mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
build 180215. sound velocity calculation, ai brake charging logic tweak, 3d shapes boundary calculation fixes
This commit is contained in:
23
Driver.cpp
23
Driver.cpp
@@ -3488,6 +3488,10 @@ TController::UpdateSituation(double dt) {
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ElapsedTime += dt;
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WaitingTime += dt;
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fBrakeTime -= dt; // wpisana wartość jest zmniejszana do 0, gdy ujemna należy zmienić nastawę hamulca
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if( mvOccupied->fBrakeCtrlPos != mvOccupied->Handle->GetPos( bh_FS ) ) {
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// brake charging timeout starts after charging ends
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BrakeChargingCooldown += dt;
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}
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fStopTime += dt; // zliczanie czasu postoju, nie ruszy dopóki ujemne
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fActionTime += dt; // czas używany przy regulacji prędkości i zamykaniu drzwi
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LastReactionTime += dt;
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@@ -4581,9 +4585,10 @@ TController::UpdateSituation(double dt) {
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TDynamicObject *d = pVehicles[0]; // pojazd na czele składu
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while (d)
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{
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AbsAccS += d->MoverParameters->TotalMass * d->MoverParameters->AccS * d->DirectionGet() * iDirection;
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AbsAccS += d->MoverParameters->TotalMass * d->MoverParameters->AccS * ( d->DirectionGet() == iDirection ? 1 : -1 );
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d = d->Next(); // kolejny pojazd, podłączony od tyłu (licząc od czoła)
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}
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AbsAccS *= iDirection;
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AbsAccS /= fMass;
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}
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AbsAccS_pub = AbsAccS;
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@@ -4890,16 +4895,22 @@ TController::UpdateSituation(double dt) {
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&& ( AccDesired > -0.03 ) ) {
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mvOccupied->BrakeReleaser( 1 );
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}
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if( ( mvOccupied->BrakeCtrlPos == 0 )
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&& ( AbsAccS < 0.0 )
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&& ( AccDesired > -0.03 ) ) {
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&& ( AbsAccS < 0.03 )
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&& ( AccDesired > -0.03 )
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&& ( VelDesired - mvOccupied->Vel > 2.0 ) ) {
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if( ( mvOccupied->EqvtPipePress < 4.95 )
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&& ( fReady > 0.35 ) ) { // a reszta składu jest na to gotowa
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&& ( fReady > 0.35 )
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&& ( BrakeChargingCooldown >= 0.0 ) ) {
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if( iDrivigFlags & moveOerlikons ) {
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if( ( iDrivigFlags & moveOerlikons )
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|| ( mvOccupied->BrakeDelayFlag & bdelay_G ) ) {
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// napełnianie w Oerlikonie
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mvOccupied->BrakeLevelSet( -1 );
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mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos( bh_FS ) );
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// don't charge the brakes too often, or we risk overcharging
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BrakeChargingCooldown = -120.0;
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}
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}
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else if( Need_BrakeRelease ) {
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1
Driver.h
1
Driver.h
@@ -212,6 +212,7 @@ public:
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double fLastStopExpDist = -1.0; // odległość wygasania ostateniego przystanku
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double ReactionTime = 0.0; // czas reakcji Ra: czego i na co? świadomości AI
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double fBrakeTime = 0.0; // wpisana wartość jest zmniejszana do 0, gdy ujemna należy zmienić nastawę hamulca
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double BrakeChargingCooldown {}; // prevents the ai from trying to charge the train brake too frequently
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double fReady = 0.0; // poziom odhamowania wagonów
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bool Ready = false; // ABu: stan gotowosci do odjazdu - sprawdzenie odhamowania wagonow
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private:
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@@ -997,13 +997,13 @@ TSubModel::create_geometry( std::size_t &Dataoffset, gfx::geometrybank_handle co
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if( m_geometry != NULL ) {
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// calculate bounding radius while we're at it
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// NOTE: doesn't take into account transformation hierarchy TODO: implement it
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float squaredradius { 0.f };
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float squaredradius {};
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// if this happens to be root node it may already have non-squared radius of the largest child
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// since we're comparing squared radii, we need to square it back for correct results
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m_boundingradius *= m_boundingradius;
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auto const submodeloffset { offset( std::numeric_limits<float>::max() ) };
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for( auto const &vertex : GfxRenderer.Vertices( m_geometry ) ) {
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squaredradius = static_cast<float>( glm::length2( vertex.position ) );
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squaredradius = glm::length2( submodeloffset + vertex.position );
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if( squaredradius > m_boundingradius ) {
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m_boundingradius = squaredradius;
