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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 14:39:18 +02:00

Merge branch 'milek-dev' into gfx-work

This commit is contained in:
milek7
2018-11-11 00:02:59 +01:00
16 changed files with 647 additions and 486 deletions

253
Train.cpp
View File

@@ -365,8 +365,6 @@ TTrain::TTrain() {
fPPress = fNPress = 0;
// asMessage="";
pMechShake = Math3D::vector3(0, 0, 0);
vMechMovement = Math3D::vector3(0, 0, 0);
pMechOffset = Math3D::vector3(0, 0, 0);
fBlinkTimer = 0;
fHaslerTimer = 0;
@@ -419,15 +417,6 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d)
DynamicObject->MechInside = true;
MechSpring.Init(125.0);
vMechVelocity = Math3D::vector3(0, 0, 0);
pMechOffset = Math3D::vector3( 0, 0, 0 );
fMechSpringX = 0.2;
fMechSpringY = 0.2;
fMechSpringZ = 0.1;
fMechMaxSpring = 0.15;
fMechRoll = 0.05;
fMechPitch = 0.1;
fMainRelayTimer = 0; // Hunter, do k...y nędzy, ustawiaj wartości początkowe zmiennych!
if( false == LoadMMediaFile( DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ) ) {
@@ -4718,144 +4707,25 @@ void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Com
}
// cab movement update, fixed step part
void TTrain::UpdateMechPosition(double dt)
{ // Ra: mechanik powinien być
// telepany niezależnie od pozycji
// pojazdu
// Ra: trzeba zrobić model bujania głową i wczepić go do pojazdu
void TTrain::UpdateCab() {
// DynamicObject->vFront=DynamicObject->GetDirection(); //to jest już
// policzone
// Ra: przesiadka, jeśli AI zmieniło kabinę (a człon?)...
if( ( DynamicObject->Mechanik ) // może nie być?
&& ( DynamicObject->Mechanik->AIControllFlag ) ) {
if( iCabn != ( // numer kabiny (-1: kabina B)
DynamicObject->MoverParameters->ActiveCab == -1 ?
2 :
DynamicObject->MoverParameters->ActiveCab ) ) {
// Ra: tu by się przydało uwzględnić rozkład sił:
// - na postoju horyzont prosto, kabina skosem
// - przy szybkiej jeździe kabina prosto, horyzont pochylony
Math3D::vector3 shake;
// McZapkie: najpierw policzę pozycję w/m kabiny
// ABu: rzucamy kabina tylko przy duzym FPS!
// Mala histereza, zeby bez przerwy nie przelaczalo przy FPS~17
// Granice mozna ustalic doswiadczalnie. Ja proponuje 14:20
double const iVel = std::min( DynamicObject->GetVelocity(), 150.0 );
if( ( false == Global.iSlowMotion ) // musi być pełna prędkość
&& ( pMechOffset.y < 4.0 ) ) // Ra 15-01: przy oglądaniu pantografu bujanie przeszkadza
{
Math3D::vector3 shakevector;
if( ( mvOccupied->EngineType == TEngineType::DieselElectric )
|| ( mvOccupied->EngineType == TEngineType::DieselEngine ) ) {
if( std::abs( mvOccupied->enrot ) > 0.0 ) {
// engine vibration
shakevector.x +=
( std::sin( mvOccupied->eAngle * 4.0 ) * dt * EngineShake.scale )
// fade in with rpm above threshold
* clamp(
( mvOccupied->enrot - EngineShake.fadein_offset ) * EngineShake.fadein_factor,
0.0, 1.0 )
// fade out with rpm above threshold
* interpolate(
1.0, 0.0,
clamp(
( mvOccupied->enrot - EngineShake.fadeout_offset ) * EngineShake.fadeout_factor,
0.0, 1.0 ) );
}
InitializeCab(
DynamicObject->MoverParameters->ActiveCab,
DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" );
}
if( ( HuntingShake.fadein_begin > 0.f )
&& ( true == mvOccupied->TruckHunting ) ) {
// hunting oscillation
HuntingAngle = clamp_circular( HuntingAngle + 4.0 * HuntingShake.frequency * dt * mvOccupied->Vel, 360.0 );
auto const huntingamount =
interpolate(
0.0, 1.0,
clamp(
( mvOccupied->Vel - HuntingShake.fadein_begin ) / ( HuntingShake.fadein_end - HuntingShake.fadein_begin ),
