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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.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#ifdef SG_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
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# include <sys/stat.h> // for stat()
#endif
#ifdef HAVE_UNISTD_H
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# include <unistd.h> // for stat()
#endif
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#include <plib/pu.h>
#include <plib/ssg.h>
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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/sg_random.h>
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#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 <GUI/sgVec3Slider.hxx>
#include <Joystick/joystick.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#ifdef ENABLE_AUDIO_SUPPORT
# include <Sound/soundmgr.hxx>
# include <Sound/morse.hxx>
#endif
#include <Time/event.hxx>
#include <Time/fg_timer.hxx>
#include <Time/light.hxx>
#include <Time/sunpos.hxx>
#include <Time/tmp.hxx>
// begin - added Venky
// $$$ begin - added VS Renganathan
#include <simgear/misc/fgstream.hxx>
#include <FDM/flight.hxx>
#include <FDM/ADA.hxx>
void fgLoadDCS (void);
void fgUpdateDCS (void);
ssgSelector *ship_sel=NULL;
// upto 32 instances of a same object can be loaded.
ssgTransform *ship_pos[32];
double obj_lat[32],obj_lon[32],obj_alt[32];
int objc=0;
// $$$ end - added VS Renganathan
// end - added Venky
#ifndef FG_OLD_WEATHER
# include <WeatherCM/FGLocalWeatherDatabase.h>
#else
# include <Weather/weather.hxx>
#endif
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#include "version.h"
#include "bfi.hxx"
#include "fg_init.hxx"
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#include "fg_io.hxx"
#include "globals.hxx"
#include "keyboard.hxx"
#include "splash.hxx"
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#ifdef macintosh
# include <console.h> // -dw- for command line dialog
#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;
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static long global_multi_loop;
// attempt to avoid a large bounce at startup
static bool initial_freeze = true;
// forward declaration
void fgReshape( int width, int height );
// Global structures for the Audio library
#ifdef ENABLE_AUDIO_SUPPORT
static FGSimpleSound *s1;
static FGSimpleSound *s2;
#endif
// ssg variables
ssgRoot *scene = NULL;
ssgBranch *terrain = NULL;
// aircraft model stuff
ssgSelector *acmodel_selector = NULL;
ssgTransform *acmodel_pos = NULL;
ssgSelector *prop_selector = NULL;
ssgSelector *flaps_selector = NULL;
int acmodel_npropsettings;
int acmodel_proprpms[4][2]; // different propeller settings
ssgRoot *lighting = NULL;
ssgBranch *ground = NULL;
ssgBranch *airport = NULL;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
ssgTransform *fgd_pos = NULL;
#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 }
} ;
// The following defines flightgear options. Because glutlib will also
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// 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->ref();
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->ref();
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->ref();
menus->disable( GL_CULL_FACE );
menus->disable( GL_TEXTURE_2D );
menus->enable( GL_BLEND );
}
// fgFindNode -- a function that finds a named node in an ssg graph
ssgEntity *fgFindNode( ssgEntity *node, const char *name ) {
if ( node->getName() != NULL && strcmp( name, node->getName() ) == 0 ) {
return node;
} else if ( node->isAKindOf( ssgTypeBranch() ) ) {
ssgEntity *kid = ((ssgBranch*)node)->getKid(0);
while (kid != NULL) {
ssgEntity *n = fgFindNode(kid, name);
if (n != NULL)
return n;
kid = ((ssgBranch*)node)->getNextKid();
}
}
return NULL;
}
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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 ( fgGetBool("/sim/startup/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 ( (fgGetString("/sim/rendering/fog") == "disabled") ||
(!fgGetBool("/sim/rendering/shading"))) {
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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 ( fgGetString("/sim/rendering/fog") == "nicest" ) {
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glHint ( GL_FOG_HINT, GL_NICEST );
}
if ( fgGetBool("/sim/rendering/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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static GLfloat fog_exp_density;
static GLfloat fog_exp2_density;
static GLfloat fog_exp2_punch_through;
// 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 ( fgGetBool("/sim/startup/splash-screen") ) {
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,
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// FG_Altitude * SG_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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// calculate our current position in cartesian space
