"Elapsed time is zero ... we're zinging" );
}
- // Run audio scheduler
-#ifdef ENABLE_AUDIO_SUPPORT
- if ( globals->get_soundmgr()->is_working() ) {
- globals->get_soundmgr()->update( delta_time_sec );
- }
-#endif
-
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");
- FGViewer *current_view = globals->get_current_view();
globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
// update tile manager for view...
// Do any I/O channel work that might need to be done (must come after viewmgr)
globals->get_io()->update(real_delta_time_sec);
-#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 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,
- (double*) ¤t_view->get_view_pos(),
- acmodel_loc->get_absolute_view_pos() );
- 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, 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
- // 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 );
- globals->get_soundmgr()->set_listener_pos( listener_pos );
-#endif
-
// END Tile Manager udpates
if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
#include <Main/fg_props.hxx>
+#include <simgear/scene/model/placement.hxx>
+#include <Model/acmodel.hxx>
+#include <Main/viewer.hxx>
+
#include "fg_fx.hxx"
return;
}
+ smgr->update(dt);
+ update_pos_and_orientation(smgr, dt);
+
// command sound manger
bool pause = _pause->getBoolValue();
if ( pause != last_pause ) {
play_message( sample );
}
+void
+FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
+{
+ // Right now we make a simplifying assumption that the primary
+ // aircraft is the source of all sounds and that all sounds are
+ // positioned in the aircraft base
+
+ static sgdVec3 last_visitor_pos = {0, 0, 0};
+ static sgdVec3 last_model_pos = {0, 0, 0};
+
+ FGViewer *current_view = globals->get_current_view();
+
+ // 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 (dt > 0) {
+ sgScaleVec3( model_vel, 1 / dt );
+ sgScaleVec3( listener_vel, 1 / dt );
+ }
+
+ // 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
+ smgr->set_listener_vel( listener_vel );
+ }
+ else
+ smgr->set_listener_vel( listener_vel );
+
+ // set positional offset for sources
+ sgdVec3 dsource_pos_offset;
+ sgdSubVec3( dsource_pos_offset,
+ (double*) ¤t_view->get_view_pos(),
+ acmodel_loc->get_absolute_view_pos() );
+ 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, sgv_dsource_pos_offset[0],
+ sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
+
+ smgr->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];
+ }
+ smgr->set_listener_orientation( orient );
+
+ // set the velocity
+ // all sources are defined to be in the model
+ smgr->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 );
+ smgr->set_listener_pos( listener_pos );
+}
+
// end of fg_fx.cxx