// main.cxx -- top level sim routines // // Written by Curtis Olson for OpenGL, started May 1997. // // Copyright (C) 1997 - 1999 Curtis L. Olson - curt@flightgear.org // // 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 #ifdef SG_MATH_EXCEPTION_CLASH # include <math.h> #endif #ifdef HAVE_WINDOWS_H # include <windows.h> # include <float.h> #endif #include <GL/glut.h> #include <simgear/xgl/xgl.h> #include <stdio.h> #include <string.h> #include <string> #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 #include <plib/pu.h> #include <plib/ssg.h> #include <simgear/constants.h> // for VERSION #include <simgear/debug/logstream.hxx> #include <simgear/math/polar3d.hxx> #include <simgear/math/sg_random.h> #include <simgear/misc/sg_path.hxx> #include <simgear/sky/sky.hxx> #include <simgear/timing/sg_time.hxx> #include <simgear/timing/lowleveltime.h> #include <Include/general.hxx> #include <Aircraft/aircraft.hxx> #include <Autopilot/newauto.hxx> #include <Cockpit/cockpit.hxx> #include <Cockpit/radiostack.hxx> #include <Cockpit/steam.hxx> #include <FDM/UIUCModel/uiuc_aircraftdir.h> #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 // $$$ begin - added VS Renganathan #include <simgear/misc/sgstream.hxx> #include <FDM/flight.hxx> #include <FDM/ADA.hxx> void fgLoadDCS (void); void fgUpdateDCS (void); ssgSelector *ship_sel=NULL; // upto 32 instances of a same object can be loaded. ssgTransform *ship_pos[32]; double obj_lat[32],obj_lon[32],obj_alt[32]; int objc=0; // $$$ end - added VS Renganathan // end - added Venky #ifndef FG_OLD_WEATHER # include <WeatherCM/FGLocalWeatherDatabase.h> #else # include <Weather/weather.hxx> #endif #include "version.h" #include "bfi.hxx" #include "fg_init.hxx" #include "fg_io.hxx" #include "globals.hxx" #include "keyboard.hxx" #include "splash.hxx" #ifdef macintosh # include <console.h> // -dw- for command line dialog #endif // This is a record containing a bit of global housekeeping information FGGeneral general; // 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 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 // 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; } // fgInitVisuals() -- Initialize various GL/view parameters void fgInitVisuals( void ) { fgLIGHT *l; l = &cur_light_params; #ifndef GLUT_WRONG_VERSION // Go full screen if requested ... if ( fgGetBool("/sim/startup/fullscreen") ) { glutFullScreen(); } #endif // If enabled, normal vectors specified with glNormal are scaled // to unit length after transformation. See glNormal. // glEnable( GL_NORMALIZE ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); sgVec3 sunpos; sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] ); ssgGetLight( 0 ) -> setPosition( sunpos ); // glFogi (GL_FOG_MODE, GL_LINEAR); glFogi (GL_FOG_MODE, GL_EXP2); if ( (fgGetString("/sim/rendering/fog") == "disabled") || (!fgGetBool("/sim/rendering/shading"))) { // if fastest fog requested, or if flat shading force fastest glHint ( GL_FOG_HINT, GL_FASTEST ); } else if ( fgGetString("/sim/rendering/fog") == "nicest" ) { glHint ( GL_FOG_HINT, GL_NICEST ); } if ( fgGetBool("/sim/rendering/wireframe") ) { // draw wire frame glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } // This is the default anyways, but it can't hurt glFrontFace ( GL_CCW ); // Just testing ... // glEnable(GL_POINT_SMOOTH); // glEnable(GL_LINE_SMOOTH); // glEnable(GL_POLYGON_SMOOTH); } // Update all Visuals (redraws anything graphics related) void fgRenderFrame( void ) { // Update the BFI. FGBFI::update(); fgLIGHT *l = &cur_light_params; static double last_visibility = -9999; 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. // printf("Ground = %.2f Altitude = %.2f\n", scenery.cur_elev, // 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 // 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() * SG_FEET_TO_METER ); pilot_view->set_sea_level_radius( cur_fdm_state-> get_Sea_level_radius() * 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 ); sgCopyVec3( wup, pilot_view->get_world_up() ); sgMat4 CXFM; // chase view + pilot offset xform sgMakeRotMat4( CXFM, 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() * SG_FEET_TO_METER ); chase_view->set_sea_level_radius( cur_fdm_state-> get_Sea_level_radius() * 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 ); #if 0 sgMat4 rph; 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; } sgMat4 la; 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; } #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 // set the sun position 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; } glClear( clear_mask ); // 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 // ssgCullAndDraw() function, but for now I just mimic what // ssg does to set up the model view matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ssgSetCamera( (sgVec4 *)globals->get_current_view()->get_VIEW() ); // set the opengl state to known default values default_state->force(); // 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 thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, ( global_multi_loop * fgGetInt("/sim/speed-up") ) / (double)fgGetInt("/sim/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; // 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 ); } // Set correct opengl fog density glFogf (GL_FOG_DENSITY, fog_exp2_density); // 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, cur_light_params.adj_fog_color, cur_light_params.sun_angle, cur_light_params.moon_angle, 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; 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(), cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, cur_light_params.sun_rotation, globals->get_time_params()->getGst(), globals->get_ephem()->getSunRightAscension(), globals->get_ephem()->getSunDeclination(), 50000.0, globals->get_ephem()->getMoonRightAscension(), globals->get_ephem()->getMoonDeclination(), 50000.0 ); } glEnable( GL_DEPTH_TEST ); if ( fgGetString("/sim/rendering/fog") != (string)"disabled" ) { glEnable( GL_FOG ); glFogi( GL_FOG_MODE, GL_EXP2 ); glFogfv( GL_FOG_COLOR, l->adj_fog_color ); } // set sun/lighting parameters ssgGetLight( 0 ) -> setPosition( l->sun_vec ); // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if // we only update GL_AMBIENT for our lights we will never get // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT // explicitely to black. GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black ); ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient ); ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse ); // ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_white ); // texture parameters // glEnable( GL_TEXTURE_2D ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ; // glMatrixMode( GL_PROJECTION ); // glLoadIdentity(); float fov = globals->get_current_view()->get_fov(); ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio()); double agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER - scenery.cur_elev; // SG_LOG( SG_ALL, SG_INFO, "visibility is " // << current_weather.get_visibility() ); if ( agl > 10.0 ) { ssgSetNearFar( 10.0f, 120000.0f ); } else { ssgSetNearFar( 0.5f, 120000.0f ); } if ( globals->get_viewmgr()->get_current() == 0 ) { // disable aircraft model acmodel_selector->select(0); } else { // enable aircraft model and set up its position and orientation acmodel_selector->select(1); FGViewerRPH *pilot_view = (FGViewerRPH *)globals->get_viewmgr()->get_view( 0 ); sgMat4 sgTRANS; sgMakeTransMat4( sgTRANS, pilot_view->get_view_pos() ); 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->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 global_tile_mgr.prep_ssg_nodes(); if ( fgGetBool("/sim/rendering/skyblend") ) { // draw the sky backdrop // we need a white diffuse light for the phase of the moon ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white ); thesky->preDraw(); // return to the desired diffuse color ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse ); } // draw the ssg scene glEnable( GL_DEPTH_TEST ); ssgCullAndDraw( scene ); // change state for lighting here // draw lighting // Set punch through fog density glFogf (GL_FOG_DENSITY, fog_exp2_punch_through); ssgCullAndDraw( lighting ); if ( fgGetBool("/sim/rendering/skyblend") ) { // draw the sky cloud layers thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER ); } // display HUD && Panel 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(); glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; puDisplay(); // glDisable ( GL_BLEND ) ; // glEnable( GL_FOG ); } glutSwapBuffers(); } // Update internal time dependent calculations (i.e. flight model) void fgUpdateTimeDepCalcs() { static bool inited = false; fgLIGHT *l = &cur_light_params; int i; long multi_loop = 1; if ( !globals->get_freeze() && !initial_freeze ) { // conceptually, this could be done for each fdm instance ... 