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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-09 01:20:32 +01:00

Merge pull request #237 from MaSzyna-EU07/feat/track-uneven

Feat/track uneven
This commit is contained in:
2026-11-07 11:18:49 +00:00
committed by GitHub
19 changed files with 2188 additions and 55 deletions

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@@ -3381,15 +3381,12 @@ bool TDynamicObject::Update(double dt, double dt1)
&& MoverParameters->eimc[eimc_p_abed] < 0.001)
FzadED = 0; //pętla bezpieczeństwa - bez ED
auto const FzadPN = Fzad - FrED * MoverParameters->MED_FrED_factor;
//np = 0;
// BUG: likely memory leak, allocation per inner loop, deleted only once outside
// TODO: sort this shit out
bool* PrzekrF = new bool[np];
std::vector<bool> PrzekrF( np );
float nPrzekrF = 0;
bool test = true;
float* FzED = new float[np];
float* FzEP = new float[np];
float* FmaxEP = new float[np];
std::vector<float> FzED( np );
std::vector<float> FzEP( np );
std::vector<float> FmaxEP( np );
// 3. ustaw pojazdom sile hamowania ED
// - proporcjonalnie do mozliwosci
@@ -3548,11 +3545,6 @@ bool TDynamicObject::Update(double dt, double dt1)
}
delete[] PrzekrF;
delete[] FzED;
delete[] FzEP;
delete[] FmaxEP;
MED_oldFED = FzadED;
}
@@ -3627,6 +3619,7 @@ bool TDynamicObject::Update(double dt, double dt1)
if( dRailLength > 0.0 ) {
for( auto &axle : m_axlesounds ) {
axle.distance = axle.offset;
axle.atjoints = false;
}
}
dRailLength = MyTrack->fSoundDistance;
@@ -3660,36 +3653,32 @@ bool TDynamicObject::Update(double dt, double dt1)
1 :
ctOwner->Vehicle()->DirectionGet() == DirectionGet() ? 1 : -1 ) };
for( auto &axle : m_axlesounds ) {
axle.distance += dDOMoveLen * directioninconsist;
if( axle.distance < 0
|| axle.distance > dRailLength ) {
axle.distance = clamp_circular( axle.distance, dRailLength );
if( MoverParameters->Vel > 0.1 ) {
// NOTE: for combined clatter sound we supply 1/100th of actual value, as the sound module converts does the opposite, converting received (typically) 0-1 values to 0-100 range
auto const frequency = true == axle.clatter.is_combined() ? MoverParameters->Vel * 0.01 : 1.0;
axle.clatter
.pitch( frequency )
.gain( volume )
.play();
// crude bump simulation, drop down on even axles, move back up on
// the odd ones
// MoverParameters->AccVert += (MoverParameters->Vel*0.1f) *
double const headroom = std::clamp(
MoverParameters->Vmax - ( MoverParameters->Vel + MoverParameters->Vmax * 0.32f ),
0.0, MoverParameters->Vmax );
double const jolt = headroom * .05f * ( MyTrack->iDamageFlag * 0.25f );
if (MyTrack->eType == tt_Normal)
{
MoverParameters->AccVert += std::clamp( jolt, 0.0, 4.0 );
}
else if (MyTrack->eType == tt_Switch)
{
double const accHorizontal = std::clamp( jolt, 0.0, 1.0 ) * ((axleindex % 2) != 0 ? 1 : -1);
MoverParameters->AccS += accHorizontal;
MoverParameters->AccN += accHorizontal;
MoverParameters->AccVert += std::clamp( jolt, 0.0, 2.0 );
}
}
if( axle_passed_joint( axle, dDOMoveLen, directioninconsist )
&& MoverParameters->Vel > 0.1 ) {
// NOTE: for combined clatter sound we supply 1/100th of actual value, as the sound module converts does the opposite, converting received (typically) 0-1 values to 0-100 range
auto const frequency = true == axle.clatter.is_combined() ? MoverParameters->Vel * 0.01 : 1.0;
axle.clatter
.pitch( frequency )
.gain( volume )
.play();
// crude bump simulation, drop down on even axles, move back up on
