From eada9143503dbbdc579c8583846f34474df9db18 Mon Sep 17 00:00:00 2001 From: ehofman Date: Fri, 5 Sep 2008 19:46:21 +0000 Subject: [PATCH] Commit the proper patch stupid :( now with the positioning and orientation code included... --- src/Main/main.cxx | 117 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 117 insertions(+) diff --git a/src/Main/main.cxx b/src/Main/main.cxx index 54d2bdbc7..b38b3536a 100644 --- a/src/Main/main.cxx +++ b/src/Main/main.cxx @@ -481,6 +481,13 @@ static void fgMainLoop( void ) { "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); // @@ -489,6 +496,7 @@ static void fgMainLoop( void ) { // 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... @@ -530,6 +538,115 @@ static void fgMainLoop( void ) { // 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() -- 2.39.5