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flightgear/src/Main/main.cxx

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// main.cxx -- top level sim routines
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//
// Written by Curtis Olson for OpenGL, started May 1997.
//
// Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org
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//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// 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.
//
// $Id$
#define USE_NEW_ENGINE_CODE
#undef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
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#ifdef HAVE_WINDOWS_H
# include <windows.h>
# include <float.h>
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#endif
#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <stdio.h>
#include <string.h>
#include <string>
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#ifdef HAVE_STDLIB_H
# include <stdlib.h>
#endif
#ifdef HAVE_SYS_STAT_H
# include <sys/stat.h> /* for stat() */
#endif
#ifdef HAVE_UNISTD_H
# include <unistd.h> /* for stat() */
#endif
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#include <plib/pu.h> // plib include
#include <plib/ssg.h> // plib include
#ifdef ENABLE_AUDIO_SUPPORT
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# include <plib/sl.h> // plib include
# include <plib/sm.h> // plib include
#endif
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#include <simgear/constants.h> // for VERSION
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#include <simgear/debug/logstream.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/fg_random.h>
#include <simgear/misc/fgpath.hxx>
#include <simgear/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/timing/lowleveltime.h>
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#include <Include/general.hxx>
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#include <Aircraft/aircraft.hxx>
#include <Autopilot/newauto.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/radiostack.hxx>
#include <Cockpit/steam.hxx>
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#include <FDM/UIUCModel/uiuc_aircraftdir.h>
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#include <GUI/gui.h>
#include <Joystick/joystick.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Time/event.hxx>
#include <Time/fg_timer.hxx>
#include <Time/sunpos.hxx>
#include <Time/tmp.hxx>
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
# include <Weather/weather.hxx>
#endif
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#include "bfi.hxx"
#include "fg_init.hxx"
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#include "fg_io.hxx"
#include "globals.hxx"
#include "keyboard.hxx"
#include "options.hxx"
#include "splash.hxx"
#include "views.hxx"
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// -dw- use custom sioux settings so I can see output window
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#ifdef macintosh
# ifndef FG_NDEBUG
# include <sioux.h> // settings for output window
# endif
# include <console.h>
#endif
// This is a record containing a bit of global housekeeping information
FGGeneral general;
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// Specify our current idle function state. This is used to run all
// our initializations out of the glutIdleLoop() so that we can get a
// splash screen up and running right away.
static int idle_state = 0;
static int global_multi_loop;
// attempt to avoid a large bounce at startup
static bool initial_freeze = true;
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// Another hack
int use_signals = 0;
// Global structures for the Audio library
#ifdef ENABLE_AUDIO_SUPPORT
slEnvelope pitch_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
slEnvelope volume_envelope ( 1, SL_SAMPLE_ONE_SHOT ) ;
slScheduler *audio_sched;
smMixer *audio_mixer;
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slSample *s1;
slSample *s2;
#endif
// ssg variables
ssgRoot *scene = NULL;
ssgBranch *terrain = NULL;
ssgSelector *penguin_sel = NULL;
ssgTransform *penguin_pos = NULL;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
ssgTransform *fgd_pos = NULL;
//sgMat4 sgTUX;
#endif
// current fdm/position used for view
FGInterface cur_view_fdm;
// Sky structures
SGSky *thesky;
// hack
sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
{
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
} ;
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// The following defines flight gear options. Because glutlib will also
// want to parse its own options, those options must not be included here
// or they will get parsed by the main program option parser. Hence case
// is significant for any option added that might be in conflict with
// glutlib's parser.
//
// glutlib parses for:
// -display
// -direct (invalid in Win32)
// -geometry
// -gldebug
// -iconized
// -indirect (invalid in Win32)
// -synce
//
// Note that glutlib depends upon strings while this program's
// option parser wants only initial characters followed by numbers
// or pathnames.
//
ssgSimpleState *default_state;
ssgSimpleState *hud_and_panel;
ssgSimpleState *menus;
void fgBuildRenderStates( void ) {
default_state = new ssgSimpleState;
default_state->disable( GL_TEXTURE_2D );
default_state->enable( GL_CULL_FACE );
default_state->enable( GL_COLOR_MATERIAL );
default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
default_state->disable( GL_BLEND );
default_state->disable( GL_ALPHA_TEST );
default_state->disable( GL_LIGHTING );
hud_and_panel = new ssgSimpleState;
hud_and_panel->disable( GL_CULL_FACE );
hud_and_panel->disable( GL_TEXTURE_2D );
hud_and_panel->disable( GL_LIGHTING );
hud_and_panel->enable( GL_BLEND );
menus = new ssgSimpleState;
menus->disable( GL_CULL_FACE );
menus->disable( GL_TEXTURE_2D );
menus->enable( GL_BLEND );
}
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// fgInitVisuals() -- Initialize various GL/view parameters
void fgInitVisuals( void ) {
fgLIGHT *l;
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l = &cur_light_params;
#ifndef GLUT_WRONG_VERSION
// Go full screen if requested ...
if ( current_options.get_fullscreen() ) {
glutFullScreen();
}
#endif
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// If enabled, normal vectors specified with glNormal are scaled
// to unit length after transformation. See glNormal.
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// glEnable( GL_NORMALIZE );
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glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
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// glFogi (GL_FOG_MODE, GL_LINEAR);
glFogi (GL_FOG_MODE, GL_EXP2);
if ( (current_options.get_fog() == 1) ||
(current_options.get_shading() == 0) ) {
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// if fastest fog requested, or if flat shading force fastest
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glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( current_options.get_fog() == 2 ) {
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glHint ( GL_FOG_HINT, GL_NICEST );
}
if ( current_options.get_wireframe() ) {
// draw wire frame
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
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glFrontFace ( GL_CCW );
// Just testing ...