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}
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@@ -55,9 +55,12 @@ openal_source::stop() {
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// updates state of the source
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void
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openal_source::update( double const Deltatime ) {
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openal_source::update( double const Deltatime, glm::vec3 const &Listenervelocity ) {
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update_deltatime = Deltatime; // cached for time-based processing of data from the controller
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if( sound_range < 0.0 ) {
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sound_velocity = Listenervelocity; // cached for doppler shift calculation
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}
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if( id != audio::null_resource ) {
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@@ -89,11 +92,15 @@ openal_source::sync_with( sound_properties const &State ) {
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sync = sync_state::bad_resource;
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return;
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}
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/*
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// velocity
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// not used yet
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glm::vec3 const velocity { ( State.location - properties.location ) / update_deltatime };
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*/
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if( ( update_deltatime > 0.0 )
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&& ( sound_range >= 0 )
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&& ( properties.location != glm::dvec3() ) ) {
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// after sound position was initialized we can start velocity calculations
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sound_velocity = ( State.location - properties.location ) / update_deltatime;
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}
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// NOTE: velocity at this point can be either listener velocity for global sounds, actual sound velocity, or 0 if sound position is yet unknown
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::alSourcefv( id, AL_VELOCITY, glm::value_ptr( sound_velocity ) );
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// location
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properties.location = State.location;
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sound_distance = properties.location - glm::dvec3 { Global.pCameraPosition };
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@@ -289,6 +296,7 @@ void
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openal_renderer::update( double const Deltatime ) {
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// update listener
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// orientation
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glm::dmat4 cameramatrix;
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Global.pCamera->SetMatrix( cameramatrix );
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auto rotationmatrix { glm::mat3{ cameramatrix } };
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@@ -296,18 +304,23 @@ openal_renderer::update( double const Deltatime ) {
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glm::vec3{ 0, 0,-1 } * rotationmatrix ,
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glm::vec3{ 0, 1, 0 } * rotationmatrix };
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::alListenerfv( AL_ORIENTATION, reinterpret_cast<ALfloat const *>( orientation ) );
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/*
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glm::dvec3 const listenerposition { Global.pCameraPosition };
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// not used yet
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glm::vec3 const velocity { ( listenerposition - m_listenerposition ) / Deltatime };
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m_listenerposition = listenerposition;
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*/
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// velocity
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if( Deltatime > 0 ) {
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glm::dvec3 const listenerposition { Global.pCameraPosition };
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glm::dvec3 const listenermovement { listenerposition - m_listenerposition };
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m_listenerposition = listenerposition;
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m_listenervelocity = (
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glm::length( listenermovement ) < 1000.0 ? // large jumps are typically camera changes
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listenermovement / Deltatime :
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glm::vec3() );
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::alListenerfv( AL_VELOCITY, reinterpret_cast<ALfloat const *>( glm::value_ptr( m_listenervelocity ) ) );
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}
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// update active emitters
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auto source { std::begin( m_sources ) };
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while( source != std::end( m_sources ) ) {
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// update each source
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source->update( Deltatime );
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source->update( Deltatime, m_listenervelocity );
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// if after the update the source isn't playing, put it away on the spare stack, it's done
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if( false == source->is_playing ) {
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source->clear();
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@@ -367,7 +380,8 @@ openal_renderer::fetch_source() {
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&& ( leastimportantweight < 1.f ) ) {
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// only accept the candidate if it's outside of its nominal hearing range
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leastimportantsource->stop();
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leastimportantsource->update( 0 ); // HACK: a roundabout way to notify the controller its emitter has stopped
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// HACK: dt of 0 is a roundabout way to notify the controller its emitter has stopped
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leastimportantsource->update( 0, m_listenervelocity );
