#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/structure/event_mgr.hxx>
+#include <simgear/props/AtomicChangeListener.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/math/sg_random.h>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
+#include <Sound/fg_fx.hxx>
#include <Sound/beacon.hxx>
#include <Sound/morse.hxx>
+#include <Sound/fg_fx.hxx>
#include <FDM/flight.hxx>
#include <ATCDCL/ATCmgr.hxx>
#include <ATCDCL/AIMgr.hxx>
#include <Time/tmp.hxx>
-#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
#include <GUI/new_gui.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
#include "main.hxx"
#include "util.hxx"
#include "fg_init.hxx"
+#include "fg_os.hxx"
#include "WindowSystemAdapter.hxx"
-
+#include <Main/viewer.hxx>
static double real_delta_time_sec = 0.0;
double delta_time_sec = 0.0;
-extern float init_volume;
using namespace flightgear;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
+void fgInitSoundManager();
+void fgSetNewSoundDevice(const char *);
+
// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
// We require just to have 50 meter scenery availabe around
// the aircraft.
double range = 1000.0;
- if (globals->get_scenery()->scenery_available(lat, lon, range)) {
+ SGGeod geod = SGGeod::fromDeg(lon, lat);
+ if (globals->get_scenery()->scenery_available(geod, range)) {
//SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
cur_fdm_state->init();
if ( cur_fdm_state->get_bound() ) {
// normal playback
replay_time->setDoubleValue( replay_time->getDoubleValue()
+ ( delta_time_sec
- * fgGetInt("/sim/speed-up") ) );
+ * fgGetInt("/sim/speed-up") ) );
} else if ( replay_state->getIntValue() == 2 ) {
// paused playback (don't advance replay time)
}
// do nothing, fdm isn't inited yet
}
- globals->get_model_mgr()->update(delta_time_sec);
globals->get_aircraft_model()->update(delta_time_sec);
// Update solar system
}
-void fgInitTimeDepCalcs( void ) {
- // noop for now
-}
-
-
-static const double alt_adjust_ft = 3.758099;
-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
// for the next move and update the display?
static void fgMainLoop( void ) {
= fgGetNode("/position/latitude-deg");
static SGConstPropertyNode_ptr altitude
= fgGetNode("/position/altitude-ft");
+ static SGConstPropertyNode_ptr vn_fps
+ = fgGetNode("/velocities/speed-north-fps");
+ static SGConstPropertyNode_ptr ve_fps
+ = fgGetNode("/velocities/speed-east-fps");
+ static SGConstPropertyNode_ptr vd_fps
+ = fgGetNode("/velocities/speed-down-fps");
static SGConstPropertyNode_ptr clock_freeze
= fgGetNode("/sim/freeze/clock", true);
static SGConstPropertyNode_ptr cur_time_override
}
current_time_stamp.stamp();
/* Convert to ms */
- double elapsed_us = current_time_stamp - last_time_stamp;
+ double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs();
if ( elapsed_us < frame_us ) {
double requested_us = frame_us - elapsed_us;
ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
// ulMilliSecondSleep() call is omitted this will peg the cpu
// (which is just fine if FG is the only app you care about.)
current_time_stamp.stamp();
- while ( current_time_stamp - last_time_stamp < frame_us ) {
+ SGTimeStamp next_time_stamp = last_time_stamp;
+ next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
+ while ( current_time_stamp < next_time_stamp ) {
current_time_stamp.stamp();
}
} else {
current_time_stamp.stamp();
}
- real_delta_time_sec
- = double(current_time_stamp - last_time_stamp) / 1000000.0;
+ real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs();
// Limit the time we need to spend in simulation loops
// That means, if the /sim/max-simtime-per-frame value is strictly positive
// round the real time down to a multiple of 1/model-hz.
// this way all systems are updated the _same_ amount of dt.