0.0, 1.0 ) );
shakevector.x +=
( std::sin( glm::radians( HuntingAngle ) ) * dt * HuntingShake.scale )
* huntingamount;
IsHunting = ( huntingamount > 0.025 );
}
if( iVel > 0.5 ) {
// acceleration-driven base shake
shakevector += Math3D::vector3(
-mvOccupied->AccN * dt * 5.0, // highlight side sway
-mvOccupied->AccVert * dt,
-mvOccupied->AccSVBased * dt * 1.25 ); // accent acceleration/deceleration
}
shake += 1.25 * MechSpring.ComputateForces( shakevector, pMechShake );
if( Random( iVel ) > 25.0 ) {
// extra shake at increased velocity
shake += MechSpring.ComputateForces(
Math3D::vector3(
( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * fMechSpringX,
( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * fMechSpringY,
( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * fMechSpringZ )
* 1.25,
pMechShake );
// * (( 200 - DynamicObject->MyTrack->iQualityFlag ) * 0.0075 ); // scale to 75-150% based on track quality
}
shake *= 0.85;
vMechVelocity -= ( shake + vMechVelocity * 100 ) * ( fMechSpringX + fMechSpringY + fMechSpringZ ) / ( 200 );
// shake *= 0.95 * dt; // shake damping
// McZapkie:
pMechShake += vMechVelocity * dt;
if( ( pMechShake.y > fMechMaxSpring )
|| ( pMechShake.y < -fMechMaxSpring ) ) {
vMechVelocity.y = -vMechVelocity.y;
}
// Ra 2015-01: dotychczasowe rzucanie
pMechOffset += vMechMovement * dt;
// ABu011104: 5*pMechShake.y, zeby ladnie pudlem rzucalo :)
pMechPosition = pMechOffset + Math3D::vector3( 1.5 * pMechShake.x, 2.0 * pMechShake.y, 1.5 * pMechShake.z );
// pMechShake = interpolate( pMechShake, Math3D::vector3(), clamp( dt, 0.0, 1.0 ) );
}
else { // hamowanie rzucania przy spadku FPS
pMechShake -= pMechShake * std::min( dt, 1.0 ); // po tym chyba potrafią zostać jakieś ułamki, które powodują zjazd
pMechOffset += vMechMovement * dt;
vMechVelocity.y = 0.5 * vMechVelocity.y;
pMechPosition = pMechOffset + Math3D::vector3( pMechShake.x, 5 * pMechShake.y, pMechShake.z );
}
// numer kabiny (-1: kabina B)
if( DynamicObject->Mechanik ) // może nie być?
if( DynamicObject->Mechanik->AIControllFlag ) // jeśli prowadzi AI
{ // Ra: przesiadka, jeśli AI zmieniło kabinę (a człon?)...
if( iCabn != ( DynamicObject->MoverParameters->ActiveCab == -1 ?
2 :
DynamicObject->MoverParameters->ActiveCab ) )
InitializeCab( DynamicObject->MoverParameters->ActiveCab,
DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName +
".mmd" );
}
iCabn = ( DynamicObject->MoverParameters->ActiveCab == -1 ?
2 :
DynamicObject->MoverParameters->ActiveCab );
if( !DebugModeFlag ) { // sprawdzaj więzy //Ra: nie tu!
pMechPosition.x = clamp( pMechPosition.x, Cabine[ iCabn ].CabPos1.x, Cabine[ iCabn ].CabPos2.x );
pMechPosition.y = clamp( pMechPosition.y, Cabine[ iCabn ].CabPos1.y + 0.5, Cabine[ iCabn ].CabPos2.y + 1.8 );
pMechPosition.z = clamp( pMechPosition.z, Cabine[ iCabn ].CabPos1.z, Cabine[ iCabn ].CabPos2.z );
pMechOffset.x = clamp( pMechOffset.x, Cabine[ iCabn ].CabPos1.x, Cabine[ iCabn ].CabPos2.x );
pMechOffset.y = clamp( pMechOffset.y, Cabine[ iCabn ].CabPos1.y + 0.5, Cabine[ iCabn ].CabPos2.y + 1.8 );
pMechOffset.z = clamp( pMechOffset.z, Cabine[ iCabn ].CabPos1.z, Cabine[ iCabn ].CabPos2.z );
}
};
// returns position of the mechanic in the scene coordinates
Math3D::vector3
TTrain::GetWorldMechPosition() {
auto position = DynamicObject->mMatrix * pMechPosition; // położenie względem środka pojazdu w układzie scenerii
position += DynamicObject->GetPosition();
return position;
}