scenery.center = scenery.next_center;
// printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x(),
// scenery.center.y(), scenery.center.z());
FGViewerRPH *pilot_view =
(FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
pilot_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Lat_geocentric(),
cur_fdm_state->get_Altitude() *
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SG_FEET_TO_METER );
pilot_view->set_sea_level_radius( cur_fdm_state->
get_Sea_level_radius() *
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SG_FEET_TO_METER );
pilot_view->set_rph( cur_fdm_state->get_Phi(),
cur_fdm_state->get_Theta(),
cur_fdm_state->get_Psi() );
FGViewerLookAt *chase_view =
(FGViewerLookAt *)globals->get_viewmgr()->get_view( 1 );
sgVec3 po; // chase view pilot_offset
sgVec3 wup; // chase view world up
sgSetVec3( po, 0.0, 0.0, 50.0 );
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sgCopyVec3( wup, pilot_view->get_world_up() );
sgMat4 CXFM; // chase view + pilot offset xform
sgMakeRotMat4( CXFM,
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chase_view->get_view_offset() * SGD_RADIANS_TO_DEGREES -
cur_fdm_state->get_Psi() * SGD_RADIANS_TO_DEGREES,
wup );
sgVec3 npo; // new pilot offset after rotation
sgVec3 *pPO = PilotOffsetGet();
sgXformVec3( po, *pPO, pilot_view->get_UP() );
sgXformVec3( npo, po, CXFM );
chase_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Lat_geocentric(),
cur_fdm_state->get_Altitude() *
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SG_FEET_TO_METER );
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chase_view->set_sea_level_radius( cur_fdm_state->
get_Sea_level_radius() *
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SG_FEET_TO_METER );
chase_view->set_pilot_offset( npo[0], npo[1], npo[2] );
chase_view->set_view_forward( pilot_view->get_view_pos() );
chase_view->set_view_up( wup );
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#if 0
sgMat4 rph;
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sgCopyMat4( rph, pilot_view->get_VIEW() );
cout << "RPH Matrix = " << endl;
int i, j;
for ( i = 0; i < 4; i++ ) {
for ( j = 0; j < 4; j++ ) {
printf("%10.4f ", rph[i][j]);
}
cout << endl;
}
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sgMat4 la;
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sgCopyMat4( la, chase_view->get_VIEW() );
cout << "LookAt Matrix = " << endl;
for ( i = 0; i < 4; i++ ) {
for ( j = 0; j < 4; j++ ) {
printf("%10.4f ", la[i][j]);
}
cout << endl;
}
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#endif
// update view port
fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
#if 0
// swing and a miss
if ( ! fgPanelVisible() ) {
xglViewport( 0, 0 ,
(GLint)(fgGetInt("/sim/startup/xsize")),
(GLint)(fgGetInt("/sim/startup/ysize")) );
} else {
int view_h =
int( (current_panel->getViewHeight() -
current_panel->getYOffset())
* (fgGetInt("/sim/startup/ysize") / 768.0) );
glViewport( 0,
(GLint)(fgGetInt("/sim/startup/ysize") - view_h),
(GLint)(fgGetInt("/sim/startup/xsize")),
(GLint)(view_h) );
}
#endif
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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 ( fgGetBool("/sim/rendering/wireframe") ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( fgGetBool("/sim/rendering/skyblend") ) {
if ( fgGetBool("/sim/rendering/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( (sgVec4 *)globals->get_current_view()->get_VIEW() );
// 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() * SG_FEET_TO_METER,
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( global_multi_loop *
fgGetInt("/sim/speed-up") ) /
(double)fgGetInt("/sim/model-hz") );
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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;
// 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;
fog_exp2_punch_through = sqrt( -log(0.01) ) /
( actual_visibility * 1.5 );
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}
// Set correct opengl fog density
glFogf (GL_FOG_DENSITY, fog_exp2_density);
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// update the sky dome
if ( fgGetBool("/sim/rendering/skyblend") ) {
/* 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; */
thesky->reposition( globals->get_current_view()->get_view_pos(),
globals->get_current_view()->get_zero_elev(),
globals->get_current_view()->get_world_up(),
cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
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cur_fdm_state->get_Altitude() * SG_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 ( fgGetString("/sim/rendering/fog") != "disabled" ) {
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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();
float fov = globals->get_current_view()->get_fov();
ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