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// glEnable(GL_POINT_SMOOTH);
// glEnable(GL_LINE_SMOOTH);
// glEnable(GL_POLYGON_SMOOTH);
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}
// Update all Visuals (redraws anything graphics related)
void fgRenderFrame( void ) {
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// Update the BFI.
FGBFI::update();
fgLIGHT *l = &cur_light_params;
static double last_visibility = -9999;
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double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
// GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
// GLfloat mat_shininess[] = { 10.0 };
GLbitfield clear_mask;
if ( idle_state != 1000 ) {
// still initializing, draw the splash screen
if ( current_options.get_splash_screen() == 1 ) {
fgSplashUpdate(0.0);
}
} else {
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
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// printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev,
// FG_Altitude * FEET_TO_METER);
// this is just a temporary hack, to make me understand Pui
// timerText -> setLabel (ctime (&t->cur_time));
// end of hack
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// update view volume parameters
// cout << "before pilot_view update" << endl;
pilot_view.UpdateViewParams(*cur_fdm_state);
// cout << "after pilot_view update" << endl;
current_view.UpdateViewParams(cur_view_fdm);
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// set the sun position
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glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( current_options.get_wireframe() ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( current_options.get_skyblend() ) {
if ( current_options.get_textures() ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
l->adj_fog_color[2], l->adj_fog_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
} else {
glClearColor(l->sky_color[0], l->sky_color[1],
l->sky_color[2], l->sky_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
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glClear( clear_mask );
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// Tell GL we are switching to model view parameters
// I really should create a derived ssg node or use a call
// back or something so that I can draw the sky within the
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// ssgCullAndDraw() function, but for now I just mimic what
// ssg does to set up the model view matrix
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
ssgSetCamera( current_view.VIEW );
/*
sgMat4 vm_tmp, view_mat;
sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
sgPreMultMat4( view_mat, vm_tmp ) ;
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glLoadMatrixf( (float *)view_mat );
*/
// set the opengl state to known default values
default_state->force();
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// update fog params if visibility has changed
#ifndef FG_OLD_WEATHER
thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
#else
thesky->set_visibility( current_weather.get_visibility() );
#endif
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thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
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( global_multi_loop *
current_options.get_speed_up() ) /
(double)current_options.get_model_hz() );
double actual_visibility = thesky->get_visibility();
// cout << "actual visibility = " << actual_visibility << endl;
if ( actual_visibility != last_visibility ) {
last_visibility = actual_visibility;
// cout << "----> updating fog params" << endl;
GLfloat fog_exp_density;
GLfloat fog_exp2_density;
// for GL_FOG_EXP
fog_exp_density = -log(0.01 / actual_visibility);
// for GL_FOG_EXP2
fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
// Set correct opengl fog density
glFogf (GL_FOG_DENSITY, fog_exp2_density);
}
// update the sky dome
if ( current_options.get_skyblend() ) {
sgVec3 view_pos;
sgSetVec3( view_pos,
current_view.get_view_pos().x(),
current_view.get_view_pos().y(),
current_view.get_view_pos().z() );
sgVec3 zero_elev;
sgSetVec3( zero_elev,
current_view.get_cur_zero_elev().x(),
current_view.get_cur_zero_elev().y(),
current_view.get_cur_zero_elev().z() );
/* cout << "thesky->repaint() sky_color = "
<< cur_light_params.sky_color[0] << " "
<< cur_light_params.sky_color[1] << " "
<< cur_light_params.sky_color[2] << " "
<< cur_light_params.sky_color[3] << endl;
cout << " fog = "
<< cur_light_params.fog_color[0] << " "
<< cur_light_params.fog_color[1] << " "
<< cur_light_params.fog_color[2] << " "
<< cur_light_params.fog_color[3] << endl;
cout << " sun_angle = " << cur_light_params.sun_angle
<< " moon_angle = " << cur_light_params.moon_angle
<< endl; */
thesky->repaint( cur_light_params.sky_color,
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cur_light_params.adj_fog_color,
cur_light_params.sun_angle,
cur_light_params.moon_angle,
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globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(),
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars() );
/* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
<< view_pos[1] << " " << view_pos[2] << endl;
cout << " zero_elev = " << zero_elev[0] << " "
<< zero_elev[1] << " " << zero_elev[2]
<< " lon = " << cur_fdm_state->get_Longitude()
<< " lat = " << cur_fdm_state->get_Latitude() << endl;
cout << " sun_rot = " << cur_light_params.sun_rotation
<< " gst = " << SGTime::cur_time_params->getGst() << endl;
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cout << " sun ra = " << globals->get_ephem()->getSunRightAscension()
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
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thesky->reposition( view_pos, zero_elev,
current_view.get_local_up(),
cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
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cur_fdm_state->get_Altitude() * FEET_TO_METER,
cur_light_params.sun_rotation,
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globals->get_time_params()->getGst(),
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globals->get_ephem()->getSunRightAscension(),
globals->get_ephem()->getSunDeclination(),
50000.0,
globals->get_ephem()->getMoonRightAscension(),
globals->get_ephem()->getMoonDeclination(),
50000.0 );
}
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glEnable( GL_DEPTH_TEST );
if ( current_options.get_fog() > 0 ) {
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glEnable( GL_FOG );
glFogi( GL_FOG_MODE, GL_EXP2 );
glFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
// set lighting parameters
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GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
glLightfv( GL_LIGHT0, GL_AMBIENT, black );
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glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
// glLightfv(GL_LIGHT0, GL_SPECULAR, white );
// texture parameters
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// glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
// set base color (I don't think this is doing anything here)
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// glMaterialfv (GL_FRONT, GL_AMBIENT, white);
// (GL_FRONT, GL_DIFFUSE, white);
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// glMaterialfv (GL_FRONT, GL_SPECULAR, white);
// glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
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// glMatrixMode( GL_PROJECTION );
// glLoadIdentity();
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float fov = current_options.get_fov();
// ssgSetFOV(fov * current_view.get_win_ratio(), fov);
ssgSetFOV(fov, fov * current_view.get_win_ratio());
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double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
- scenery.cur_elev;
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// FG_LOG( FG_ALL, FG_INFO, "visibility is "
// << current_weather.get_visibility() );
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if ( agl > 10.0 ) {
ssgSetNearFar( 10.0f, 120000.0f );
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} else {
ssgSetNearFar( 0.5f, 120000.0f );
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}
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if ( current_options.get_view_mode() ==
fgOPTIONS::FG_VIEW_PILOT )
{
// disable TuX
penguin_sel->select(0);
} else if ( current_options.get_view_mode() ==
fgOPTIONS::FG_VIEW_FOLLOW )
{
// select view matrix from front of view matrix queue
// FGMat4Wrapper tmp = current_view.follow.front();
// sgCopyMat4( sgVIEW, tmp.m );
// enable TuX and set up his position and orientation
penguin_sel->select(1);
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS,
pilot_view.view_pos.x(),
pilot_view.view_pos.y(),
pilot_view.view_pos.z() );
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sgVec3 ownship_up;
sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
sgMat4 sgROT;
sgMakeRotMat4( sgROT, -90.0, ownship_up );
// sgMat4 sgTMP;
// sgMat4 sgTUX;
// sgMultMat4( sgTMP, sgROT, pilot_view.VIEW_ROT );
// sgMultMat4( sgTUX, sgTMP, sgTRANS );
// sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
sgMat4 sgTUX;
sgCopyMat4( sgTUX, sgROT );
sgPostMultMat4( sgTUX, pilot_view.VIEW_ROT );
sgPostMultMat4( sgTUX, sgTRANS );
sgCoord tuxpos;
sgSetCoord( &tuxpos, sgTUX );
penguin_pos->setTransform( &tuxpos );
}
# ifdef FG_NETWORK_OLK
if ( current_options.get_network_olk() ) {
sgCoord fgdpos;
other = head->next; /* put listpointer to start */
while ( other != tail) { /* display all except myself */
if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
other->fgd_sel->select(1);
sgSetCoord( &fgdpos, other->sgFGD_COORD );
other->fgd_pos->setTransform( &fgdpos );
}
other = other->next;
}
// fgd_sel->select(1);
// sgCopyMat4( sgTUX, current_view.sgVIEW);
// sgCoord fgdpos;
// sgSetCoord( &fgdpos, sgFGD_VIEW );
// fgd_pos->setTransform( &fgdpos);
}
# endif
// ssgSetCamera( current_view.VIEW );
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// position tile nodes and update range selectors
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global_tile_mgr.prep_ssg_nodes();
// force the default state so ssg can get back on track if
// we've changed things elsewhere (this is now handled
// differently)
//
// FGMaterialSlot m_slot;
// FGMaterialSlot *m_ptr = &m_slot;
// if ( material_mgr.find( "Default", m_ptr ) ) {
// m_ptr->get_state()->force();
// }
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// draw the sky backdrop
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thesky->preDraw();
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// draw the ssg scene
glEnable( GL_DEPTH_TEST );
ssgCullAndDraw( scene );
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// draw the sky cloud layers
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thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
// display HUD && Panel
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glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
hud_and_panel->apply();
fgCockpitUpdate();
// We can do translucent menus, so why not. :-)
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// glEnable ( GL_BLEND ) ;
menus->apply();
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();
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// glDisable ( GL_BLEND ) ;
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// glEnable( GL_FOG );
}
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glutSwapBuffers();
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}
// Update internal time dependent calculations (i.e. flight model)
void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
static fdm_state_list fdm_list;
fgLIGHT *l = &cur_light_params;
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int i;
// update the flight model
if ( multi_loop < 0 ) {
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multi_loop = 1;
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}
if ( !globals->get_freeze() && !initial_freeze ) {
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// run Autopilot system
current_autopilot->run();
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// printf("updating flight model x %d\n", multi_loop);
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/* fgFDMUpdate( current_options.get_flight_model(),
fdm_state,
multi_loop * current_options.get_speed_up(),
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remainder ); */
cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
FGSteam::update( multi_loop * current_options.get_speed_up() );
} else {
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// fgFDMUpdate( current_options.get_flight_model(),
// fdm_state, 0, remainder );
cur_fdm_state->update( 0 );
FGSteam::update( 0 );
if ( global_tile_mgr.queue_size() == 0 ) {
initial_freeze = false;
}
}
fdm_list.push_back( *cur_fdm_state );
while ( fdm_list.size() > 15 ) {
fdm_list.pop_front();
}
if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) {
cur_view_fdm = *cur_fdm_state;
// do nothing
} else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
cur_view_fdm = fdm_list.front();
}
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// update the view angle
for ( i = 0; i < multi_loop; i++ ) {
if ( fabs(current_view.get_goal_view_offset() -
current_view.get_view_offset()) < 0.05 )
{
current_view.set_view_offset( current_view.get_goal_view_offset() );
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break;
} else {
// move current_view.view_offset towards current_view.goal_view_offset
if ( current_view.get_goal_view_offset() >
current_view.get_view_offset() )
{
if ( current_view.get_goal_view_offset() -
current_view.get_view_offset() < FG_PI )
{
current_view.inc_view_offset( 0.01 );
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} else {
current_view.inc_view_offset( -0.01 );
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}
} else {
if ( current_view.get_view_offset() -
current_view.get_goal_view_offset() < FG_PI )
{
current_view.inc_view_offset( -0.01 );
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} else {
current_view.inc_view_offset( 0.01 );
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}
}
if ( current_view.get_view_offset() > FG_2PI ) {
current_view.inc_view_offset( -FG_2PI );
} else if ( current_view.get_view_offset() < 0 ) {
current_view.inc_view_offset( FG_2PI );
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}
}
}
double tmp = -(l->sun_rotation + FG_PI)
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- (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
while ( tmp < 0.0 ) {
tmp += FG_2PI;
}
while ( tmp > FG_2PI ) {
tmp -= FG_2PI;
}
/* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
FG_Psi * RAD_TO_DEG, current_view.view_offset * RAD_TO_DEG,