bool TTrain::Update( double const Deltatime )
@@ -4936,17 +4806,7 @@ bool TTrain::Update( double const Deltatime )
}
}
// update driver's position
{
auto Vec = Global.pCamera.Velocity * -2.0;// -7.5 * Timer::GetDeltaRenderTime();
Vec.y = -Vec.y;
if( mvOccupied->ActiveCab < 0 ) {
Vec *= -1.0f;
Vec.y = -Vec.y;
}
Vec.RotateY( Global.pCamera.Yaw );
vMechMovement = Vec;
}
UpdateCab();
if (DynamicObject->mdKabina)
{ // Ra: TODO: odczyty klawiatury/pulpitu nie powinny być uzależnione od istnienia modelu kabiny
@@ -5877,6 +5737,8 @@ bool TTrain::Update( double const Deltatime )
ggHornLowButton.Update();
ggHornHighButton.Update();
ggWhistleButton.Update();
ggHelperButton.UpdateValue(DynamicObject->Mechanik->HelperState);
ggHelperButton.Update();
for( auto &universal : ggUniversals ) {
universal.Update();
}
@@ -5906,11 +5768,12 @@ bool TTrain::Update( double const Deltatime )
// calculate current level of interior illumination
// TODO: organize it along with rest of train update in a more sensible arrangement
auto interiorlightlevel { 0.f };
switch( iCabLightFlag ) // Ra: uzeleżnic od napięcia w obwodzie sterowania
{ // hunter-091012: uzaleznienie jasnosci od przetwornicy
case 0: {
//światło wewnętrzne zgaszone
DynamicObject->InteriorLightLevel = 0.0f;
interiorlightlevel = 0.0f;
break;
}
case 1: {
@@ -5920,7 +5783,7 @@ bool TTrain::Update( double const Deltatime )
|| ( ( ( mvOccupied->Couplers[ side::front ].CouplingFlag & coupling::permanent ) != 0 ) && mvOccupied->Couplers[ side::front ].Connected->ConverterFlag )
|| ( ( ( mvOccupied->Couplers[ side::rear ].CouplingFlag & coupling::permanent ) != 0 ) && mvOccupied->Couplers[ side::rear ].Connected->ConverterFlag ) ) };
DynamicObject->InteriorLightLevel = (
interiorlightlevel = (
converteractive ?
0.4f :
0.2f );
@@ -5933,13 +5796,14 @@ bool TTrain::Update( double const Deltatime )
|| ( ( ( mvOccupied->Couplers[ side::front ].CouplingFlag & coupling::permanent ) != 0 ) && mvOccupied->Couplers[ side::front ].Connected->ConverterFlag )
|| ( ( ( mvOccupied->Couplers[ side::rear ].CouplingFlag & coupling::permanent ) != 0 ) && mvOccupied->Couplers[ side::rear ].Connected->ConverterFlag ) ) };
DynamicObject->InteriorLightLevel = (
interiorlightlevel = (
converteractive ?
1.0f :
0.5f );
break;
}
}
DynamicObject->set_cab_lights( interiorlightlevel );
// anti slip system activation, maintained while the control button is down
if( mvOccupied->BrakeSystem != TBrakeSystem::ElectroPneumatic ) {
@@ -6168,7 +6032,7 @@ TTrain::update_sounds( double const Deltatime ) {
if( ( false == FreeFlyModeFlag )
&& ( false == Global.CabWindowOpen )
&& ( DynamicObject->GetVelocity() > 0.5 )
&& ( IsHunting ) ) {
&& ( DynamicObject->IsHunting ) ) {
update_sounds_runningnoise( rsHuntingNoise );
// modify calculated sound volume by hunting amount
@@ -6176,7 +6040,7 @@ TTrain::update_sounds( double const Deltatime ) {
interpolate(
0.0, 1.0,
clamp(
( mvOccupied->Vel - HuntingShake.fadein_begin ) / ( HuntingShake.fadein_end - HuntingShake.fadein_begin ),
( mvOccupied->Vel - DynamicObject->HuntingShake.fadein_begin ) / ( DynamicObject->HuntingShake.fadein_end - DynamicObject->HuntingShake.fadein_begin ),
0.0, 1.0 ) );
rsHuntingNoise.gain( rsHuntingNoise.gain() * huntingamount );
@@ -6494,44 +6358,6 @@ bool TTrain::LoadMMediaFile(std::string const &asFileName)
rsHuntingNoise.m_amplitudefactor /= ( 1 + mvOccupied->Vmax );
rsHuntingNoise.m_frequencyfactor /= ( 1 + mvOccupied->Vmax );
}
else if (token == "mechspring:")