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double agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
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- 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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2000-11-01 02:30:10 +00:00
if ( globals->get_viewmgr()->get_current() == 0 ) {
// disable aircraft model
acmodel_selector->select(0);
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} else {
// enable aircraft model and set up its position and orientation
acmodel_selector->select(1);
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FGViewerRPH *pilot_view =
(FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
sgMat4 sgTRANS;
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sgMakeTransMat4( sgTRANS, pilot_view->get_view_pos() );
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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 );
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sgPostMultMat4( sgTUX, pilot_view->get_VIEW_ROT() );
sgPostMultMat4( sgTUX, sgTRANS );
sgCoord tuxpos;
sgSetCoord( &tuxpos, sgTUX );
acmodel_pos->setTransform( &tuxpos );
// set up moving parts
if (flaps_selector != NULL) {
flaps_selector->select( (controls.get_flaps() > 0.5f) ? 1 : 2 );
}
if (prop_selector != NULL) {
int propsel_mask = 0;
for (int i = 0; i < acmodel_npropsettings; i++) {
if (FGBFI::getRPM() >= acmodel_proprpms[i][0] &&
FGBFI::getRPM() <= acmodel_proprpms[i][1]) {
propsel_mask |= 1 << i;
}
}
prop_selector->select(propsel_mask);
}
}
// $$$ begin - added VS Renganthan 17 Oct 2K
fgUpdateDCS();
// $$$ end - added VS Renganthan 17 Oct 2K
# ifdef FG_NETWORK_OLK
if ( fgGetBool("/sim/networking/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
// position tile nodes and update range selectors
1999-06-30 00:25:13 +00:00
global_tile_mgr.prep_ssg_nodes();
if ( fgGetBool("/sim/rendering/skyblend") ) {
// draw the sky backdrop
thesky->preDraw();
}
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// draw the ssg scene
glEnable( GL_DEPTH_TEST );
ssgCullAndDraw( scene );
// change state for lighting here
// draw lighting
// Set punch through fog density
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glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
ssgCullAndDraw( lighting );
if ( fgGetBool("/sim/rendering/skyblend") ) {
// draw the sky cloud layers
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thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
}
// display HUD && Panel
2000-03-17 06:16:15 +00:00
glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
// update the controls subsystem
controls.update();
hud_and_panel->apply();
fgCockpitUpdate();
// update the panel subsystem
if (current_panel != 0)
current_panel->update();
// We can do translucent menus, so why not. :-)
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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2000-03-17 06:16:15 +00:00
glutSwapBuffers();
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}
// Update internal time dependent calculations (i.e. flight model)
void fgUpdateTimeDepCalcs() {
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static bool inited = false;
fgLIGHT *l = &cur_light_params;
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int i;
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long multi_loop = 1;
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if ( !globals->get_freeze() && !initial_freeze ) {
// conceptually, this could be done for each fdm instance ...
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if ( !inited ) {
cur_fdm_state->stamp();
inited = true;
}
SGTimeStamp current;
current.stamp();
long elapsed = current - cur_fdm_state->get_time_stamp();
cur_fdm_state->set_time_stamp( current );
elapsed += cur_fdm_state->get_remainder();
// cout << "elapsed = " << elapsed << endl;
// cout << "dt = " << cur_fdm_state->get_delta_t() << endl;
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multi_loop = (long)(((double)elapsed * 0.000001) /
cur_fdm_state->get_delta_t() );
cur_fdm_state->set_multi_loop( multi_loop );
long remainder = elapsed - ( (multi_loop*1000000) *
cur_fdm_state->get_delta_t() );
cur_fdm_state->set_remainder( remainder );
2001-01-17 23:30:35 +00:00
// cout << "remainder = " << remainder << endl;
// chop max interations to something reasonable if the sim was
// delayed for an excesive amount of time
if ( multi_loop > 2.0 / cur_fdm_state->get_delta_t() ) {
multi_loop = (int)(2.0 / cur_fdm_state->get_delta_t());
cur_fdm_state->set_remainder( 0 );
}
// cout << "multi_loop = " << multi_loop << endl;
for ( i = 0; i < multi_loop * fgGetInt("/sim/speed-up"); ++i ) {
// run Autopilot system
current_autopilot->run();
// update autopilot
cur_fdm_state->update( 1 );
}
FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") );
} else {
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cur_fdm_state->update( 0 );
