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BaseIG Overview
FlightIG communicates with one or more host computers (e.g., aerodynamics,
weapons, and tactical simulations) via Ethernet, shared memory,
or another transport layer.
A Communication Layer provides FlightIG with a consistent API for
any communication medium. This layer is responsible for retrieving
incoming host data from the medium, and for transmitting data from
the IG back to the host. These data transmissions are performed
independent of the format or contents of the data.
The Communication Layer operates either synchronously or asynchronously
within the main update loop. When operating asynchronously, the
real-time rendering loop is not affected by a lack of host data;
FlightIG continues rendering frames using extrapolated ownship and
entity positions.
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Read more in-depth information on FightIG:
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BaseIG provides the following functionality:
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| Ownship |
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Manages the position and definition of the eyepoint
and ownship. Supports all the capabilities of entities in general,
plus ownship-peculiar capabilities. |
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| Entities |
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Manages the positioning and state changes of moving
models. Entities can move in six degrees of freedom, or can be clamped
to the ground and controlled in the remaining five. Entities can have
switches, articulations, and damage states. Entities (including stores)
can be attached to one another and controlled as a single model. Special
effects can be attached to entities. Entities can be individually
prioritized under host control for load management. |
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| Intersection tests |
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Supports mission functions, including ownship
collision detection, line of site ranging, and height above terrain. |
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| Environments |
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Provides environment simulation such as multiple
cloud layers, horizon simulation, fog/haze, star field, and ephemeris-controlled
effects including time of day, horizon glow, star field, Sun position,
and Moon position and phase |
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| Light systems |
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Provides control over specialized lighting systems
like airport lights (VASI, PAPI, RAIL, REIL, approach lights, beacons,
Aldis lamps, FLOLS, etc.) |
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| Special effects |
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Provides a wide variety of special effects definitions
and control over their positions and states. Effects include explosions,
missile trails, smoke, flak, gun flashes, tracers, and flares. Many
others can be easily created without writing additional code. Effects
can be attached to entities. |
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| Base application |
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Contains the basic infrastructure common to most
FlightIG instances. Includes generic structures for specifying positional
attachments and for extending the system in a highly modular fashion. |
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| Dispatch |
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Provides a general-purpose mechanism for mapping
incoming host packets to back-end 'Commands'. |
An Interface Layer maps incoming host packet data to
function calls in BaseIG. This layer is the implementation of a particular
Interface Control Description. A set of specific Commands are created
in this layer that get installed automatically with the BaseIG Dispatch
mechanism. When host packets are received, they are routed to the set
of handlers defined in this layer. Responses to the host are managed in
similar fashion.
FlightICD is the default set of interfaces provided
by FlightIG, and is maintained to take full advantage of all FlightIG
features.
The Specific Application is unique to each instance
of FlightIG. It ties together all the necessary pieces from the other
IG layers required by a particular user, specifying the components of
the BaseIG, the communication medium used by the Communication Layer,
the ICD implemented by the Interface Layer, and all the Vega modules needed
for a particular system.
This design makes FlightIG a versatile application
readily configured to each user's requirements.
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