-(l->sun_rotation+FG_PI) * RAD_TO_DEG, tmp * RAD_TO_DEG); */
l->UpdateAdjFog();
// Update solar system
2000-07-08 05:09:24 +00:00
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
cur_fdm_state->get_Latitude() );
// Update radio stack model
current_radiostack->update( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
cur_fdm_state->get_Altitude() * FEET_TO_METER );
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}
void fgInitTimeDepCalcs( void ) {
// initialize timer
// #ifdef HAVE_SETITIMER
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// fgTimerInit( 1.0 / current_options.get_model_hz(),
// fgUpdateTimeDepCalcs );
// #endif HAVE_SETITIMER
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}
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static const double alt_adjust_ft = 3.758099;
static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
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// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
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static void fgMainLoop( void ) {
static long remainder = 0;
long elapsed;
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
#else
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static time_t last_time = 0;
static int frames = 0;
#endif // FANCY_FRAME_COUNTER
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SGTime *t = globals->get_time_params();
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FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
#ifdef FG_NETWORK_OLK
if ( current_options.get_network_olk() ) {
if ( net_is_registered == 0 ) { // We first have to reg. to fgd
// printf("FGD: Netupdate\n");
fgd_send_com( "A", FGFS_host); // Send Mat4 data
fgd_send_com( "B", FGFS_host); // Recv Mat4 data
}
}
#endif
#if defined( ENABLE_PLIB_JOYSTICK )
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// Read joystick and update control settings
if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
fgJoystickRead();
}
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#elif defined( ENABLE_GLUT_JOYSTICK )
// Glut joystick support works by feeding a joystick handler
// function to glut. This is taken care of once in the joystick
// init routine and we don't have to worry about it again.
#endif
#ifdef FG_OLD_WEATHER
current_weather.Update();
#endif
1998-10-02 12:46:43 +00:00
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
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cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
cur_fdm_state->get_Altitude() * FEET_TO_METER); */
if ( scenery.cur_elev > -9990 ) {
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if ( cur_fdm_state->get_Altitude() * FEET_TO_METER <
(scenery.cur_elev + alt_adjust_m - 3.0) ) {
// now set aircraft altitude above ground
printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
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cur_fdm_state->get_Altitude() * FEET_TO_METER,
scenery.cur_elev + alt_adjust_m - 3.0,
scenery.cur_elev + alt_adjust_m );
fgFDMForceAltitude( current_options.get_flight_model(),
scenery.cur_elev + alt_adjust_m );
FG_LOG( FG_ALL, FG_DEBUG,
"<*> resetting altitude to "
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<< cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" );
}
fgFDMSetGroundElevation( current_options.get_flight_model(),
scenery.cur_elev ); // meters
}
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
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cur_fdm_state->get_Runway_altitude() * FEET_TO_METER,
cur_fdm_state->get_Altitude() * FEET_TO_METER); */
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// update "time"
if ( globals->get_warp_delta() != 0 ) {
globals->inc_warp( globals->get_warp_delta() );
}
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t->update( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
globals->get_warp() );
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if ( globals->get_warp_delta() != 0 ) {
fgUpdateSkyAndLightingParams();
}
// update magvar model
globals->get_mag()->update( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
cur_fdm_state->get_Altitude()* FEET_TO_METER,
globals->get_time_params()->getJD() );
// Get elapsed time (in usec) for this past frame
1998-04-21 17:02:27 +00:00
elapsed = fgGetTimeInterval();
FG_LOG( FG_ALL, FG_DEBUG,
"Elapsed time interval is = " << elapsed
<< ", previous remainder is = " << remainder );
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
/* old fps calculation */
if ( elapsed > 0 ) {
double tmp;
accum = 0.0;
for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
tmp = general.get_frame(i);
accum += tmp;
// printf("frame[%d] = %.2f\n", i, g->frames[i]);
general.set_frame(i+1,tmp);
}
tmp = 1000000.0 / (float)elapsed;
general.set_frame(0,tmp);
// printf("frame[0] = %.2f\n", general.frames[0]);
accum += tmp;
general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
// printf("ave = %.2f\n", general.frame_rate);
}
#else
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
FG_LOG( FG_ALL, FG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
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frames = 0;
}
last_time = t->get_cur_time();
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++frames;
#endif
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// Run flight model
if ( ! use_signals ) {
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// Calculate model iterations needed for next frame
elapsed += remainder;
global_multi_loop = (int)(((double)elapsed * 0.000001) *
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current_options.get_model_hz());
remainder = elapsed - ( (global_multi_loop*1000000) /
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current_options.get_model_hz() );
FG_LOG( FG_ALL, FG_DEBUG,
"Model iterations needed = " << global_multi_loop
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<< ", new remainder = " << remainder );
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// flight model
if ( global_multi_loop > 0 ) {
fgUpdateTimeDepCalcs(global_multi_loop, remainder);
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} else {
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FG_LOG( FG_ALL, FG_DEBUG,
"Elapsed time is zero ... we're zinging" );
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}
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}
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#if ! defined( macintosh )
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// Do any I/O channel work that might need to be done
fgIOProcess();
#endif
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// see if we need to load any new scenery tiles
global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
cur_fdm_state->get_Latitude() * RAD_TO_DEG );
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// Process/manage pending events
global_events.Process();
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// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
if ( current_options.get_sound() && !audio_sched->not_working() ) {
# if defined(MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO)
static double kts_to_fts = NM_TO_METER * METER_TO_FEET / 3600.0;
// note: all these factors are relative to the sample. our
// sample format should really contain a conversion factor so
// that we can get prop speed right for arbitrary samples.
