0.0 && scenery_loaded ) {
+ if ( throttle_hz > 0.0 && !wait_for_scenery ) {
// optionally throttle the frame rate (to get consistent frame
// rates or reduce cpu usage.
}
- if (clock_freeze->getBoolValue() || !scenery_loaded) {
+ if (clock_freeze->getBoolValue() || wait_for_scenery) {
delta_time_sec = 0;
} else {
delta_time_sec = real_delta_time_sec;
}
last_time_stamp = current_time_stamp;
globals->inc_sim_time_sec( delta_time_sec );
- SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
// These are useful, especially for Nasal scripts.
fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
FGViewer *current_view = globals->get_current_view();
- // Let the scenery center follow the current view position with
- // 30m increments.
- //
- // Having the scenery center near the view position will eliminate
- // jitter of objects which are placed very near the view position
- // and haveing it's center near that view position.
- // So the 3d insruments of the aircraft will not jitter with this.
- //
- // Following the view position exactly would introduce jitter of
- // the scenery tiles (they would be from their center up to 10000m
- // to the view and this will introduce roundoff too). By stepping
- // at 30m incements the roundoff error of the scenery tiles is
- // still present, but we will make exactly the same roundoff error
- // at each frame until the center is switched to a new
- // position. This roundoff is still visible but you will most
- // propably not notice.
- double *vp = globals->get_current_view()->get_absolute_view_pos();
- SGVec3d cntr(vp);
- if (30.0*30.0 < distSqr(cntr, globals->get_scenery()->get_center()))
- globals->get_scenery()->set_center( cntr );
-
- globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
- visibility_meters );
+
+ globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
// update tile manager for view...
SGLocation *view_location = globals->get_current_view()->getSGLocation();
globals->get_tile_mgr()->update( view_location, visibility_meters );
double ref_time, r;
SGVec3d pt;
bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
- double *vp = globals->get_current_view()->get_absolute_view_pos();
- SGVec3d viewpos(vp);
+ SGVec3d viewpos(globals->get_current_view()->get_view_pos());
if (valid && distSqr(viewpos, pt) < r*r) {
// Reuse the cache ...
double lev
#ifdef ENABLE_AUDIO_SUPPORT
// Right now we make a simplifying assumption that the primary
// aircraft is the source of all sounds and that all sounds are
- // positioned relative to the current view position.
-
- static sgVec3 last_pos_offset;
+ // positioned in the aircraft base
+
+ static sgdVec3 last_visitor_pos = {0, 0, 0};
+ static sgdVec3 last_model_pos = {0, 0, 0};
+
+ // get the orientation
+ const SGQuatd view_or = current_view->getViewOrientation();
+ SGQuatd surf_or = SGQuatd::fromLonLatDeg(
+ current_view->getLongitude_deg(), current_view->getLatitude_deg());
+ SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
+ globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
+ globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
+ globals->get_aircraft_model()->get3DModel()->getRollDeg());
+
+ // get the up and at vector in the aircraft base
+ // (ok, the up vector is a down vector, but the coordinates
+ // are finally calculated in a left hand system and openal
+ // lives in a right hand system. Therefore we need to pass
+ // the down vector to get correct stereo sound.)
+ SGVec3d sgv_up = model_or.rotateBack(
+ surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
+ sgVec3 up;
+ sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
+ SGVec3d sgv_at = model_or.rotateBack(
+ surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
+ sgVec3 at;
+ sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
// get the location data for the primary FDM (now hardcoded to ac model)...