FGSteam::update( 0 );
if ( global_tile_mgr.queue_size() == 0 ) {
initial_freeze = false;
}
}
if ( fgGetString("/sim/view-mode") == "pilot" ) {
cur_view_fdm = *cur_fdm_state;
// do nothing
}
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// update the view angle
FGViewer *v = globals->get_current_view();
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for ( i = 0; i < multi_loop; i++ ) {
if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
v->set_view_offset( v->get_goal_view_offset() );
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break;
} else {
// move current_view.view_offset towards
// current_view.goal_view_offset
if ( v->get_goal_view_offset() > v->get_view_offset() )
{
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if ( v->get_goal_view_offset() - v->get_view_offset() < SGD_PI ){
v->inc_view_offset( 0.01 );
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} else {
v->inc_view_offset( -0.01 );
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}
} else {
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if ( v->get_view_offset() - v->get_goal_view_offset() < SGD_PI ){
v->inc_view_offset( -0.01 );
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} else {
v->inc_view_offset( 0.01 );
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}
}
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if ( v->get_view_offset() > SGD_2PI ) {
v->inc_view_offset( -SGD_2PI );
} else if ( v->get_view_offset() < 0 ) {
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v->inc_view_offset( SGD_2PI );
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}
}
}
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double tmp = -(l->sun_rotation + SGD_PI)
- (cur_fdm_state->get_Psi() -
globals->get_current_view()->get_view_offset() );
while ( tmp < 0.0 ) {
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tmp += SGD_2PI;
}
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while ( tmp > SGD_2PI ) {
tmp -= SGD_2PI;
}
/* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n",
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FG_Psi * SGD_RADIANS_TO_DEGREES, current_view.view_offset * SGD_RADIANS_TO_DEGREES,
-(l->sun_rotation+SGD_PI) * SGD_RADIANS_TO_DEGREES, tmp * SGD_RADIANS_TO_DEGREES); */
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();
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}
void fgInitTimeDepCalcs( void ) {
// initialize timer
// #ifdef HAVE_SETITIMER
// fgTimerInit( 1.0 / fgGetInt("/sim/model-hz"),
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// fgUpdateTimeDepCalcs );
// #endif HAVE_SETITIMER
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}
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static const double alt_adjust_ft = 3.758099;
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static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
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1999-09-01 20:24:54 +00:00
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
1998-04-21 17:02:27 +00:00
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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2000-07-07 20:28:51 +00:00
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 ( fgGetBool("/sim/networking/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 ( fgGetString("/sim/control-mode") == "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() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
if ( scenery.cur_elev > -9990 ) {
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if ( cur_fdm_state->get_Altitude() * SG_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() * SG_FEET_TO_METER,
scenery.cur_elev + alt_adjust_m - 3.0,
scenery.cur_elev + alt_adjust_m );
fgFDMForceAltitude( fgGetString("/sim/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() * SG_FEET_TO_METER
<< " meters" );
}
}
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.cur_elev,
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cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
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// update "time"
if ( globals->get_warp_delta() != 0 ) {
globals->inc_warp( globals->get_warp_delta() );
}
2000-03-29 00:15:58 +00:00
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(),
2001-03-24 04:56:46 +00:00
cur_fdm_state->get_Altitude()* SG_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
// Calculate model iterations needed for next frame
elapsed += remainder;
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global_multi_loop = (long)(((double)elapsed * 0.000001) *
fgGetInt("/sim/model-hz"));
remainder = elapsed - ( (global_multi_loop*1000000) /
fgGetInt("/sim/model-hz") );
FG_LOG( FG_ALL, FG_DEBUG,
"Model iterations needed = " << global_multi_loop
<< ", new remainder = " << remainder );
1998-12-18 23:40:55 +00:00
2001-01-17 23:30:35 +00:00