// Note that for normal-size props, there is a point at which
// the prop tips approach the speed of sound; that is a pretty
// strong limit to how fast the prop can go.
// multiplication factor is prime pitch control; add some log
// component for verisimilitude
double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
//fprintf(stderr, "pitch1: %f ", pitch);
// if (controls.get_throttle(0) > 0.0 ||
// cur_fdm_state->get_V_calibrated_kts() > 40.0) {
//fprintf(stderr, "rel_wind: %f ", cur_fdm_state->get_V_calibrated_kts());
// only add relative wind and AoA if prop is moving
// or we're really flying at idle throttle
if (pitch < 5.4) { // this needs tuning
// prop tips not breaking sound barrier
pitch += log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/2;
} else {
// prop tips breaking sound barrier
pitch += log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 0.8)/10;
}
//fprintf(stderr, "pitch2: %f ", pitch);
//fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
// Angle of Attack next... -x^3(e^x) is my best guess Just
// need to calculate some reasonable scaling factor and
// then clamp it on the positive aoa (neg adj) side
double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
double tmp = 3.0;
double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
if (aoa_adj < -0.8) aoa_adj = -0.8;
pitch += aoa_adj;
//fprintf(stderr, "pitch3: %f ", pitch);
// don't run at absurdly slow rates -- not realistic
// and sounds bad to boot. :-)
if (pitch < 0.8) pitch = 0.8;
// }
// fprintf(stderr, "pitch4: %f\n", pitch);
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double volume = controls.get_throttle(0) * 0.1 + 0.3 +
log(cur_fdm_state->get_V_calibrated_kts() * kts_to_fts + 1.0)/14.0;
2000-09-21 22:59:27 +00:00
if ( volume > 1.0 ) { volume = 1.0; }
// fprintf(stderr, "volume: %f\n", volume);
pitch_envelope.setStep ( 0, 0.01, pitch );
volume_envelope.setStep ( 0, 0.01, volume );
# elif defined(USE_NEW_ENGINE_CODE)
2000-10-02 23:07:30 +00:00
if ( current_options.get_flight_model() == FGInterface::FG_LARCSIM ) {
// pitch corresponds to rpm
// volume corresponds to manifold pressure
2000-10-02 23:07:30 +00:00
double rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() /
2500.0;
// cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM()
// << endl;
2000-10-02 23:07:30 +00:00
double pitch = 0.3 + rpm_factor * 3.0;
2000-10-02 23:07:30 +00:00
// don't run at absurdly slow rates -- not realistic
// and sounds bad to boot. :-)
if (pitch < 0.7) { pitch = 0.7; }
if (pitch > 5.0) { pitch = 5.0; }
// cout << "pitch = " << pitch << endl;
2000-10-02 23:07:30 +00:00
double mp_factor =
cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 28;
// cout << "mp = "
// << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
// << endl;
2000-10-02 23:07:30 +00:00
double volume = mp_factor;
if ( volume < 0.3 ) { volume = 0.3; }
if ( volume > 2.0 ) { volume = 2.0; }
// cout << "volume = " << volume << endl;
2000-10-02 23:07:30 +00:00
pitch_envelope.setStep ( 0, 0.01, pitch );
volume_envelope.setStep ( 0, 0.01, volume );
} else {
double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
pitch_envelope.setStep ( 0, 0.01, param );
volume_envelope.setStep ( 0, 0.01, param );
}
# endif
audio_sched -> update();
}
#endif
1998-04-21 17:02:27 +00:00
// redraw display
fgRenderFrame();
FG_LOG( FG_ALL, FG_DEBUG, "" );
1998-04-21 17:02:27 +00:00
}
// This is the top level master main function that is registered as
// our idle funciton
//
// The first few passes take care of initialization things (a couple
// per pass) and once everything has been initialized fgMainLoop from
// then on.
static void fgIdleFunction ( void ) {
// printf("idle state == %d\n", idle_state);
if ( idle_state == 0 ) {
// Initialize the splash screen right away
if ( current_options.get_splash_screen() ) {
fgSplashInit();
}
idle_state++;
} else if ( idle_state == 1 ) {
// Start the intro music
#if !defined(WIN32)
if ( current_options.get_intro_music() ) {
string lockfile = "/tmp/mpg123.running";
FGPath mp3file( current_options.get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
string command = "(touch " + lockfile + "; mpg123 "
+ mp3file.str() + "> /dev/null 2>&1; /bin/rm "
+ lockfile + ") &";
FG_LOG( FG_GENERAL, FG_INFO,
"Starting intro music: " << mp3file.str() );
system ( command.c_str() );
}
#endif
idle_state++;
} else if ( idle_state == 2 ) {
// These are a few miscellaneous things that aren't really
// "subsystems" but still need to be initialized.