SGLocation *acmodel_loc = NULL;
acmodel_loc = (SGLocation *)globals->
get_aircraft_model()->get3DModel()->getSGLocation();
+ // calculate speed of visitor and model
+ sgVec3 listener_vel, model_vel;
+ SGVec3d SGV3d_help;
+ sgdVec3 sgdv3_help;
+ sgdVec3 sgdv3_null = {0, 0, 0};
+
+ sgdSubVec3( sgdv3_help,
+ last_visitor_pos, (double *)¤t_view->get_view_pos());
+ sgdAddVec3( last_visitor_pos, sgdv3_null, (double *)¤t_view->get_view_pos());
+ SGV3d_help = model_or.rotateBack(
+ surf_or.rotateBack(SGVec3d(sgdv3_help[0],
+ sgdv3_help[1], sgdv3_help[2])));
+ sgSetVec3( listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
+
+ sgdSubVec3( sgdv3_help,
+ last_model_pos, acmodel_loc->get_absolute_view_pos());
+ sgdAddVec3( last_model_pos, sgdv3_null, acmodel_loc->get_absolute_view_pos());
+ SGV3d_help = model_or.rotateBack(
+ surf_or.rotateBack(SGVec3d(sgdv3_help[0],
+ sgdv3_help[1], sgdv3_help[2])));
+ sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
+
+ if (delta_time_sec > 0) {
+ sgScaleVec3( model_vel, 1 / delta_time_sec );
+ sgScaleVec3( listener_vel, 1 / delta_time_sec );
+ }
+
+ // checking, if the listener pos has moved suddenly
+ if (sgLengthVec3(listener_vel) > 1000)
+ {
+ // check if the relative speed model vs listener has moved suddenly, too
+ sgVec3 delta_vel;
+ sgSubVec3(delta_vel, listener_vel, model_vel );
+ if (sgLengthVec3(delta_vel) > 1000)
+ sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2] ); // a sane value
+ else
+ globals->get_soundmgr()->set_listener_vel( listener_vel );
+ }
+ else
+ globals->get_soundmgr()->set_listener_vel( listener_vel );
+
// set positional offset for sources
sgdVec3 dsource_pos_offset;
sgdSubVec3( dsource_pos_offset,
- view_location->get_absolute_view_pos(),
+ (double*) ¤t_view->get_view_pos(),
acmodel_loc->get_absolute_view_pos() );
- // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
+ SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
+ surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
+ dsource_pos_offset[1], dsource_pos_offset[2])));
+
sgVec3 source_pos_offset;
- sgSetVec3(source_pos_offset, dsource_pos_offset);
+ sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
+ sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
+
globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
+ float orient[6];
+ for (int i = 0; i < 3; i++) {
+ orient[i] = sgv_at[i];
+ orient[i + 3] = sgv_up[i];
+ }
+ globals->get_soundmgr()->set_listener_orientation( orient );
+
// set the velocity
- sgVec3 source_vel;
- sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
- sgScaleVec3( source_vel, delta_time_sec );
- sgCopyVec3( last_pos_offset, source_pos_offset );
- // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
- globals->get_soundmgr()->set_source_vel_all( source_vel );
-
- // Right now we make a simplifying assumption that the listener is
- // always positioned at the origin.
+ // all sources are defined to be in the model
+ globals->get_soundmgr()->set_source_vel_all( model_vel );
+
+ // The listener is always positioned at the origin.
sgVec3 listener_pos;
sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
- // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
globals->get_soundmgr()->set_listener_pos( listener_pos );
#endif
globals->get_soundmgr()->set_volume(init_volume);
}
- // OSGFIXME: with osg>1.2 remove this, osg::LightModel does the trick...
-// if (fgGetBool("/sim/rendering/specular-highlight")) {
-// glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-// } else {
-// glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
-// }
-
fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
// then on.
static void fgIdleFunction ( void ) {
+ // Some intialization requires a valid graphics context, in
+ // particular that of plib. Boo, hiss!
+ fgMakeCurrent();
if ( idle_state == 0 ) {
idle_state++;
-#ifdef GL_EXT_texture_lod_bias
- // negative values sharpen, positive values blur mipmapped textures
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
-#endif
- fgSplashProgress("setting up scenegraph & user interface");
-
-
- } else if ( idle_state == 1 ) {
- idle_state++;
// This seems to be the absolute earliest in the init sequence
// that these calls will return valid info. Too bad it's after
// we've already created and sized our window. :-(
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
- // Initialize the user interface (we need to do this before
- // passing off control to the OS main loop and before
- // fgInitGeneral to get our fonts !!!
+ // Initialize the user interface so that we can use fonts
guiInit();
+
+
+ } else if ( idle_state == 1 ) {
+ idle_state++;
fgSplashProgress("reading aircraft list");
// based on the requested presets, calculate the true starting
// lon, lat
fgInitPosition();
+ fgInitTowerLocationListener();
SGTime *t = fgInitTime();
globals->set_time_params( t );
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "0.9.10";
+ static char required_version[] = "0.9.11";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
exit(-1);
}
- //OSGFIXME
-// sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
-
// Load the configuration parameters. (Command line options
// override config file options. Config file options override
// defaults.)
// Initialize the splash screen right away
fntInit();
- fgSplashInit(fgGetString("/sim/startup/splash-texture"));
+ fgSplashInit();
// pass control off to the master event handler
fgOSMainLoop();