// chop max interations to something reasonable if the sim was
// delayed for an excesive amount of time
if ( global_multi_loop > 2.0 * fgGetInt("/sim/model-hz") ) {
global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
remainder = 0;
}
// flight model
if ( global_multi_loop > 0 ) {
fgUpdateTimeDepCalcs();
} else {
FG_LOG( FG_ALL, FG_DEBUG,
"Elapsed time is zero ... we're zinging" );
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}
2000-09-10 00:04:50 +00:00
#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
2001-03-24 04:48:44 +00:00
global_tile_mgr.update( cur_fdm_state->get_Longitude() * SGD_RADIANS_TO_DEGREES,
cur_fdm_state->get_Latitude() * SGD_RADIANS_TO_DEGREES );
1998-04-21 17:02:27 +00:00
// Process/manage pending events
global_events.Process();
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// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
if ( fgGetBool("/sim/sound") && globals->get_soundmgr()->is_working() ) {
if ( fgGetString("/sim/aircraft") == "c172" ) {
2000-10-02 23:07:30 +00:00
// pitch corresponds to rpm
// volume corresponds to manifold pressure
// cout << "AUDIO working = "
// << globals->get_soundmgr()->is_working() << endl;
double rpm_factor;
if ( cur_fdm_state->get_engine(0) != NULL ) {
rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
} else {
rpm_factor = 1.0;
}
// cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM()
// << endl;
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double pitch = 0.3 + rpm_factor * 3.0;
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// 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; }
double mp_factor;
if ( cur_fdm_state->get_engine(0) != NULL ) {
mp_factor =
cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
} else {
mp_factor = 0.3;
}
/* cout << "mp = "
<< cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
<< endl; */
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double volume = 0.15 + mp_factor / 2.0;
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if ( volume < 0.15 ) { volume = 0.15; }
if ( volume > 0.5 ) { volume = 0.5; }
// cout << "volume = " << volume << endl;
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s1->set_pitch( pitch );
s1->set_volume( volume );
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} else {
double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
s1->set_pitch( param );
s1->set_volume( param );
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}
globals->get_soundmgr()->update();
}
#endif
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// redraw display
fgRenderFrame();
FG_LOG( FG_ALL, FG_DEBUG, "" );
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}
// 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 ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashInit();
}
idle_state++;
} else if ( idle_state == 1 ) {
// Start the intro music
#if !defined(WIN32)
if ( fgGetBool("/sim/startup/intro-music") ) {
string lockfile = "/tmp/mpg123.running";
FGPath mp3file( globals->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 flightgear, 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();
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 ( fgGetBool("/sim/startup/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 ( fgGetBool("/sim/sound") ) {
globals->get_soundmgr()->init();
s1 = new FGSimpleSound( fgGetString("/sim/sounds/engine",
"Sounds/wasp.wav") );
globals->get_soundmgr()->add( s1, "engine loop" );
globals->get_soundmgr()->play_looped( "engine loop" );
FG_LOG( FG_GENERAL, FG_INFO,
"Rate = " << s1->get_sample()->getRate()
<< " Bps = " << s1->get_sample()->getBps()
<< " Stereo = " << s1->get_sample()->getStereo() );
s2 = new FGSimpleSound( "Sounds/corflaps.wav" );
// FGMorse mmm;
// mmm.init();
// s2 = mmm.make_ident( "JLI" );
s2->set_volume( 0.3 );
globals->get_soundmgr()->add( s2, "flaps" );
}
#endif
// sleep(1);
idle_state = 1000;
cout << "Panel visible = " << fgPanelVisible() << endl;
fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgMainLoop();
} else {
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0);
}
}
}
1999-05-06 22:16:12 +00:00
// options.cxx needs to see this for toggle_panel()
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// Handle new window size or exposure
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void fgReshape( int width, int height ) {
// for all views
for ( int i = 0; i < globals->get_viewmgr()->size(); ++i ) {
if ( ! fgPanelVisible() || idle_state != 1000 ) {
globals->get_viewmgr()->get_view(i)->
set_win_ratio( (float)height / (float)width );
} else {
int view_h =
int((current_panel->getViewHeight() -
current_panel->getYOffset())
* (height / 768.0)) + 1;
globals->get_viewmgr()->get_view(i)->
set_win_ratio( (float)view_h / (float)width );
}
}
if ( ! fgPanelVisible() || idle_state != 1000 ) {
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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.