// the odd ones
// MoverParameters->AccVert += (MoverParameters->Vel*0.1f) *
double const headroom = std::clamp(
MoverParameters->Vmax - ( MoverParameters->Vel + MoverParameters->Vmax * 0.32f ),
0.0, MoverParameters->Vmax );
double const jolt = headroom * .05f * ( MyTrack->iDamageFlag * 0.25f );
if (MyTrack->eType == tt_Normal)
{
MoverParameters->AccVert += std::clamp( jolt, 0.0, 4.0 );
}
else if (MyTrack->eType == tt_Switch)
{
double const accHorizontal = std::clamp( jolt, 0.0, 1.0 ) * ((axleindex % 2) != 0 ? 1 : -1);
MoverParameters->AccS += accHorizontal;
MoverParameters->AccN += accHorizontal;
MoverParameters->AccVert += std::clamp( jolt, 0.0, 2.0 );
}
}
++axleindex;
}
@@ -8092,17 +8081,25 @@ TDynamicObject::update_shake( double const Timedelta ) {
shakevector *= 0;
auto const iVel { std::min( GetVelocity(), 150.0 ) };
// an uneven track shakes the cab by itself, in place of the sway drawn from the curve and the jolts drawn at random, as far as it does
auto const replaced { track_uneven::replaced_shake( MyTrack != nullptr ? MyTrack->uneven_underway() : track_uneven::amounts {} ) };
if( iVel > 0.5 ) {
// acceleration-driven base shake
shakevector += glm::dvec3(
-MoverParameters->AccN * Timedelta * 5.0 * Global.ShakingMultiplierRL, // highlight side sway
replaced.sway ? 0.0 : -MoverParameters->AccN * Timedelta * 5.0 * Global.ShakingMultiplierRL, // highlight side sway
-MoverParameters->AccVert * Timedelta * Global.ShakingMultiplierUD,
-MoverParameters->AccSVBased * Timedelta * 1.5 * Global.ShakingMultiplierBF); // accent acceleration/deceleration
// unevenness of the track under the outer axles
auto const ride { 0.5 * ( Axle0.UnevenBend() + Axle1.UnevenBend() ) * ( MoverParameters->V * MoverParameters->V ) };
shakevector += glm::dvec3(
-glm::dot( ride, vLeft ) * Timedelta * 5.0 * Global.ShakingMultiplierRL,
-ride.y * Timedelta * Global.ShakingMultiplierUD,
0.0 );
}
auto shake { 1.25 * ShakeSpring.ComputateForces( shakevector, ShakeState.offset ) };
if( LocalRandom( iVel ) > 25.0 ) {
if( false == replaced.jolts && LocalRandom( iVel ) > 25.0 ) {
// extra shake at increased velocity
shake += ShakeSpring.ComputateForces(
glm::dvec3(
@@ -8128,6 +8125,28 @@ TDynamicObject::update_shake( double const Timedelta ) {
}
}
bool
TDynamicObject::axle_passed_joint( axle_sounds &Axle, double const Move, int const Direction ) const {
// from the follower on its side of the vehicle, as the two can be on different tracks. They stand fAxleDist apart, at the bogie pivots, and
// the offset of the axle is the place of its wheel set, so the two of a bogie come out half of ADist to either side of the pivot
auto const &follower { Axle.offset >= 0.0 ? Axle0 : Axle1 };
if( auto const railphase { follower.RailPhase( Axle.offset - std::copysign( 0.5 * fAxleDist, Axle.offset ) ) }; railphase >= 0.0 ) {
// the rails under the axle, which aren't always those under the track the vehicle is on
auto const passed { Axle.atjoints && std::abs( railphase - Axle.distance ) > 0.5 * follower.GetTrack()->fSoundDistance };
Axle.distance = railphase;
Axle.atjoints = true;
return passed;
}
Axle.atjoints = false;
Axle.distance += Move * Direction;
if( Axle.distance >= 0 && Axle.distance <= dRailLength ) {
return false;
}
Axle.distance = clamp_circular( Axle.distance, dRailLength );
return true;
}
std::pair<double, double>
TDynamicObject::shake_angles() const {