- {
- static double rem = 0.0;
- real_delta_time_sec += rem;
- double hz = model_hz;
- double nit = floor(real_delta_time_sec*hz);
- rem = real_delta_time_sec - nit/hz;
- real_delta_time_sec = nit/hz;
- }
-
+ static double reminder = 0.0;
+ real_delta_time_sec += reminder;
+ global_multi_loop = long(floor(real_delta_time_sec*model_hz));
+ global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
+ reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
+ real_delta_time_sec = double(global_multi_loop)/double(model_hz);
if (clock_freeze->getBoolValue() || wait_for_scenery) {
delta_time_sec = 0;
fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
fgSetDouble("/sim/time/delta-sec", delta_time_sec);
- static long remainder = 0;
- long elapsed;
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.get_cur_elev(),
- cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
+ scenery.get_cur_elev(),
+ cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
+ cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
- scenery.get_cur_elev(),
- cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
- cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
+ 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;
altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
- // Get elapsed time (in usec) for this past frame
- elapsed = fgGetTimeInterval();
- SG_LOG( SG_ALL, SG_DEBUG,
- "Elapsed time interval is = " << elapsed
- << ", previous remainder is = " << remainder );
-
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
/* old fps calculation */
general.set_frame_rate( frames );
fgSetInt("/sim/frame-rate", frames);
SG_LOG( SG_ALL, SG_DEBUG,
- "--> Frame rate is = " << general.get_frame_rate() );
+ "--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
last_time = t->get_cur_time();
globals->get_AI_mgr()->update(delta_time_sec);
// Run flight model
-
- // Calculate model iterations needed for next frame
- elapsed += remainder;
-
- global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
- remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
- SG_LOG( SG_ALL, SG_DEBUG,
- "Model iterations needed = " << global_multi_loop
- << ", new remainder = " << remainder );
-
- // chop max iterations to something reasonable if the sim was
- // delayed for an excessive amount of time
- if ( global_multi_loop > 2.0 * model_hz ) {
- global_multi_loop = (int)(2.0 * model_hz );
- remainder = 0;
- }
-
- // flight model
- if ( global_multi_loop > 0) {
+ if (0 < global_multi_loop) {
// first run the flight model each frame until it is initialized
- // then continue running each frame only after initial scenery load is complete.
+ // then continue running each frame only after initial scenery
+ // load is complete.
fgUpdateTimeDepCalcs();
} else {
SG_LOG( SG_ALL, SG_DEBUG,
- "Elapsed time is zero ... we're zinging" );
+ "Elapsed time is zero ... we're zinging" );
}
- SGSoundMgr *smgr = globals->get_soundmgr();
- smgr->update(delta_time_sec);
globals->get_subsystem_mgr()->update(delta_time_sec);
//
// we may want to move this to its own class at some point
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
-
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 lon = view_location->getLongitude_deg();
- double lat = view_location->getLatitude_deg();
- double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
-
- // check if we can reuse the groundcache for that purpose.
- double ref_time, r;
- SGVec3d pt;
- bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
- SGVec3d viewpos(globals->get_current_view()->get_view_pos());
- if (valid && distSqr(viewpos, pt) < r*r) {
- // Reuse the cache ...
- double lev
- = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
- lon*SGD_DEGREES_TO_RADIANS,
- alt + 2.0);
- view_location->set_cur_elev_m( lev );
- } else {
- // Do full intersection test.