2000-10-06 21:16:01 +00:00
int view_h =
int((current_panel->getViewHeight() - current_panel->getYOffset())
* (height / 768.0)) + 1;
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
glViewport(0, (GLint)(height - view_h),
(GLint)(width), (GLint)(view_h) );
1998-04-21 17:02:27 +00:00
}
fgSetInt("/sim/startup/xsize", width);
fgSetInt("/sim/startup/ysize", height);
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float fov = globals->get_current_view()->get_fov();
ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
1999-08-31 23:22:05 +00:00
2000-05-13 00:02:43 +00:00
fgHUDReshape();
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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: " <<
fgGetInt("/sim/startup/xsize") << "x"
<< fgGetInt("/sim/startup/ysize") );
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// Define initial window size
glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
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// Initialize windows
if ( !fgGetBool("/sim/startup/game-mode")) {
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// Open the regular window
glutCreateWindow("FlightGear");
#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",
fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize"),
fgGetInt("/sim/rendering/bits-per-pixel"));
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 ) );
FG_LOG( FG_GENERAL, FG_INFO, general.get_glRenderer() );
GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
general.set_glMaxTexSize( tmp );
FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp );
glGetIntegerv( GL_DEPTH_BITS, &tmp );
general.set_glDepthBits( tmp );
FG_LOG ( FG_GENERAL, FG_INFO, "Depth buffer bits = " << tmp );
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 );
string version;
#ifdef FLIGHTGEAR_VERSION
version = FLIGHTGEAR_VERSION;
#else
version = "unknown version";
#endif
FG_LOG( FG_GENERAL, FG_INFO, "FlightGear: Version "
<< version << endl );
// Allocate global data structures. This needs to happen before
// we parse command line options
SGPropertyNode *props = new SGPropertyNode;
globals = new FGGlobals;
globals->set_props( props );
// seed the random number generater
sg_srandom_time();
SGRoute *route = new SGRoute;
globals->set_route( route );
#ifdef ENABLE_AUDIO_SUPPORT
FGSoundMgr *soundmgr = new FGSoundMgr;
globals->set_soundmgr( soundmgr );
#endif
FGViewMgr *viewmgr = new FGViewMgr;
globals->set_viewmgr( viewmgr );
FGViewerRPH *pv = new FGViewerRPH;
globals->get_viewmgr()->add_view( pv );
FGViewerLookAt *chase = new FGViewerLookAt;
globals->get_viewmgr()->add_view( chase );
string_list *col = new string_list;
globals->set_channel_options_list( col );
// set current view to 0 (first) which is our main pilot view
globals->set_current_view( globals->get_viewmgr()->get_view( 0 ) );
// 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);
// Initialize the Aircraft directory to "" (UIUC)
aircraft_dir = "";
// Load the configuration parameters
if ( !fgInitConfig(argc, argv) ) {
FG_LOG( FG_GENERAL, FG_ALERT, "Config option parsing failed ..." );
exit(-1);
}
1998-08-20 15:10:33 +00:00
// Initialize the Window/Graphics environment.
if( !fgGlutInit(&argc, argv) ) {
FG_LOG( FG_GENERAL, FG_ALERT, "GLUT initialization failed ..." );
exit(-1);
1998-08-20 15:10:33 +00:00
}
// Initialize the various GLUT Event Handlers.
if( !fgGlutInitEvents() ) {
FG_LOG( FG_GENERAL, FG_ALERT,
"GLUT event handler initialization failed ..." );
exit(-1);
1998-08-20 15:10:33 +00:00
}
// Initialize ssg (from plib). Needs to come before we do any
// other ssg stuff, but after opengl/glut has been initialized.
ssgInit();
1998-08-20 15:10:33 +00:00
// 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 = " << fgGetString("/sim/startup/airport-id") << endl;
if ( fgGetString("/sim/startup/airport-id").length() ) {
// fgSetPosFromAirportID( fgGetString("/sim/startup/airport-id") );
fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
fgGetDouble("/orientation/heading") );
}
// Initialize time
FGPath zone( globals->get_fg_root() );
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zone.append( "Timezone" );
2001-03-24 04:48:44 +00:00
SGTime *t = new SGTime( fgGetDouble("/position/longitude") * SGD_DEGREES_TO_RADIANS,
fgGetDouble("/position/latitude") * SGD_DEGREES_TO_RADIANS,