#ifdef USE_GLIDE
if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
}
#endif
idle_state++;
} else if ( idle_state == 3 ) {
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
// a subsystem to flight gear, its initialization call should
// located in this routine.
if( !fgInitSubsystems()) {
FG_LOG( FG_GENERAL, FG_ALERT,
"Subsystem initializations failed ..." );
exit(-1);
}
idle_state++;
} else if ( idle_state == 4 ) {
// setup OpenGL view parameters
fgInitVisuals();
if ( use_signals ) {
// init timer routines, signals, etc. Arrange for an alarm
// signal to be generated, etc.
fgInitTimeDepCalcs();
}
idle_state++;
} else if ( idle_state == 5 ) {
idle_state++;
} else if ( idle_state == 6 ) {
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
#if !defined(WIN32)
if ( current_options.get_intro_music() ) {
// Let's wait for mpg123 to finish
string lockfile = "/tmp/mpg123.running";
struct stat stat_buf;
FG_LOG( FG_GENERAL, FG_INFO,
"Waiting for mpg123 player to finish ..." );
while ( stat(lockfile.c_str(), &stat_buf) == 0 ) {
// file exist, wait ...
sleep(1);
FG_LOG( FG_GENERAL, FG_INFO, ".");
}
FG_LOG( FG_GENERAL, FG_INFO, "");
}
#endif // WIN32
if ( current_options.get_sound() ) {
audio_sched = new slScheduler ( 8000 );
audio_mixer = new smMixer;
audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
audio_sched -> setSafetyMargin ( 1.0 ) ;
FGPath slfile( current_options.get_fg_root() );
slfile.append( "Sounds/wasp.wav" );
s1 = new slSample ( (char *)slfile.c_str() );
FG_LOG( FG_GENERAL, FG_INFO,
"Rate = " << s1 -> getRate()
<< " Bps = " << s1 -> getBps()
<< " Stereo = " << s1 -> getStereo() );
audio_sched -> loopSample ( s1 );
if ( audio_sched->not_working() ) {
// skip
} else {
pitch_envelope.setStep ( 0, 0.01, 0.6 );
volume_envelope.setStep ( 0, 0.01, 0.6 );
audio_sched -> addSampleEnvelope( s1, 0, 0,
&pitch_envelope,
SL_PITCH_ENVELOPE );
audio_sched -> addSampleEnvelope( s1, 0, 1,
&volume_envelope,
SL_VOLUME_ENVELOPE );
}
// strcpy(slfile, path);
// strcat(slfile, "thunder.wav");
// s2 -> loadFile ( slfile );
// s2 -> adjustVolume(0.5);
// audio_sched -> playSample ( s2 );
}
#endif
// sleep(1);
idle_state = 1000;
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgMainLoop();
} else {
if ( current_options.get_splash_screen() == 1 ) {
fgSplashUpdate(0.0);
}
}
}
1999-05-06 22:16:12 +00:00
// options.cxx needs to see this for toggle_panel()
1998-04-21 17:02:27 +00:00
// Handle new window size or exposure
1999-05-06 22:16:12 +00:00
void fgReshape( int width, int height ) {
if ( ! current_options.get_panel_status() || idle_state != 1000 ) {
David Megginson writes: I have a scrollable panel working (it didn't take long in the end). A panel can now be much wider or higher than the available area, and the user can scroll around using [Shift]F5, [Shift]F6, [Shift]F7, and [Shift]F8. The user can also scroll the panel down to get a bigger external view. Mouse clicks seem still to be working correctly. To set the panel's (virtual) height and width, use the panel file's /w and /h properties in a panel XML file; to set the initial x- and y- offsets (untested), use the panel file's /x-offset and /y-offset properties; to set the initial height of the external view (untested and optional), use the panel file's /view-height property. Note that none of these show up in the regular FGFS property manager. Unfortunately, these patches will not affect your initialization problems with the property manager -- I'm having a hard time tracking them down because I cannot reproduce them. I have also made some patches to main.cxx and views.cxx to do two things: 1. Expand or shrink the external view as the panel moves up and down. 2. Set the window ratio correctly, so that we don't get an oval sun and flat clouds when the panel is visible (the problem before was integer division, so I added casts). Unfortunately, the window ratio is not set properly at start-up -- there are too many dependencies, and I haven't figured that part out yet. As soon as you hide and redisplay the panel or move it vertically (i.e. force fgReshape to be called), you'll see the correct ratio.
2000-10-06 21:16:01 +00:00
current_view.set_win_ratio( (float)height / (float)width );
2000-03-17 06:16:15 +00:00
glViewport(0, 0 , (GLint)(width), (GLint)(height) );
} else {
David Megginson writes: I have a scrollable panel working (it didn't take long in the end). A panel can now be much wider or higher than the available area, and the user can scroll around using [Shift]F5, [Shift]F6, [Shift]F7, and [Shift]F8. The user can also scroll the panel down to get a bigger external view. Mouse clicks seem still to be working correctly. To set the panel's (virtual) height and width, use the panel file's /w and /h properties in a panel XML file; to set the initial x- and y- offsets (untested), use the panel file's /x-offset and /y-offset properties; to set the initial height of the external view (untested and optional), use the panel file's /view-height property. Note that none of these show up in the regular FGFS property manager. Unfortunately, these patches will not affect your initialization problems with the property manager -- I'm having a hard time tracking them down because I cannot reproduce them. I have also made some patches to main.cxx and views.cxx to do two things: 1. Expand or shrink the external view as the panel moves up and down. 2. Set the window ratio correctly, so that we don't get an oval sun and flat clouds when the panel is visible (the problem before was integer division, so I added casts). Unfortunately, the window ratio is not set properly at start-up -- there are too many dependencies, and I haven't figured that part out yet. As soon as you hide and redisplay the panel or move it vertically (i.e. force fgReshape to be called), you'll see the correct ratio.