- double lev;
- if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
- view_location->set_cur_elev_m( lev );
- else
- view_location->set_cur_elev_m( -9999.0 );
- }
- }
+ SGVec3d viewPos = globals->get_current_view()->get_view_pos();
+ SGGeod geodViewPos = SGGeod::fromCart(viewPos);
+ globals->get_tile_mgr()->update(geodViewPos, visibility_meters);
// run Nasal's settimer() loops right before the view manager
globals->get_event_mgr()->update(delta_time_sec);
+ // pick up model coordidnates that Nasal code may have set relative to the
+ // aircraft's
+ globals->get_model_mgr()->update(delta_time_sec);
+
// update the view angle as late as possible, but before sound calculations
- globals->get_viewmgr()->update(delta_time_sec);
+ globals->get_viewmgr()->update(real_delta_time_sec);
- // Do any I/O channel work that might need to be done (must come after viewmgr)
- globals->get_io()->update(real_delta_time_sec);
+ // Update the sound manager last so it can use the CPU while the GPU
+ // is processing the scenery (doubled the frame-rate for me) -EMH-
+#ifdef ENABLE_AUDIO_SUPPORT
+ static bool smgr_init = true;
+ static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
+ if (smgr_init == true) {
+ if (sound_working->getBoolValue() == true) {
+ fgInitSoundManager();
+ smgr_init = false;
+ }
+ } else {
+ static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
+ static SGSoundMgr *smgr = globals->get_soundmgr();
+ static bool smgr_enabled = true;
+
+ if (sound_working->getBoolValue() == false) { // request to reinit
+ smgr->reinit();
+ smgr->resume();
+ sound_working->setBoolValue(true);
+ }
+
+ if (smgr_enabled != sound_enabled->getBoolValue()) {
+ if (smgr_enabled == true) { // request to suspend
+ smgr->suspend();
+ smgr_enabled = false;
+ } else {
+ smgr->resume();
+ smgr_enabled = true;
+ }
+ }
+
+ if (smgr_enabled == true) {
+ static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
+ smgr->set_volume(volume->getFloatValue());
+ smgr->update(delta_time_sec);
+ }
+ }
+#endif
// END Tile Manager udpates
if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
&& cur_fdm_state->get_inited()) {
fgSetBool("sim/sceneryloaded",true);
- fgSetFloat("/sim/sound/volume", init_volume);
- globals->get_soundmgr()->set_volume(init_volume);
+ if (fgGetBool("/sim/sound/working")) {
+ globals->get_soundmgr()->activate();
+ }
+ globals->get_props()->tie("/sim/sound/devices/name",
+ SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
}
-
+ simgear::AtomicChangeListener::fireChangeListeners();
fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
+void fgInitSoundManager()
+{
+ SGSoundMgr *smgr = globals->get_soundmgr();
+
+ smgr->bind();
+ smgr->init(fgGetString("/sim/sound/device-name", NULL));
+
+ vector <const char*>devices = smgr->get_available_devices();
+ for (unsigned int i=0; i<devices.size(); i++) {
+ SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
+ p->setStringValue(devices[i]);
+ }
+ devices.clear();
+}
+
+void fgSetNewSoundDevice(const char *device)
+{
+ globals->get_soundmgr()->suspend();
+ globals->get_soundmgr()->stop();
+ globals->get_soundmgr()->init(device);
+ globals->get_soundmgr()->resume();
+}
+
// Operation for querying OpenGL parameters. This must be done in a
// valid OpenGL context, potentially in another thread.
namespace
} else if ( idle_state == 5 ) {
idle_state++;
+
////////////////////////////////////////////////////////////////////
// Initialize the 3D aircraft model subsystem (has a dependency on
// the scenery subsystem.)
// Sun diameter: 1,390,000 kilometers
thesky->build( 80000.0, 80000.0,
463.3, 361.8,
- globals->get_ephem()->getNumPlanets(),
- globals->get_ephem()->getPlanets(),
- globals->get_ephem()->getNumStars(),
- globals->get_ephem()->getStars(),
+ *globals->get_ephem(),
fgGetNode("/environment", true));
// Initialize MagVar model
SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
-#if defined( __CYGWIN__ )
+# if defined( __CYGWIN__ )
string command = "start /m `cygpath -w " + mp3file.str() + "`";
-#elif defined( WIN32 )
+# elif defined( _WIN32 )
string command = "start /m " + mp3file.str();
-#else
+# else
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
-#endif
+# endif
system ( command.c_str() );
}
fgGetInt("/sim/startup/ysize") );
fgSplashProgress("loading scenery objects");
-
+ int session = fgGetInt("/sim/session",0);
+ session++;
+ fgSetInt("/sim/session",session);
}
if ( idle_state == 1000 ) {
static void upper_case_property(const char *name)
{
+ using namespace simgear;
SGPropertyNode *p = fgGetNode(name, false);
if (!p) {
p = fgGetNode(name, true);
p->setStringValue("");
} else {
- SGPropertyNode::Type t = p->getType();
- if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
+ props::Type t = p->getType();
+ if (t == props::NONE || t == props::UNSPECIFIED)
p->setStringValue("");
else
- assert(t == SGPropertyNode::STRING);
+ assert(t == props::STRING);
}
p->addChangeListener(new FGMakeUpperCase);
}
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "1.0.0";
+ static char required_version[] = "2.0.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application