2000-07-22 23:34:28 +00:00
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
int offset = fgGetInt("/sim/startup/time-offset");
const string &offset_type = fgGetString("/sim/startup/time-offset-type");
if (offset_type == "system-offset") {
globals->set_warp( offset );
} else if (offset_type == "gmt-offset") {
globals->set_warp( offset - (currGMT - systemLocalTime) );
} else if (offset_type == "latitude-offset") {
globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) );
} else if (offset_type == "system") {
globals->set_warp( offset - cur_time );
} else if (offset_type == "gmt") {
globals->set_warp( offset - currGMT );
} else if (offset_type == "latitude") {
globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) -
cur_time );
} else {
FG_LOG( FG_GENERAL, FG_ALERT,
"Unsupported offset type " << offset_type );
exit( -1 );
}
FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = "
<< globals->get_warp() );
globals->set_warp_delta( 0 );
2000-07-07 23:56:43 +00:00
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);
}
FGPath modelpath( globals->get_fg_root() );
1999-07-01 01:17:43 +00:00
ssgModelPath( (char *)modelpath.c_str() );
2001-01-08 22:01:24 +00:00
// Scene graph root
scene = new ssgRoot;
scene->setName( "Scene" );
lighting = new ssgRoot;
lighting->setName( "Lighting" );
// Initialize the sky
FGPath ephem_data_path( globals->get_fg_root() );
ephem_data_path.append( "Astro" );
2000-07-08 05:09:24 +00:00
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 );
FGPath sky_tex_path( globals->get_fg_root() );
2000-03-06 23:28:43 +00:00
sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
thesky = new SGSky;
thesky->texture_path( sky_tex_path.str() );
2000-06-20 02:29:31 +00:00
thesky->build( 550.0, 550.0,
2000-07-08 05:09:24 +00:00
globals->get_ephem()->getNumPlanets(),
globals->get_ephem()->getPlanets(), 60000.0,
globals->get_ephem()->getNumStars(),
globals->get_ephem()->getStars(), 60000.0 );
if ( fgGetBool("/environment/clouds/status") ) {
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 );
// Lighting
ground = new ssgBranch;
ground->setName( "Ground Lighting" );
lighting->addKid( ground );
airport = new ssgBranch;
airport->setName( "Airport Lighting" );
lighting->addKid( airport );
// temporary visible aircraft "own ship"
acmodel_selector = new ssgSelector;
acmodel_pos = new ssgTransform;
string acmodel_path =
fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
2001-01-08 22:01:24 +00:00
string full_model = globals->get_fg_root() + "/"
2001-01-08 22:01:24 +00:00
+ acmodel_path;
int pos = full_model.rfind("/");
FGPath texturepath( full_model.substr(0, pos) );
cout << "Texture path = " << texturepath.str() << endl;
ssgTexturePath( (char *)texturepath.c_str() );
ssgEntity *acmodel_obj = ssgLoad((char *)(acmodel_path.c_str()));
// find moving parts (if this is an MDL model)
flaps_selector = (ssgSelector*)fgFindNode( acmodel_obj, "FLAPS" );
prop_selector = (ssgSelector*)fgFindNode( acmodel_obj, "PROP" );
acmodel_npropsettings = 0;
if (prop_selector != NULL) {
for (ssgEntity* kid = prop_selector->getKid(0); kid != NULL;
kid = prop_selector->getNextKid()) {
int prop_low, prop_high;
if ( sscanf(kid->getName(), "PROP_%d_%d",
&prop_low, &prop_high) == 2 ) {
prop_low = (int)((float)prop_low * (5000.0f / 32767.0f));
prop_high = (int)((float)prop_high * (5000.0f / 32767.0f));
acmodel_proprpms[acmodel_npropsettings][0] = prop_low ;
acmodel_proprpms[acmodel_npropsettings][1] = prop_high;
acmodel_npropsettings++;
FG_LOG( FG_GENERAL, FG_INFO, "PROPELLER SETTING " << prop_low <<
" " << prop_high );
}
}
}
// align the model properly for FGFS
ssgTransform *acmodel_align = new ssgTransform;
acmodel_align->addKid(acmodel_obj);
sgMat4 rot_matrix;
sgMat4 off_matrix;
sgMat4 res_matrix;
float h_rot = fgGetFloat("/sim/model/h-rotation", 0.0);
float p_rot = fgGetFloat("/sim/model/p-rotation", 0.0);
float r_rot = fgGetFloat("/sim/model/r-rotation", 0.0);
float x_off = fgGetFloat("/sim/model/x-offset", 0.0);
float y_off = fgGetFloat("/sim/model/y-offset", 0.0);
float z_off = fgGetFloat("/sim/model/z-offset", 0.0);
sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
sgMakeTransMat4(off_matrix, x_off, y_off, z_off);
sgMultMat4(res_matrix, off_matrix, rot_matrix);