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; multi_loop = (long)(((double)elapsed * 0.000001) / cur_fdm_state->get_delta_t() ); cur_fdm_state->set_multi_loop( multi_loop ); long remainder = elapsed - (long)( (multi_loop*1000000) * cur_fdm_state->get_delta_t() ); cur_fdm_state->set_remainder( remainder ); // 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 { 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 } // update the view angle FGViewer *v = globals->get_current_view(); 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() ); break; } else { // move current_view.view_offset towards // current_view.goal_view_offset if ( v->get_goal_view_offset() > v->get_view_offset() ) { if ( v->get_goal_view_offset() - v->get_view_offset() < SGD_PI ){ v->inc_view_offset( 0.01 ); } else { v->inc_view_offset( -0.01 ); } } else { if ( v->get_view_offset() - v->get_goal_view_offset() < SGD_PI ){ v->inc_view_offset( -0.01 ); } else { v->inc_view_offset( 0.01 ); } } if ( v->get_view_offset() > SGD_2PI ) { v->inc_view_offset( -SGD_2PI ); } else if ( v->get_view_offset() < 0 ) { v->inc_view_offset( SGD_2PI ); } } } double tmp = -(l->sun_rotation + SGD_PI) - (cur_fdm_state->get_Psi() - globals->get_current_view()->get_view_offset() ); while ( tmp < 0.0 ) { tmp += SGD_2PI; } while ( tmp > SGD_2PI ) { tmp -= SGD_2PI; } /* printf("Psi = %.2f, viewoffset = %.2f sunrot = %.2f rottosun = %.2f\n", 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 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(); } void fgInitTimeDepCalcs( void ) { // initialize timer // #ifdef HAVE_SETITIMER // fgTimerInit( 1.0 / fgGetInt("/sim/model-hz"), // fgUpdateTimeDepCalcs ); // #endif HAVE_SETITIMER } static const double alt_adjust_ft = 3.758099; static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER; // What should we do when we have nothing else to do? Let's get ready // for the next move and update the display? static void fgMainLoop( void ) { static long remainder = 0; long elapsed; #ifdef FANCY_FRAME_COUNTER int i; double accum; #else static time_t last_time = 0; static int frames = 0; #endif // FANCY_FRAME_COUNTER SGTime *t = globals->get_time_params(); SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop"); SG_LOG( SG_ALL, SG_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 ) // Read joystick and update control settings if ( fgGetString("/sim/control-mode") == "joystick" ) { fgJoystickRead(); } #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 // 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, cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER, cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */ if ( scenery.cur_elev > -9990 ) { 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", 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 ); SG_LOG( SG_ALL, SG_DEBUG, "<*> resetting altitude to " << cur_fdm_state->get_Altitude() * SG_FEET_TO_METER << " meters" ); } } /* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n", scenery.cur_elev, cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER, cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */ // update "time" if ( globals->get_warp_delta() != 0 ) { globals->inc_warp( globals->get_warp_delta() ); } t->update( cur_fdm_state->get_Longitude(), cur_fdm_state->get_Latitude(), globals->get_warp() ); 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()* SG_FEET_TO_METER, globals->get_time_params()->getJD() ); // Get elapsed time (in usec) for this past frame elapsed = fgGetTimeInterval(); SG_LOG( SG_ALL, SG_DEBUG, "Elapsed time interval is = " << elapsed << ", 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 ); SG_LOG( SG_ALL, SG_DEBUG, "--> Frame rate is = " << general.get_frame_rate() ); frames = 0; } last_time = t->get_cur_time(); ++frames; #endif // Run flight model // Calculate model iterations needed for next frame elapsed += remainder; global_multi_loop = (long)(((double)elapsed * 0.000001) * fgGetInt("/sim/model-hz")); remainder = elapsed - ( (global_multi_loop*1000000) / fgGetInt("/sim/model-hz") ); SG_LOG( SG_ALL, SG_DEBUG, "Model iterations needed = " << global_multi_loop << ", new remainder = " << remainder ); // chop max interations to something reasonable if the sim was // delayed for an excesive amount of time 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 { SG_LOG( SG_ALL, SG_DEBUG, "Elapsed time is zero ... we're zinging" ); } #if ! defined( macintosh ) // Do any I/O channel work that might need to be done fgIOProcess(); #endif // see if we need to load any new scenery tiles