Merge branch 'tmj-dev' into milek-dev

This commit is contained in:
milek7
2018-06-30 19:06:55 +02:00
5 changed files with 66 additions and 58 deletions

View File

@@ -567,20 +567,42 @@ void TAnimModel::RaPrepare()
for (int i = 0; i < iNumLights; ++i)
{
auto const lightmode { static_cast<int>( lsLights[ i ] ) };
switch (lightmode)
{
case ls_Blink: // migotanie
state = ( fBlinkTimer < fOnTime );
break;
case ls_Dark: // zapalone, gdy ciemno
state = (
Global.fLuminance <= (
lsLights[i] == 3.f ?
DefaultDarkThresholdLevel :
( lsLights[i] - 3.f ) ) );
break;
default: // zapalony albo zgaszony
state = (lightmode == ls_On);
switch( lightmode ) {
case ls_On:
case ls_Off: {
// zapalony albo zgaszony
state = ( lightmode == ls_On );
break;
}
case ls_Blink: {
// migotanie
state = ( fBlinkTimer < fOnTime );
break;
}
case ls_Dark: {
// zapalone, gdy ciemno
state = (
Global.fLuminance <= (
lsLights[ i ] == static_cast<float>( ls_Dark ) ?
DefaultDarkThresholdLevel :
( lsLights[ i ] - static_cast<float>( ls_Dark ) ) ) );
break;
}
case ls_Home: {
// like ls_dark but off late at night
auto const simulationhour { simulation::Time.data().wHour };
state = (
Global.fLuminance <= (
lsLights[ i ] == static_cast<float>( ls_Home ) ?
DefaultDarkThresholdLevel :
( lsLights[ i ] - static_cast<float>( ls_Home ) ) ) );
// force the lights off between 1-5am
state = state && (( simulationhour < 1 ) || ( simulationhour >= 5 ));
break;
}
default: {
break;
}
}
if (LightsOn[i])
LightsOn[i]->iVisible = state;
@@ -757,31 +779,6 @@ void TAnimModel::LightSet(int const n, float const v)
if (n >= iMaxNumLights)
return; // przekroczony zakres
lsLights[ n ] = v;
switch( static_cast<int>( lsLights[ n ] ) ) {
// interpretacja ułamka zależnie od typu
case ls_Off: {
// ustalenie czasu migotania, t<1s (f>1Hz), np. 0.1 => t=0.1 (f=10Hz)
break;
}
case ls_On: {
// ustalenie wypełnienia ułamkiem, np. 1.25 => zapalony przez 1/4 okresu
break;
}
case ls_Blink: {
// ustalenie częstotliwości migotania, f<1Hz (t>1s), np. 2.2 => f=0.2Hz (t=5s)
break;
}
case ls_Dark: {
// zapalenie świateł zależne od oświetlenia scenerii
/*
if( v == 3.f ) {
// standardowy próg zaplania
lsLights[ n ] = 3.f + DefaultDarkThresholdLevel;
}
*/
break;
}
}
};
void TAnimModel::AnimUpdate(double dt)