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int view_h =
int((current_panel->getViewHeight() - current_panel->getYOffset())
* (height / 768.0)) + 1;
current_view.set_win_ratio( (float)view_h / (float)width );
glViewport(0, (GLint)(height - view_h),
(GLint)(width), (GLint)(view_h) );
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}
current_view.set_winWidth( width );
current_view.set_winHeight( height );
current_view.force_update_fov_math();
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// set these fov to be the same as in fgRenderFrame()
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// float x_fov = current_options.get_fov();
// float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
// ssgSetFOV( x_fov, y_fov );
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// glViewport ( 0, 0, width, height );
float fov = current_options.get_fov();
// ssgSetFOV(fov * current_view.get_win_ratio(), fov);
ssgSetFOV(fov, fov * current_view.get_win_ratio());
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fgHUDReshape();
if ( idle_state == 1000 ) {
// yes we've finished all our initializations and are running
// the main loop, so this will now work without seg faulting
// the system.
current_view.UpdateViewParams(cur_view_fdm);
}
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}
// Initialize GLUT and define a main window
int fgGlutInit( int *argc, char **argv ) {
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#if !defined( macintosh )
// GLUT will extract all glut specific options so later on we only
// need wory about our own.
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glutInit(argc, argv);
#endif
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// Define Display Parameters
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glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
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FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
current_options.get_xsize() << "x" << current_options.get_ysize() );
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// Define initial window size
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glutInitWindowSize( current_options.get_xsize(),
current_options.get_ysize() );
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// Initialize windows
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if ( current_options.get_game_mode() == 0 ) {
// Open the regular window
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glutCreateWindow("Flight Gear");
#ifndef GLUT_WRONG_VERSION
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} else {
// Open the cool new 'game mode' window
char game_mode_str[256];
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sprintf( game_mode_str, "width=%d height=%d bpp=%d",
current_options.get_xsize(),
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current_options.get_ysize(),
current_options.get_bpp());
FG_LOG( FG_GENERAL, FG_INFO,
"game mode params = " << game_mode_str );
glutGameModeString( game_mode_str );
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glutEnterGameMode();
#endif
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}
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// 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. :-(
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
int tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
general.set_glMaxTexSize( tmp );
FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp );
#if 0
// try to determine if we should adjust the initial default
// display resolution. The options class defaults (is
// initialized) to 640x480.
string renderer = general.glRenderer;
// currently we only know how to deal with Mesa/Glide/Voodoo cards
if ( renderer.find( "Glide" ) != string::npos ) {
FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
if ( renderer.find( "FB/8" ) != string::npos ) {
// probably a voodoo-2
if ( renderer.find( "TMU/SLI" ) != string::npos ) {
// probably two SLI'd Voodoo-2's
current_options.set_xsize( 1024 );
current_options.set_ysize( 768 );
FG_LOG( FG_GENERAL, FG_INFO,
"It looks like you have two sli'd voodoo-2's." << endl
<< "upgrading your win resolution to 1024 x 768" );
glutReshapeWindow(1024, 768);
} else {
// probably a single non-SLI'd Voodoo-2
current_options.set_xsize( 800 );
current_options.set_ysize( 600 );
FG_LOG( FG_GENERAL, FG_INFO,
"It looks like you have a voodoo-2." << endl
<< "upgrading your win resolution to 800 x 600" );
glutReshapeWindow(800, 600);
}
} else if ( renderer.find( "FB/2" ) != string::npos ) {
// probably a voodoo-1, stick with the default
}
} else {
// we have no special knowledge of this card, stick with the default
}
#endif
return(1);
}
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// Initialize GLUT event handlers
int fgGlutInitEvents( void ) {
// call fgReshape() on window resizes
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glutReshapeFunc( fgReshape );
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// call GLUTkey() on keyboard event
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glutKeyboardFunc( GLUTkey );
glutSpecialFunc( GLUTspecialkey );
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// call guiMouseFunc() whenever our little rodent is used
glutMouseFunc ( guiMouseFunc );
glutMotionFunc (guiMotionFunc );
glutPassiveMotionFunc (guiMotionFunc );
// call fgMainLoop() whenever there is
// nothing else to do
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glutIdleFunc( fgIdleFunction );
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// draw the scene
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glutDisplayFunc( fgRenderFrame );
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return(1);
}
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// Main ...
int main( int argc, char **argv ) {
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#if defined( macintosh )
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freopen ("stdout.txt", "w", stdout );
freopen ("stderr.txt", "w", stderr );
argc = ccommand( &argv );
#endif
#ifdef HAVE_BC5PLUS
_control87(MCW_EM, MCW_EM); /* defined in float.h */
#endif
// set default log levels
fglog().setLogLevels( FG_ALL, FG_INFO );
FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear: Version " << VERSION << endl );
// seed the random number generater
fg_srandom();
// 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);
// cout << "1. airport_id = " << current_options.get_airport_id() << endl;
// Read global preferences from $FG_ROOT/preferences.xml
FGPath props_path(current_options.get_fg_root());
props_path.append("preferences.xml");
FG_LOG(FG_INPUT, FG_INFO, "Reading global preferences");
if (!readPropertyList(props_path.str(), &current_properties)) {
FG_LOG(FG_INPUT, FG_ALERT, "Failed to read global preferences from "
<< props_path.str());
} else {
FG_LOG(FG_INPUT, FG_INFO, "Finished Reading global preferences");
}
// cout << "2. airport_id = " << current_options.get_airport_id() << endl;
// Initialize the Aircraft directory to "" (UIUC)
aircraft_dir = "";
// needs to happen before we parse command line options
globals = new FGGlobals;
// Load the configuration parameters
if ( !fgInitConfig(argc, argv) ) {
FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
exit(-1);
}
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// Initialize the Window/Graphics environment.