global_tile_mgr.update( cur_fdm_state->get_Longitude() * SGD_RADIANS_TO_DEGREES, cur_fdm_state->get_Latitude() * SGD_RADIANS_TO_DEGREES ); // Process/manage pending events global_events.Process(); // Run audio scheduler #ifdef ENABLE_AUDIO_SUPPORT if ( fgGetBool("/sim/sound") && globals->get_soundmgr()->is_working() ) { if ( fgGetString("/sim/aircraft") == "c172" ) { // 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; double pitch = 0.3 + rpm_factor * 3.0; // 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; */ double volume = 0.15 + mp_factor / 2.0; if ( volume < 0.15 ) { volume = 0.15; } if ( volume > 0.5 ) { volume = 0.5; } // cout << "volume = " << volume << endl; s1->set_pitch( pitch ); s1->set_volume( volume ); } else { double param = controls.get_throttle( 0 ) * 2.0 + 1.0; s1->set_pitch( param ); s1->set_volume( param ); } globals->get_soundmgr()->update(); } #endif // redraw display fgRenderFrame(); SG_LOG( SG_ALL, SG_DEBUG, "" ); } // 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"; SGPath mp3file( globals->get_fg_root() ); mp3file.append( "Sounds/intro.mp3" ); string command = "(touch " + lockfile + "; mpg123 " + mp3file.str() + "> /dev/null 2>&1; /bin/rm " + lockfile + ") &"; SG_LOG( SG_GENERAL, SG_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()) { SG_LOG( SG_GENERAL, SG_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; SG_LOG( SG_GENERAL, SG_INFO, "Waiting for mpg123 player to finish ..." ); while ( stat(lockfile.c_str(), &stat_buf) == 0 ) { // file exist, wait ... sleep(1); SG_LOG( SG_GENERAL, SG_INFO, "."); } SG_LOG( SG_GENERAL, SG_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" ); SG_LOG( SG_GENERAL, SG_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); } } } // options.cxx needs to see this for toggle_panel() // Handle new window size or exposure 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 ) { glViewport(0, 0 , (GLint)(width), (GLint)(height) ); } else { int view_h = int((current_panel->getViewHeight() - current_panel->getYOffset()) * (height / 768.0)) + 1; glViewport(0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) ); } fgSetInt("/sim/startup/xsize", width); fgSetInt("/sim/startup/ysize", height); float fov = globals->get_current_view()->get_fov(); ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio()); fgHUDReshape(); } // Initialize GLUT and define a main window int fgGlutInit( int *argc, char **argv ) { #if !defined( macintosh ) // GLUT will extract all glut specific options so later on we only // need wory about our own. glutInit(argc, argv); #endif // Define Display Parameters glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " << fgGetInt("/sim/startup/xsize") << "x" << fgGetInt("/sim/startup/ysize") ); // Define initial window size glutInitWindowSize( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); // Initialize windows if ( !fgGetBool("/sim/startup/game-mode")) { // Open the regular window glutCreateWindow("FlightGear"); #ifndef GLUT_WRONG_VERSION } else { // Open the cool new 'game mode' window char game_mode_str[256]; sprintf( game_mode_str, "width=%d height=%d bpp=%d", fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize"), fgGetInt("/sim/rendering/bits-per-pixel")); SG_LOG( SG_GENERAL, SG_INFO, "game mode params = " << game_mode_str ); glutGameModeString( game_mode_str ); glutEnterGameMode(); #endif } // 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 ) ); SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() ); GLint tmp; glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp ); general.set_glMaxTexSize( tmp ); SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp ); glGetIntegerv( GL_DEPTH_BITS, &tmp ); general.set_glDepthBits( tmp ); SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp ); return 1; } // Initialize GLUT event handlers int fgGlutInitEvents( void ) { // call fgReshape() on window resizes glutReshapeFunc( fgReshape ); // call GLUTkey() on keyboard event glutKeyboardFunc( GLUTkey ); glutSpecialFunc( GLUTspecialkey ); // call guiMouseFunc() whenever our little rodent is used glutMouseFunc ( guiMouseFunc ); glutMotionFunc (guiMotionFunc ); glutPassiveMotionFunc (guiMotionFunc ); // call fgMainLoop() whenever there is // nothing else to do glutIdleFunc( fgIdleFunction ); // draw the scene glutDisplayFunc( fgRenderFrame ); return(1); } // Main ... int main( int argc, char **argv ) { #if defined( macintosh ) 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 