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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00

Merge branch 'tmj-dev' into milek-dev

This commit is contained in:
milek7
2018-11-10 23:52:46 +01:00
15 changed files with 659 additions and 473 deletions

View File

@@ -169,12 +169,9 @@ driver_mode::update() {
iPause = Global.iPause;
}
// fixed step part of the camera update
if( ( simulation::Train != nullptr )
&& ( Camera.Type == TCameraType::tp_Follow )
&& ( false == DebugCameraFlag ) ) {
// jeśli jazda w kabinie, przeliczyć trzeba parametry kamery
simulation::Train->UpdateMechPosition( m_secondaryupdaterate );
// TODO: generic shake update pass for vehicles within view range
if( Camera.m_owner != nullptr ) {
Camera.m_owner->update_shake( m_secondaryupdaterate );
}
m_secondaryupdateaccumulator -= m_secondaryupdaterate; // these should be inexpensive enough we have no cap
@@ -253,15 +250,15 @@ driver_mode::update() {
void
driver_mode::enter() {
Camera.Init(Global.FreeCameraInit[0], Global.FreeCameraInitAngle[0], ( FreeFlyModeFlag ? TCameraType::tp_Free : TCameraType::tp_Follow ) );
Global.pCamera = Camera;
Global.pDebugCamera = DebugCamera;
TDynamicObject *nPlayerTrain { (
( Global.asHumanCtrlVehicle != "ghostview" ) ?
simulation::Vehicles.find( Global.asHumanCtrlVehicle ) :
nullptr ) };
Camera.Init(Global.FreeCameraInit[0], Global.FreeCameraInitAngle[0], nPlayerTrain );
Global.pCamera = Camera;
Global.pDebugCamera = DebugCamera;
if (nPlayerTrain)
{
WriteLog( "Initializing player train, \"" + Global.asHumanCtrlVehicle + "\"" );
@@ -275,14 +272,14 @@ driver_mode::enter() {
Application.set_title( Global.AppName + " (" + simulation::Train->Controlled()->Name + " @ " + Global.SceneryFile + ")" );
FollowView();
CabView();
}
else
{
Error("Bad init: player train initialization failed");
FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
SafeDelete( simulation::Train );
Camera.Type = TCameraType::tp_Free;
Camera.m_owner = nullptr;
}
}
else
@@ -292,7 +289,7 @@ driver_mode::enter() {
Error("Bad scenario: failed to locate player train, \"" + Global.asHumanCtrlVehicle + "\"" );
}
FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
Camera.Type = TCameraType::tp_Free;
Camera.m_owner = nullptr;
DebugCamera = Camera;
}
@@ -395,34 +392,42 @@ driver_mode::update_camera( double const Deltatime ) {
nullptr );
if( false == Global.ControlPicking ) {
if( m_input.mouse.button( GLFW_MOUSE_BUTTON_LEFT ) == GLFW_PRESS ) {
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na południe
if( controlled && LengthSquared3( controlled->GetPosition() - Camera.Pos ) < ( 1500 * 1500 ) ) {
// gdy bliżej niż 1.5km
Camera.LookAt = controlled->GetPosition();
if( Camera.m_owner == nullptr ) {
if( controlled && LengthSquared3( controlled->GetPosition() - Camera.Pos ) < ( 1500 * 1500 ) ) {
// gdy bliżej niż 1.5km
Camera.LookAt = controlled->GetPosition();
}
else {
TDynamicObject *d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global.pCamera.Pos, 300, false, false ) );
if( !d )
d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global.pCamera.Pos, 1000, false, false ) ); // dalej szukanie, jesli bliżej nie ma
if( d && pDynamicNearest ) {
// jeśli jakiś jest znaleziony wcześniej
if( 100.0 * LengthSquared3( d->GetPosition() - Camera.Pos ) > LengthSquared3( pDynamicNearest->GetPosition() - Camera.Pos ) ) {
d = pDynamicNearest; // jeśli najbliższy nie jest 10 razy bliżej niż
}
}
// poprzedni najbliższy, zostaje poprzedni
if( d )
pDynamicNearest = d; // zmiana na nowy, jeśli coś znaleziony niepusty
if( pDynamicNearest )
Camera.LookAt = pDynamicNearest->GetPosition();
}
Camera.RaLook(); // jednorazowe przestawienie kamery
}
else {
TDynamicObject *d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global.pCamera.Pos, 300, false, false ) );
if( !d )
d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global.pCamera.Pos, 1000, false, false ) ); // dalej szukanie, jesli bliżej nie ma
if( d && pDynamicNearest ) {
// jeśli jakiś jest znaleziony wcześniej
if( 100.0 * LengthSquared3( d->GetPosition() - Camera.Pos ) > LengthSquared3( pDynamicNearest->GetPosition() - Camera.Pos ) ) {
d = pDynamicNearest; // jeśli najbliższy nie jest 10 razy bliżej niż
}
if( false == FreeFlyModeFlag ) {
// reset cached view angle in the cab
simulation::Train->pMechViewAngle = { Camera.Angle.x, Camera.Angle.y };
}
// poprzedni najbliższy, zostaje poprzedni
if( d )
pDynamicNearest = d; // zmiana na nowy, jeśli coś znaleziony niepusty