{
// parametry bujania kamery:
double ks, kd;
parser.getTokens(2, false);
parser
>> ks
>> kd;
MechSpring.Init(ks, kd);
parser.getTokens(6, false);
parser
>> fMechSpringX
>> fMechSpringY
>> fMechSpringZ
>> fMechMaxSpring
>> fMechRoll
>> fMechPitch;
}
else if( token == "enginespring:" ) {
parser.getTokens( 5, false );
parser
>> EngineShake.scale
>> EngineShake.fadein_offset
>> EngineShake.fadein_factor
>> EngineShake.fadeout_offset
>> EngineShake.fadeout_factor;
// offsets values are provided as rpm for convenience
EngineShake.fadein_offset /= 60.f;
EngineShake.fadeout_offset /= 60.f;
}
else if( token == "huntingspring:" ) {
parser.getTokens( 4, false );
parser
>> HuntingShake.scale
>> HuntingShake.frequency
>> HuntingShake.fadein_begin
>> HuntingShake.fadein_end;
}
} while (token != "");
}
@@ -6576,8 +6402,6 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName)
}
// reset view angles
pMechViewAngle = { 0.0, 0.0 };
Global.pCamera.Pitch = pMechViewAngle.x;
Global.pCamera.Yaw = pMechViewAngle.y;
bool parse = false;
int cabindex = 0;
DynamicObject->mdKabina = NULL; // likwidacja wskaźnika na dotychczasową kabinę
@@ -6675,9 +6499,10 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName)
>> viewangle.y // yaw first, then pitch
>> viewangle.x;
pMechViewAngle = glm::radians( viewangle );
/*
Global.pCamera.Pitch = pMechViewAngle.x;
Global.pCamera.Yaw = pMechViewAngle.y;
*/
parser.getTokens();
parser >> token;
}
@@ -6875,14 +6700,6 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName)
return (token == "none");
}
void TTrain::MechStop()
{ // likwidacja ruchu kamery w kabinie (po powrocie przez [F4])
pMechPosition = Math3D::vector3(0, 0, 0);
pMechShake = Math3D::vector3(0, 0, 0);
vMechMovement = Math3D::vector3(0, 0, 0);
vMechVelocity = Math3D::vector3(0, 0, 0); // tu zostawały jakieś ułamki, powodujące uciekanie kamery
};
Math3D::vector3 TTrain::MirrorPosition(bool lewe)
{ // zwraca współrzędne widoku kamery z lusterka
switch (iCabn)
@@ -6960,6 +6777,26 @@ void TTrain::DynamicSet(TDynamicObject *d)
}
};
// checks whether specified point is within boundaries of the active cab
bool
TTrain::point_inside( Math3D::vector3 const Point ) const {
return ( Point.x >= Cabine[ iCabn ].CabPos1.x ) && ( Point.x <= Cabine[ iCabn ].CabPos2.x )
&& ( Point.y >= Cabine[ iCabn ].CabPos1.y + 0.5 ) && ( Point.y <= Cabine[ iCabn ].CabPos2.y + 1.8 )
&& ( Point.z >= Cabine[ iCabn ].CabPos1.z ) && ( Point.z <= Cabine[ iCabn ].CabPos2.z );
}
Math3D::vector3
TTrain::clamp_inside( Math3D::vector3 const &Point ) const {
if( DebugModeFlag ) { return Point; }
return {
clamp( Point.x, Cabine[ iCabn ].CabPos1.x, Cabine[ iCabn ].CabPos2.x ),
clamp( Point.y, Cabine[ iCabn ].CabPos1.y + 0.5, Cabine[ iCabn ].CabPos2.y + 1.8 ),
clamp( Point.z, Cabine[ iCabn ].CabPos1.z, Cabine[ iCabn ].CabPos2.z ) };
}
void
TTrain::radio_message( sound_source *Message, int const Channel ) {
@@ -7065,6 +6902,7 @@ void TTrain::clear_cab_controls()
ggHornLowButton.Clear();
ggHornHighButton.Clear();
ggWhistleButton.Clear();
ggHelperButton.Clear();
ggNextCurrentButton.Clear();
for( auto &universal : ggUniversals ) {
universal.Clear();
@@ -7660,6 +7498,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con
{ "hornlow_bt:", ggHornLowButton },
{ "hornhigh_bt:", ggHornHighButton },
{ "whistle_bt:", ggWhistleButton },
{ "helper_bt:", ggHelperButton },
{ "fuse_bt:", ggFuseButton },
{ "converterfuse_bt:", ggConverterFuseButton },
{ "stlinoff_bt:", ggStLinOffButton },