Exemplo n.º 1
0
static void
DetatchComplete(void *data)
{
  log_info("detatch complete");

  sim_spacecraft_t *sc = (sim_spacecraft_t*)data;
  sc->detatchPossible = false; // Do not reenable, must be false after last stage detatched
  sc->detatchComplete = true;

  sim_stage_t *stage = sc->stages.elems[MERC_CAPSULE];

  sim_engine_disable(ARRAY_ELEM(stage->engines, THR_POSI));
  sim_stage_arm_engines(stage);
  sim_engine_disarm(ARRAY_ELEM(stage->engines, THR_POSI));
}
Exemplo n.º 2
0
void
sim_init(void)
{
  pl_init();

  sim_spacecraft_control_init();

  // Set log level, need to do that here
  const char *levStr = NULL;
  config_get_str_def("openorbit/sys/log-level", &levStr, "info");
  log_set_level(log_get_lev_from_str(levStr));

  // Load and run initialisation script
  scripting_init();

  if (!scripting_run_file("script/init.py")) {
    log_fatal("script/init.py missing");
  }

  sim_init_graphics();

  float freq;
  config_get_float_def("openorbit/sim/freq", &freq, 20.0); // Read in Hz
  gSIM_state.stepSize = 1.0 / freq; // Period in s
  
  // Setup IO-tables, must be done after joystick system has been initialised
  io_init();

  gSIM_state.world = sim_load_world(sim_get_scene(), "data/solsystem.hrml");
  pl_time_set(sim_time_get_jd());


  sim_spacecraft_t *sc = sim_new_spacecraft("Mercury", "Mercury I");
  sim_spacecraft_set_sys_and_coords(sc, "Earth",
                      0.0 /*longitude*/,
                      0.0 /*latitude*/,
                      250.0e3 /*altitude*/);
  sim_set_spacecraft(sc);

  sg_camera_t *cam = sg_scene_get_cam(sc->scene);
  sim_stage_t *stage = ARRAY_ELEM(sc->stages, 1);
  sg_camera_track_object(cam, stage->sgobj);
  sg_camera_follow_object(cam, stage->sgobj);
  sg_camera_set_follow_offset(cam, vd3_set(0.0, 0.0, -150.0e9));

  simMfdInitAll(sim_get_main_viewport());

  sim_init_plugins();

  if (!scripting_run_file("script/postinit.py")) {
    log_fatal("script/postinit.py missing");
  }

  sim_setup_menus(&gSIM_state);
}
Exemplo n.º 3
0
static void
MainEngineToggle(sim_spacecraft_t *sc)
{
  switch (sc->detatchSequence) {
    case MERC_REDSTONE: {
      sim_stage_t *redstone = sc->stages.elems[MERC_REDSTONE];
      sim_engine_t *eng = ARRAY_ELEM(redstone->engines, THR_ROCKETDYNE);
      if (eng->state == SIM_ARMED) sim_engine_fire(eng);
      else if (eng->state == SIM_BURNING) sim_engine_disable(eng);
      break;
    }
    case MERC_CAPSULE: {
      sim_stage_t *capsule = sc->stages.elems[MERC_CAPSULE];
      sim_engine_t *eng = ARRAY_ELEM(capsule->engines, THR_RETRO_0);
      (void)eng;
      break;
    }
    default:
      assert(0 && "invalid case");
  }
}
Exemplo n.º 4
0
static void
DetatchStage(sim_spacecraft_t *sc)
{
  log_info("detatch commanded");
  sc->detatchPossible = false;

  if (sc->detatchSequence == MERC_REDSTONE) {
    log_info("detatching redstone");
    sim_stage_t *redstone = sc->stages.elems[MERC_REDSTONE];
    sim_stage_t *capsule = sc->stages.elems[MERC_CAPSULE];

    sim_stage_disable_engines(redstone);
    sim_stage_lock_engines(redstone);

    sim_spaccraft_detatch_stage(sc, redstone);

    sim_engine_arm(ARRAY_ELEM(capsule->engines, THR_POSI));
    sim_engine_fire(ARRAY_ELEM(capsule->engines, THR_POSI));

    sc->detatchComplete = false;
    sim_event_enqueue_relative_s(1.0, DetatchComplete, sc);
  }
}
Exemplo n.º 5
0
void
sgDrawOverlays(SGscenegraph *sg)
{
  SG_CHECK_ERROR;
  glMatrixMode(GL_PROJECTION);
  glPushMatrix();
  glLoadIdentity();
  glOrtho(0.0, sgRenderInfo.w, 0.0, sgRenderInfo.h, -1.0, 1.0);
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();
  glLoadIdentity();

  glPushAttrib(GL_ENABLE_BIT);

  glDisable(GL_DEPTH_TEST);
  glDisable(GL_LIGHTING);
  glDisable(GL_CULL_FACE);

  for (size_t i = 0 ; i < sg->overlays.length ; i ++) {
    SGoverlay *overlay = ARRAY_ELEM(sg->overlays, i);

    if (overlay->enabled) {
      glUseProgram(0); // No shader for now
      // Bind the fbo texture so that the mfd rendering ends up in the texture
      glBindFramebuffer(GL_FRAMEBUFFER, overlay->fbo);
      glPushAttrib(GL_VIEWPORT_BIT);

      glViewport(0,0, overlay->w, overlay->h);

      ooLogTrace("draw overlay %d", i);
      // Here we draw the overlay into a texture
      overlay->draw(overlay);

      glPopAttrib();

