//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#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>
#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
#include <GUI/new_gui.hxx>
-
-#ifdef FG_MPLAYER_AS
#include <MultiPlayer/multiplaymgr.hxx>
-#endif
-
-
#include "fg_commands.hxx"
#include "fg_io.hxx"
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
-// The atexit() functio handler should know when the graphical subsystem
+// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
// << " cur_elev = " << scenery.get_cur_elev() << endl;
if (!cur_fdm_state->get_inited()) {
- // Check for scenery around the aircraft.
- double lon = fgGetDouble("/sim/presets/longitude-deg");
- double lat = fgGetDouble("/sim/presets/latitude-deg");
- // We require just to have 50 meter scenery availabe around
- // the aircraft.
- double range = 50.0;
- if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
- SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
- cur_fdm_state->init();
- if ( cur_fdm_state->get_bound() ) {
- cur_fdm_state->unbind();
+ // Check for scenery around the aircraft.
+ double lon = fgGetDouble("/sim/presets/longitude-deg");
+ double lat = fgGetDouble("/sim/presets/latitude-deg");
+ // We require just to have 50 meter scenery availabe around
+ // the aircraft.
+ double range = 50.0;
+ if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
+ SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
+ cur_fdm_state->init();
+ if ( cur_fdm_state->get_bound() ) {
+ cur_fdm_state->unbind();
+ }
+ cur_fdm_state->bind();
}
- cur_fdm_state->bind();
- }
}
// conceptually, the following block could be done for each fdm
if ( !inited ) {
inited = true;
+ fgSetBool("/sim/signals/fdm-initialized", true);
}
if ( replay_state->getIntValue() == 0 ) {
- // replay off, run fdm
+ // replay off, run fdm
cur_fdm_state->update( delta_time_sec );
} else {
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
r->replay( replay_time->getDoubleValue() );
- if ( replay_state->getIntValue() == 1 ) {
+ if ( replay_state->getIntValue() == 1 ) {
// normal playback
replay_time->setDoubleValue( replay_time->getDoubleValue()
+ ( delta_time_sec
* fgGetInt("/sim/speed-up") ) );
- } else if ( replay_state->getIntValue() == 2 ) {
- // paused playback (don't advance replay time)
- }
- }
+ } else if ( replay_state->getIntValue() == 2 ) {
+ // paused playback (don't advance replay time)
+ }
+ }
} else {
// do nothing, fdm isn't inited yet
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
if ( throttle_hz > 0.0 && scenery_loaded ) {
- // optionally throttle the frame rate (to get consistant frame
+ // optionally throttle the frame rate (to get consistent frame
// rates or reduce cpu usage.
double frame_us = 1000000.0 / throttle_hz;
//
// Calling sleep, even usleep() on linux is less accurate than
// we like, but it does free up the cpu for other tasks during
- // the sleep so it is desireable. Because of the way sleep()
- // is implimented in consumer operating systems like windows
+ // the sleep so it is desirable. Because of the way sleep()
+ // is implemented in consumer operating systems like windows
// and linux, you almost always sleep a little longer than the
// requested amount.
- //
- // To combat the problem of sleeping to long, we calculate the
+ //
+ // To combat the problem of sleeping too long, we calculate the
// desired wait time and shorten it by 2000us (2ms) to avoid
// [hopefully] over-sleep'ing. The 2ms value was arrived at
// via experimentation. We follow this up at the end with a
// simple busy-wait loop to get the final pause timing exactly
// right.
- //
+ //
// Assuming we don't oversleep by more than 2000us, this
// should be a reasonable compromise between sleep based
// waiting, and busy waiting.
#endif
// busy wait timing loop.