acmodel_align->setTransform(res_matrix);
acmodel_pos->addKid( acmodel_align );
acmodel_selector->addKid( acmodel_pos );
//ssgFlatten( acmodel_obj );
//ssgStripify( acmodel_selector );
acmodel_selector->clrTraversalMaskBits( SSGTRAV_HOT );
scene->addKid( acmodel_selector );
// $$$ begin - added VS Renganthan 17 Oct 2K
fgLoadDCS();
// $$$ end - added VS Renganthan 17 Oct 2K
#ifdef FG_NETWORK_OLK
// Do the network intialization
if ( fgGetBool("/sim/networking/network-olk") ) {
printf("Multipilot mode %s\n", fg_net_init( scene ) );
}
#endif
// build our custom render states
fgBuildRenderStates();
1998-04-24 14:19:29 +00:00
// pass control off to the master GLUT event handler
glutMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
return 0;
1998-04-21 17:02:27 +00:00
}
// $$$ end - added VS Renganathan, 15 Oct 2K
// - added Venky , 12 Nov 2K
void fgLoadDCS(void) {
ssgEntity *ship_obj = NULL;
// double bz[3];
// int j=0;
char obj_filename[25];
for (int k=0;k<32;k++)
{
ship_pos[k]=NULL;
}
FGPath tile_path( globals->get_fg_root());
tile_path.append( "Scenery" );
tile_path.append( "Objects.txt" );
fg_gzifstream in( tile_path.str() );
if ( ! in.is_open() ) {
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << tile_path.str() );
}
FGPath modelpath( globals->get_fg_root() );
modelpath.append( "Models" );
modelpath.append( "Geometry" );
FGPath texturepath( globals->get_fg_root() );
texturepath.append( "Models" );
texturepath.append( "Textures" );
ssgModelPath( (char *)modelpath.c_str() );
ssgTexturePath( (char *)texturepath.c_str() );
ship_sel = new ssgSelector;
char c;
while ( ! in.eof() )
{
in >> ::skipws;
if ( in.get( c ) && c == '#' )
{
in >> skipeol;
}
else
{
in.putback(c);
in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
/* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
int chj=getchar();*/
2001-03-24 04:48:44 +00:00
obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
ship_pos[objc] = new ssgTransform;
// type "repeat" in objects.txt to load one more instance of the last object.
if ( strcmp(obj_filename,"repeat") != 0)
ship_obj = ssgLoadOBJ( obj_filename );
if ( ship_obj != NULL )
{
ship_pos[objc]->addKid( ship_obj ); // add object to transform node
ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
}
else
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << obj_filename );
if (in.eof()) break;
objc++;
}
} // while
ship_sel->clrTraversalMaskBits( SSGTRAV_HOT );
scene->addKid( ship_sel ); //add selector node to root node
return;
}
void fgUpdateDCS (void) {
// double eye_lat,eye_lon,eye_alt;
// static double obj_head;
double sl_radius,obj_latgc;
// float nresultmat[4][4];
// sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
double bz[3];
// Instantaneous Geodetic Lat/Lon/Alt of moving object
FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
// Deck should be the first object in objects.txt in case of fdm=ada
if (fgGetString("/sim/flight-model") == "ada")
{
2001-03-24 04:48:44 +00:00
obj_lon[0] = fdm->get_aux5()*SGD_DEGREES_TO_RADIANS;
obj_lat[0] = fdm->get_aux6()*SGD_DEGREES_TO_RADIANS;
obj_alt[0] = fdm->get_aux7();
}
for (int m=0; m<=objc; m++)
{
2001-03-24 04:48:44 +00:00
//cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
//int v=getchar();
//Geodetic to Geocentric angles for rotation
sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
//moving object gbs-posn in cartesian coords
Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
Point3D obj_pos = sgGeodToCart( obj_posn );
// Translate moving object w.r.t eye
Point3D Objtrans = obj_pos-scenery.center;
bz[0]=Objtrans.x();
bz[1]=Objtrans.y();
bz[2]=Objtrans.z();
// rotate dynamic objects for lat,lon & alt and other motion about its axes
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
sgVec3 ship_fwd,ship_rt,ship_up;
sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg;
2001-03-24 04:48:44 +00:00
sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
sgMat4 sgTUX;
sgCopyMat4( sgTUX, sgROT_hdg );
sgPostMultMat4( sgTUX, sgROT_lat );
sgPostMultMat4( sgTUX, sgROT_lon );
sgPostMultMat4( sgTUX, sgTRANS );
sgCoord shippos;
sgSetCoord(&shippos, sgTUX );
ship_pos[m]->setTransform( &shippos );
}
if ( ship_sel != NULL )
ship_sel->select(0xFFFFFFFF);
}
// $$$ end - added VS Renganathan, 15 Oct 2K
// added Venky , 12 Nov 2K