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leastimportantsource->clear();
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// we should be now free to grab the id and get rid of the remains
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newsource.id = leastimportantsource->id;
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@@ -63,7 +63,7 @@ struct openal_source {
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play();
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// updates state of the source
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void
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update( double const Deltatime );
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update( double const Deltatime, glm::vec3 const &Listenervelocity );
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// configures state of the source to match the provided set of properties
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void
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sync_with( sound_properties const &State );
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@@ -90,6 +90,7 @@ private:
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float pitch_variation { 1.f }; // emitter-specific variation of the base pitch
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float sound_range { 50.f }; // cached audible range of the emitted samples
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glm::vec3 sound_distance; // cached distance between sound and the listener
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glm::vec3 sound_velocity; // sound movement vector
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bool is_in_range { false }; // helper, indicates the source was recently within audible range
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bool is_multipart { false }; // multi-part sounds are kept alive at longer ranges
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};
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@@ -142,6 +143,7 @@ private:
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ALCcontext * m_context { nullptr };
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bool m_ready { false }; // renderer is initialized and functional
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glm::dvec3 m_listenerposition;
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glm::vec3 m_listenervelocity;
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buffer_manager m_buffers;
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// TBD: list of sources as vector, sorted by distance, for openal implementations with limited number of active sources?
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16
scene.cpp
16
scene.cpp
@@ -649,6 +649,12 @@ void
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basic_section::insert( shape_node Shape ) {
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auto const &shapedata = Shape.data();
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// re-calculate section radius, in case shape geometry extends outside the section's boundaries
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m_area.radius = std::max<float>(
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m_area.radius,
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static_cast<float>( glm::length( m_area.center - shapedata.area.center ) + shapedata.area.radius ) );
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if( ( true == shapedata.translucent )
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|| ( shapedata.rangesquared_max <= 90000.0 )
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|| ( shapedata.rangesquared_min > 0.0 ) ) {
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@@ -657,11 +663,6 @@ basic_section::insert( shape_node Shape ) {
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}
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else {
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// large, opaque shapes are placed on section level
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// re-calculate section radius, in case shape geometry extends outside the section's boundaries
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m_area.radius = std::max<float>(
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m_area.radius,
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static_cast<float>( glm::length( m_area.center - Shape.data().area.center ) + Shape.data().area.radius ) );
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for( auto &shape : m_shapes ) {
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// check first if the shape can't be merged with one of the shapes already present in the section
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if( true == shape.merge( Shape ) ) {
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@@ -1038,13 +1039,12 @@ basic_region::insert_shape( shape_node Shape, scratch_data &Scratchpad, bool con
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while( true == RaTriangleDivider( shapes[ index ], shapes ) ) {
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; // all work is done during expression check
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}
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// with the trimming done we can calculate shape's bounding radius
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shape.compute_radius();
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}
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}
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// move the data into appropriate section(s)
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for( auto &shape : shapes ) {
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// with the potential splitting done we can calculate each chunk's bounding radius
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shape.compute_radius();
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if( point_inside( shape.m_data.area.center ) ) {
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// NOTE: nodes placed outside of region boundaries are discarded
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section( shape.m_data.area.center ).insert( shape );
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@@ -835,8 +835,8 @@ sound_source::location() const {
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void
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sound_source::update_counter( sound_handle const Sound, int const Value ) {
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sound( Sound ).playing += Value;
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assert( sound( Sound ).playing >= 0 );
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sound( Sound ).playing = std::max( 0, sound( Sound ).playing + Value );
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// assert( sound( Sound ).playing >= 0 );
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}
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void
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