- //
+ //
// This yields the most accurate timing. If the previous
- // ulMilliSecondSleep() call is ommitted this will peg the cpu
+ // 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 ) {
// Limit the time we need to spend in simulation loops
// That means, if the /sim/max-simtime-per-frame value is strictly positive
// you can limit the maximum amount of time you will do simulations for
- // one frame to display. The cpu time spent in simulations code is roughtly
+ // one frame to display. The cpu time spent in simulations code is roughly
// at least O(real_delta_time_sec). If this is (due to running debug
// builds or valgrind or something different blowing up execution times)
- // larger than the real time you will no more get any response
+ // larger than the real time you will no longer get any response
// from flightgear. This limits that effect. Just set to property from
// your .fgfsrc or commandline ...
double dtMax = max_simtime_per_frame->getDoubleValue();
if (0 < dtMax && dtMax < real_delta_time_sec)
- real_delta_time_sec = dtMax;
+ real_delta_time_sec = dtMax;
// 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 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;
}
}
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);
globals->get_warp() );
if (globals->get_warp_delta() != 0) {
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- l->update( 0.5 );
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ l->update( 0.5 );
}
// update magvar model
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() );
+ * 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
elapsed = fgGetTimeInterval();
- SG_LOG( SG_ALL, SG_DEBUG,
- "Elapsed time interval is = " << elapsed
+ SG_LOG( SG_ALL, SG_DEBUG,
+ "Elapsed time interval is = " << elapsed
<< ", previous remainder is = " << remainder );
// Calculate frame rate average
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
fgSetInt("/sim/frame-rate", frames);
- SG_LOG( SG_ALL, SG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
++frames;
#endif
+ // Update any multiplayer's network queues, the AIMultiplayer
+ // implementation is an AI model and depends on that
+ globals->get_multiplayer_mgr()->Update();
+
// Run ATC subsystem
if (fgGetBool("/sim/atc/enabled"))
globals->get_ATC_mgr()->update(delta_time_sec);
// Run the AI subsystem
+ // FIXME: run that also if we have multiplaying enabled since the
+ // multiplayer information is interpreted by an AI model
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
-#ifdef FG_MPLAYER_AS
- // Update any multiplayer models
- globals->get_multiplayer_mgr()->Update();
-#endif
-
// Run flight model
// Calculate model iterations needed for next frame
global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
- SG_LOG( SG_ALL, SG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"Model iterations needed = " << global_multi_loop
<< ", new remainder = " << remainder );
-
- // chop max interations to something reasonable if the sim was
- // delayed for an excesive amount of time
+
+ // 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) {
- // first run the flight model each frame until it is intialized
+ // first run the flight model each frame until it is initialized
// then continue running each frame only after initial scenery load is complete.
fgUpdateTimeDepCalcs();
} else {
- SG_LOG( SG_ALL, SG_DEBUG,
+ SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time is zero ... we're zinging" );
}
//
// Tile Manager updates - see if we need to load any new scenery tiles.
// this code ties together the fdm, viewer and scenery classes...
- // we may want to move this to it's own class at some point
+ // we may want to move this to its own class at some point
//
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();
- Point3D cntr(vp[0], vp[1], vp[2]);
- if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
- globals->get_scenery()->set_next_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 );
- globals->get_scenery()->set_center( cntr );
{
- 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, pt[3], r;
- bool valid = cur_fdm_state->is_valid_m(&ref_time, pt, &r);
- if (valid &&
- cntr.distance3Dsquared(Point3D(pt[0], pt[1], pt[2])) < 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))
- view_location->set_cur_elev_m( lev );
- else
- view_location->set_cur_elev_m( -9999.0 );
- }
+ 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 );
+ }
}
#ifdef ENABLE_AUDIO_SUPPORT
globals->get_soundmgr()->set_volume(init_volume);
}
- if (fgGetBool("/sim/rendering/specular-highlight")) {
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
- } else {
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
- // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
- }
-
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++;
- 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 out window. :-(
+ // we've already created and sized our window. :-(
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
- // Initialize ssg (from plib). Needs to come before we do any
- // other ssg stuff, but after opengl has been initialized.