if( !fgGlutInit(&argc, argv) ) {
FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
exit(-1);
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}
// Initialize the various GLUT Event Handlers.
if( !fgGlutInitEvents() ) {
FG_LOG( FG_GENERAL, FG_ALERT,
"GLUT event handler initialization failed ..." );
exit(-1);
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}
// Initialize ssg (from plib). Needs to come before we do any
// other ssg stuff, but after opengl/glut has been initialized.
ssgInit();
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// Initialize the user interface (we need to do this before
// passing off control to glut and before fgInitGeneral to get our
// fonts !!!
guiInit();
// set current_options lon/lat if an airport id is specified
// cout << "3. airport_id = " << current_options.get_airport_id() << endl;
if ( current_options.get_airport_id().length() ) {
// fgSetPosFromAirportID( current_options.get_airport_id() );
fgSetPosFromAirportIDandHdg( current_options.get_airport_id(),
current_options.get_heading() );
}
// Initialize time
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FGPath zone( current_options.get_fg_root() );
zone.append( "Timezone" );
SGTime *t = new SGTime( current_options.get_lon() * DEG_TO_RAD,
current_options.get_lat() * DEG_TO_RAD,
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zone.str() );
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// Handle potential user specified time offsets
time_t cur_time = t->get_cur_time();
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time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) );
time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) );
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time_t aircraftLocalTime =
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sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) );
// Okay, we now have six possible scenarios
switch ( current_options.get_time_offset_type() ) {
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case fgOPTIONS::FG_TIME_SYS_OFFSET:
globals->set_warp( current_options.get_time_offset() );
break;
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case fgOPTIONS::FG_TIME_GMT_OFFSET:
globals->set_warp( current_options.get_time_offset() -
(currGMT - systemLocalTime) );
break;
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case fgOPTIONS::FG_TIME_LAT_OFFSET:
globals->set_warp( current_options.get_time_offset() -
(aircraftLocalTime - systemLocalTime) );
break;
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case fgOPTIONS::FG_TIME_SYS_ABSOLUTE:
globals->set_warp( current_options.get_time_offset() - cur_time );
//printf("warp = %d\n", warp);
break;
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case fgOPTIONS::FG_TIME_GMT_ABSOLUTE:
globals->set_warp( current_options.get_time_offset() - currGMT );
break;
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case fgOPTIONS::FG_TIME_LAT_ABSOLUTE:
globals->set_warp( current_options.get_time_offset() -
(aircraftLocalTime - systemLocalTime) -
cur_time );
break;
default:
FG_LOG( FG_GENERAL, FG_ALERT, "Unsupported type" );
exit( -1 );
}
FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
<< globals->get_warp() );
globals->set_warp_delta( 0 );
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t->update( 0.0, 0.0, globals->get_warp() );
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globals->set_time_params( t );
// Do some quick general initializations
if( !fgInitGeneral()) {
FG_LOG( FG_GENERAL, FG_ALERT,
"General initializations failed ..." );
exit(-1);
}
//
// some ssg test stuff (requires data from the plib source
// distribution) specifically from the ssg tux example
//
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FGPath modelpath( current_options.get_fg_root() );
modelpath.append( "Models" );
modelpath.append( "Geometry" );
FGPath texturepath( current_options.get_fg_root() );
texturepath.append( "Models" );
texturepath.append( "Textures" );
ssgModelPath( (char *)modelpath.c_str() );
ssgTexturePath( (char *)texturepath.c_str() );
// Scene graph root
scene = new ssgRoot;
scene->setName( "Scene" );
// Initialize the sky
FGPath ephem_data_path( current_options.get_fg_root() );
ephem_data_path.append( "Astro" );
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SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
ephem->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
0.0 );
globals->set_ephem( ephem );
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FGPath sky_tex_path( current_options.get_fg_root() );
sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
thesky = new SGSky;
thesky->texture_path( sky_tex_path.str() );
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thesky->build( 550.0, 550.0,
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globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(), 60000.0,
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars(), 60000.0 );
thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
SG_CLOUD_MOSTLY_SUNNY );
thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
SG_CLOUD_CIRRUS );
// thesky->add_cloud_layer( 1000.0, 200.0, 50.0, SG_CLOUD_MOSTLY_SUNNY );
// thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST );
// thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS );
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
// Terrain branch
terrain = new ssgBranch;
terrain->setName( "Terrain" );
scene->addKid( terrain );
// temporary visible aircraft "own ship"
penguin_sel = new ssgSelector;
penguin_pos = new ssgTransform;
// ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 );
ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
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// ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
penguin_pos->addKid( tux_obj );
penguin_sel->addKid( penguin_pos );
ssgFlatten( tux_obj );
ssgStripify( penguin_sel );
penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
scene->addKid( penguin_sel );
#ifdef FG_NETWORK_OLK
// Do the network intialization
if ( current_options.get_network_olk() ) {
printf("Multipilot mode %s\n", fg_net_init( scene ) );
}
#endif
// build our custom render states
fgBuildRenderStates();
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// pass control off to the master GLUT event handler
glutMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
return 0;
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}