      // Re-attach the real framebuffer as rendering target, and draw the
      // texture using a quad.
      glUseProgram(sg->overlay_shader);

      glBindFramebuffer(GL_FRAMEBUFFER, 0);

      SG_CHECK_ERROR;

      // Set shader arguments
      GLfloat modelview[16], projection[16];
      glGetFloatv(GL_MODELVIEW_MATRIX , modelview);
      glGetFloatv(GL_PROJECTION_MATRIX , projection);

      glUniformMatrix4fv(sg->modelview_id, 1, GL_FALSE, modelview);
      glUniformMatrix4fv(sg->projection_id, 1, GL_FALSE, projection);

      glEnable(GL_TEXTURE_2D);
      glActiveTexture(GL_TEXTURE0);
      glBindTexture(GL_TEXTURE_2D, overlay->tex);
      glUniform1i(sg->tex_id, 0);

      GLint shaderIsValid;
      glValidateProgram(sg->overlay_shader);
      glGetProgramiv(sg->overlay_shader, GL_VALIDATE_STATUS, &shaderIsValid);
      assert(shaderIsValid);

      SG_CHECK_ERROR;
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glBegin(GL_QUADS);
        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

        glTexCoord2f(0.0f, 0.0f);
        glVertex3f (overlay->x, overlay->y, 0.0);

        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(overlay->x, overlay->y + overlay->h, 0.0);

        glTexCoord2f(1.0, 1.0);
        glVertex3f(overlay->x + overlay->w, overlay->y + overlay->h, 0.0);

        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(overlay->x + overlay->w, overlay->y, 0.0);
      glEnd();

      SG_CHECK_ERROR;

      glUseProgram(0);
    }
  }


  glMatrixMode(GL_PROJECTION);
  glPopMatrix();
  glMatrixMode(GL_MODELVIEW);
  glPopMatrix();

  glPopAttrib();
  SG_CHECK_ERROR;
}
Exemplo n.º 6
0
static void
AxisUpdate(sim_spacecraft_t *sc)
{
  // TODO: Replace IO-system queries with sim variable lookups.
  //       This is important in order to allow for multiplexed axis commands,
  //       in turn enabling autopilots and network control.

  sim_axises_t axises;
  sim_get_axises(&axises);

  switch (sc->detatchSequence) {
    case MERC_REDSTONE: {
      sim_stage_t *redstone = sc->stages.elems[MERC_REDSTONE];
      sim_engine_t *eng = ARRAY_ELEM(redstone->engines, THR_ROCKETDYNE);
      sim_engine_set_throttle(eng, SIM_VAL(axises.orbital));
      break;
    }
    case MERC_CAPSULE: {
      if (!sc->detatchComplete) break;
      sim_stage_t *capsule = sc->stages.elems[MERC_CAPSULE];

      sim_engine_set_throttle(ARRAY_ELEM(capsule->engines, THR_ROLL_0),
                           SIM_VAL(axises.roll));
      sim_engine_fire(ARRAY_ELEM(capsule->engines, THR_ROLL_0));

      sim_engine_set_throttle(ARRAY_ELEM(capsule->engines, THR_ROLL_1),
                           -SIM_VAL(axises.roll));
      sim_engine_fire(ARRAY_ELEM(capsule->engines, THR_ROLL_1));

      sim_engine_set_throttle(ARRAY_ELEM(capsule->engines, THR_PITCH_0),
                           SIM_VAL(axises.pitch));
      sim_engine_fire(ARRAY_ELEM(capsule->engines, THR_PITCH_0));

      sim_engine_set_throttle(ARRAY_ELEM(capsule->engines, THR_PITCH_1),
                           -SIM_VAL(axises.pitch));
      sim_engine_fire(ARRAY_ELEM(capsule->engines, THR_PITCH_1));

      sim_engine_set_throttle(ARRAY_ELEM(capsule->engines, THR_YAW_0),
                           SIM_VAL(axises.yaw));
      sim_engine_fire(ARRAY_ELEM(capsule->engines, THR_YAW_0));

      sim_engine_set_throttle(ARRAY_ELEM(capsule->engines, THR_YAW_1),
                           -SIM_VAL(axises.yaw));
      sim_engine_fire(ARRAY_ELEM(capsule->engines, THR_YAW_1));

      break;
    }
    default:
      assert(0 && "invalid case");
  }
}