- ssgInit();
-
- // 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");
} else if ( idle_state == 2 ) {
idle_state++;
- // Read the list of available aircrafts
+ // Read the list of available aircraft
fgReadAircraft();
-#ifdef GL_EXT_texture_lod_bias
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
-#endif
-
// get the address of our OpenGL extensions
- if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
- if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
- glPointParameterIsSupported = true;
- glPointParameterfPtr = (glPointParameterfProc)
- SGLookupFunction("glPointParameterfEXT");
- glPointParameterfvPtr = (glPointParameterfvProc)
- SGLookupFunction("glPointParameterfvEXT");
-
- } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
- glPointParameterIsSupported = true;
- glPointParameterfPtr = (glPointParameterfProc)
- SGLookupFunction("glPointParameterfARB");
- glPointParameterfvPtr = (glPointParameterfvProc)
- SGLookupFunction("glPointParameterfvARB");
- } else
- glPointParameterIsSupported = false;
- }
+// if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
+// glPointParameterIsSupported = true;
+// glPointParameterfPtr = (glPointParameterfProc)
+// SGLookupFunction("glPointParameterfEXT");
+// glPointParameterfvPtr = (glPointParameterfvProc)
+// SGLookupFunction("glPointParameterfvEXT");
+// } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
+// glPointParameterIsSupported = true;
+// glPointParameterfPtr = (glPointParameterfProc)
+// SGLookupFunction("glPointParameterfARB");
+// glPointParameterfvPtr = (glPointParameterfvProc)
+// SGLookupFunction("glPointParameterfvARB");
+// } else {
+// glPointParameterIsSupported = false;
+// }
fgSplashProgress("reading airport & navigation data");
// based on the requested presets, calculate the true starting
// lon, lat
fgInitPosition();
+ fgInitTowerLocationListener();
SGTime *t = fgInitTime();
globals->set_time_params( t );
// Do some quick general initializations
if( !fgInitGeneral()) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "General initializations failed ..." );
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "General initialization failed ..." );
exit(-1);
}
thesky->texture_path( sky_tex_path.str() );
// The sun and moon diameters are scaled down numbers of the
- // actual diameters. This was needed to fit bot the sun and the
+ // actual diameters. This was needed to fit both the sun and the
// moon within the distance to the far clip plane.
// Moon diameter: 3,476 kilometers
// Sun diameter: 1,390,000 kilometers
thesky->build( 80000.0, 80000.0,
463.3, 361.8,
- globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(),
globals->get_ephem()->getNumStars(),
- globals->get_ephem()->getStars() );
+ globals->get_ephem()->getStars(),
+ fgGetNode("/environment", true));
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->get_time_params()->getJD() );
double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
+ fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
+
// airport = new ssgBranch;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
// build our custom render states
- globals->get_renderer()->build_states();
fgSplashProgress("initializing subsystems");
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
- SG_LOG( SG_GENERAL, SG_INFO,
+ SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
#if defined( __CYGWIN__ )
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
- // a subsystem to flightgear, its initialization call should
+ // a subsystem to flightgear, its initialization call should be
// located in this routine.
if( !fgInitSubsystems()) {
SG_LOG( SG_GENERAL, SG_ALERT,
- "Subsystem initializations failed ..." );
+ "Subsystem initialization failed ..." );
exit(-1);
}
fgSplashProgress("setting up time & renderer");
}
+static void upper_case_property(const char *name)
+{
+ 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)
+ p->setStringValue("");
+ else
+ assert(t == SGPropertyNode::STRING);
+ }
+ p->addChangeListener(new FGMakeUpperCase);
+}
+
+
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
globals = new FGGlobals;
- // seed the random number generater
+ // seed the random number generator
sg_srandom_time();
FGControls *controls = new FGControls;
string_list *col = new string_list;
globals->set_channel_options_list( col );
+ upper_case_property("/sim/presets/airport-id");
+ upper_case_property("/sim/presets/runway");
+ upper_case_property("/sim/tower/airport-id");
+
// 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);
// Check for the correct base package version
- static char required_version[] = "0.9.9";
+ 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);
}
- sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
-
// Load the configuration parameters. (Command line options
- // overrides config file options. Config file options override
+ // override config file options. Config file options override
// defaults.)
if ( !fgInitConfig(argc, argv) ) {
SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
// Initialize the splash screen right away
fntInit();
- fgSplashInit(fgGetString("/sim/startup/splash-texture"));
+ fgSplashInit();
// pass control off to the master event handler
fgOSMainLoop();