mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 00:49:19 +02:00
Add ini shakefactor
shakefactor BF RL UD BF - tyl/przod RL - prawo/lewo UD - gora/dol
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@@ -7856,9 +7856,9 @@ TDynamicObject::update_shake( double const Timedelta ) {
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if( iVel > 0.5 ) {
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if( iVel > 0.5 ) {
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// acceleration-driven base shake
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// acceleration-driven base shake
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shakevector += Math3D::vector3(
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shakevector += Math3D::vector3(
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-MoverParameters->AccN * Timedelta * 5.0, // highlight side sway
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-MoverParameters->AccN * Timedelta * 5.0 * Global.ShakingMultiplierRL, // highlight side sway
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-MoverParameters->AccVert * Timedelta,
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-MoverParameters->AccVert * Timedelta * Global.ShakingMultiplierUD,
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-MoverParameters->AccSVBased * Timedelta * 1.5); // accent acceleration/deceleration
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-MoverParameters->AccSVBased * Timedelta * 1.5 * Global.ShakingMultiplierBF); // accent acceleration/deceleration
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}
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}
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auto shake { 1.25 * ShakeSpring.ComputateForces( shakevector, ShakeState.offset ) };
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auto shake { 1.25 * ShakeSpring.ComputateForces( shakevector, ShakeState.offset ) };
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@@ -211,6 +211,15 @@ global_settings::ConfigParse(cParser &Parser) {
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{
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{
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Parser.getTokens();
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Parser.getTokens();
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Parser >> MultipleLogs;
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Parser >> MultipleLogs;
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}
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else if (token == "shakefactor")
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{
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Parser.getTokens();
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Parser >> ShakingMultiplierBF;
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Parser.getTokens();
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Parser >> ShakingMultiplierRL;
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Parser.getTokens();
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Parser >> ShakingMultiplierUD;
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}
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}
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else if (token == "logs.filter")
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else if (token == "logs.filter")
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{
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{
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@@ -117,7 +117,9 @@ struct global_settings {
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glm::ivec2 window_size; // main window size in platform-specific virtual pixels
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glm::ivec2 window_size; // main window size in platform-specific virtual pixels
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glm::ivec2 cursor_pos; // cursor position in platform-specific virtual pixels
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glm::ivec2 cursor_pos; // cursor position in platform-specific virtual pixels
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glm::ivec2 fb_size; // main window framebuffer size
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glm::ivec2 fb_size; // main window framebuffer size
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float ShakingMultiplierBF {1.f}; // mnożnik bujania kamera przod/tyl
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float ShakingMultiplierRL {1.f}; // mnożnik bujania kamera lewo/prawo
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float ShakingMultiplierUD {1.f}; // mnożnik bujania kamera gora/dol
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float fDistanceFactor{ 1.f }; // baza do przeliczania odległości dla LoD
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float fDistanceFactor{ 1.f }; // baza do przeliczania odległości dla LoD
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float targetfps{ 0.0f };
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float targetfps{ 0.0f };
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bool bFullScreen{ false };
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bool bFullScreen{ false };
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@@ -40,7 +40,7 @@ Math3D::vector3 TSpring::ComputateForces( Math3D::vector3 const &pPosition1, Mat
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// ScaleVector(&deltaP,1.0f / dist, &springForce); // Normalize Distance Vector
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// ScaleVector(&deltaP,1.0f / dist, &springForce); // Normalize Distance Vector
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// ScaleVector(&springForce,-(Hterm + Dterm),&springForce); // Calc Force
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// ScaleVector(&springForce,-(Hterm + Dterm),&springForce); // Calc Force
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springForce = deltaP / dist * ( -( Hterm + Dterm ) );
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springForce = deltaP / dist * ( -( Hterm + Dterm ));
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// VectorSum(&p1->f,&springForce,&p1->f); // Apply to Particle 1
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// VectorSum(&p1->f,&springForce,&p1->f); // Apply to Particle 1
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// VectorDifference(&p2->f,&springForce,&p2->f); // - Force on Particle 2
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// VectorDifference(&p2->f,&springForce,&p2->f); // - Force on Particle 2
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}
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}
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