sglog().setLogLevels( SG_ALL, SG_INFO ); string version; #ifdef FLIGHTGEAR_VERSION version = FLIGHTGEAR_VERSION; #else version = "unknown version"; #endif SG_LOG( SG_GENERAL, SG_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) ) { SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." ); exit(-1); } // Initialize the Window/Graphics environment. if( !fgGlutInit(&argc, argv) ) { SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." ); exit(-1); } // Initialize the various GLUT Event Handlers. if( !fgGlutInitEvents() ) { SG_LOG( SG_GENERAL, SG_ALERT, "GLUT event handler initialization failed ..." ); exit(-1); } // Initialize ssg (from plib). Needs to come before we do any // other ssg stuff, but after opengl/glut has been initialized. ssgInit(); // 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 SGPath zone( globals->get_fg_root() ); zone.append( "Timezone" ); SGTime *t = new SGTime( fgGetDouble("/position/longitude") * SGD_DEGREES_TO_RADIANS, fgGetDouble("/position/latitude") * SGD_DEGREES_TO_RADIANS, zone.str() ); // Handle potential user specified time offsets time_t cur_time = t->get_cur_time(); time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) ); time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) ); time_t aircraftLocalTime = 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 { SG_LOG( SG_GENERAL, SG_ALERT, "Unsupported offset type " << offset_type ); exit( -1 ); } SG_LOG( SG_GENERAL, SG_INFO, "After time init, warp = " << globals->get_warp() ); globals->set_warp_delta( 0 ); t->update( 0.0, 0.0, globals->get_warp() ); globals->set_time_params( t ); // Do some quick general initializations if( !fgInitGeneral()) { SG_LOG( SG_GENERAL, SG_ALERT, "General initializations failed ..." ); exit(-1); } SGPath modelpath( globals->get_fg_root() ); ssgModelPath( (char *)modelpath.c_str() ); // Scene graph root scene = new ssgRoot; scene->setName( "Scene" ); lighting = new ssgRoot; lighting->setName( "Lighting" ); // Initialize the sky SGPath ephem_data_path( globals->get_fg_root() ); ephem_data_path.append( "Astro" ); 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 ); SGPath sky_tex_path( globals->get_fg_root() ); sky_tex_path.append( "Textures" ); sky_tex_path.append( "Sky" ); thesky = new SGSky; thesky->texture_path( sky_tex_path.str() ); thesky->build( 550.0, 550.0, 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( 2000.0, 200.0, 50.0, 40000.0, SG_CLOUD_OVERCAST ); thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0, SG_CLOUD_MOSTLY_CLOUDY ); thesky->add_cloud_layer( 3000.0, 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 ); } // 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; // Get the model location, and load textures from the same // directory. Use an absolute path for the model to avoid // incompatibilities in different versions of PLIB. string acmodel_path = fgGetString("/sim/model/path", "Models/Geometry/glider.ac"); SGPath full_model = globals->get_fg_root(); full_model.append(acmodel_path); #if !defined( PLIB_1_2_X ) // this should be redundant ... but it breaks for relative paths // w/ plib-1.2.0 ssgModelPath( (char *)full_model.dir().c_str() ); #endif ssgTexturePath( (char *)full_model.dir().c_str() ); ssgEntity *acmodel_obj = ssgLoad( (char *)full_model.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++; SG_LOG( SG_GENERAL, SG_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(); // pass control off to the master GLUT event handler glutMainLoop(); // we never actually get here ... but to avoid compiler warnings, // etc. return 0; } // $$$ 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; } SGPath tile_path( globals->get_fg_root()); tile_path.append( "Scenery" ); tile_path.append( "Objects.txt" ); sg_gzifstream in( tile_path.str() ); if ( ! in.is_open() ) { SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() ); } else { SGPath modelpath( globals->get_fg_root() ); modelpath.append( "Models" ); modelpath.append( "Geometry" ); SGPath 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();*/ 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 { SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << obj_filename ); } objc++; if (in.eof()) break; } } // while SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." ); 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") { 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++ ) { //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; 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