if( pDynamicNearest )
Camera.LookAt = pDynamicNearest->GetPosition();
}
if( FreeFlyModeFlag )
Camera.RaLook(); // jednorazowe przestawienie kamery
}
else if( m_input.mouse.button( GLFW_MOUSE_BUTTON_RIGHT ) == GLFW_PRESS ) {
FollowView( false ); // bez wyciszania dźwięków
CabView();
}
}
@@ -436,28 +441,49 @@ driver_mode::update_camera( double const Deltatime ) {
Global.ZoomFactor = std::max( 1.0f, Global.ZoomFactor - 15.0f * static_cast<float>( Deltatime ) );
}
if( DebugCameraFlag ) { DebugCamera.Update(); }
else { Camera.Update(); } // uwzględnienie ruchu wywołanego klawiszami
if( ( false == FreeFlyModeFlag )
&& ( false == Global.CabWindowOpen )
&& ( simulation::Train != nullptr ) ) {
// cache cab camera view angles in case of view type switch
simulation::Train->pMechViewAngle = { Camera.Pitch, Camera.Yaw };
}
// uwzględnienie ruchu wywołanego klawiszami
if( false == DebugCameraFlag ) {
// regular camera
if( ( false == FreeFlyModeFlag )
&& ( false == Global.CabWindowOpen ) ) {
// if in cab potentially alter camera placement based on changes in train object
Camera.m_owneroffset = simulation::Train->pMechOffset;
Camera.Angle.x = simulation::Train->pMechViewAngle.x;
Camera.Angle.y = simulation::Train->pMechViewAngle.y;
}
Camera.Update();
if( false == FreeFlyModeFlag ) {
// keep the camera within cab boundaries
Camera.m_owneroffset = simulation::Train->clamp_inside( Camera.m_owneroffset );
}
if( ( false == FreeFlyModeFlag )
&& ( false == Global.CabWindowOpen ) ) {
// cache cab camera in case of view type switch
simulation::Train->pMechViewAngle = { Camera.Angle.x, Camera.Angle.y };
simulation::Train->pMechOffset = Camera.m_owneroffset;
}
}
else {
// debug camera
DebugCamera.Update();
}
// reset window state, it'll be set again if applicable in a check below
Global.CabWindowOpen = false;
if( ( simulation::Train != nullptr )
&& ( Camera.Type == TCameraType::tp_Follow )
&& ( Camera.m_owner != nullptr )
&& ( false == DebugCameraFlag ) ) {
// jeśli jazda w kabinie, przeliczyć trzeba parametry kamery
/*
auto tempangle = controlled->VectorFront() * ( controlled->MoverParameters->ActiveCab == -1 ? -1 : 1 );
double modelrotate = atan2( -tempangle.x, tempangle.z );
*/
if( ( true == Global.ctrlState )
if( ( false == FreeFlyModeFlag )
&& ( true == Global.ctrlState )
&& ( ( m_input.keyboard.key( GLFW_KEY_LEFT ) != GLFW_RELEASE )
|| ( m_input.keyboard.key( GLFW_KEY_RIGHT ) != GLFW_RELEASE ) ) ) {
// jeśli lusterko lewe albo prawe (bez rzucania na razie)
@@ -466,9 +492,11 @@ driver_mode::update_camera( double const Deltatime ) {
auto const lr { m_input.keyboard.key( GLFW_KEY_LEFT ) != GLFW_RELEASE };
// Camera.Yaw powinno być wyzerowane, aby po powrocie patrzeć do przodu
Camera.Pos = controlled->GetPosition() + simulation::Train->MirrorPosition( lr ); // pozycja lusterka
Camera.Yaw = 0; // odchylenie na bok od Camera.LookAt
if( simulation::Train->Occupied()->ActiveCab == 0 )
Camera.LookAt = Camera.Pos - simulation::Train->GetDirection(); // gdy w korytarzu
Camera.Angle.y = 0; // odchylenie na bok od Camera.LookAt
if( simulation::Train->Occupied()->ActiveCab == 0 ) {
// gdy w korytarzu
Camera.LookAt = Camera.Pos - simulation::Train->GetDirection();
}
else if( Global.shiftState ) {
// patrzenie w bok przez szybę
Camera.LookAt = Camera.Pos - ( lr ? -1 : 1 ) * controlled->VectorLeft() * simulation::Train->Occupied()->ActiveCab;
@@ -477,25 +505,47 @@ driver_mode::update_camera( double const Deltatime ) {
// ale bez odbicia
Camera.LookAt = Camera.Pos - simulation::Train->GetDirection() * simulation::Train->Occupied()->ActiveCab; //-1 albo 1
}
Camera.Roll = std::atan( simulation::Train->pMechShake.x * simulation::Train->fMechRoll ); // hustanie kamery na boki
Camera.Pitch = 0.5 * std::atan( simulation::Train->vMechVelocity.z * simulation::Train->fMechPitch ); // hustanie kamery przod tyl
auto const shakeangles { simulation::Train->Dynamic()->shake_angles() };
Camera.Angle.x = 0.5 * shakeangles.second; // hustanie kamery przod tyl
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
/*
Camera.Roll = std::atan( simulation::Train->pMechShake.x * simulation::Train->BaseShake.angle_scale.x ); // hustanie kamery na boki
Camera.Pitch = 0.5 * std::atan( simulation::Train->vMechVelocity.z * simulation::Train->BaseShake.angle_scale.z ); // hustanie kamery przod tyl
*/
Camera.vUp = controlled->VectorUp();
}
else {
// patrzenie standardowe
// potentially restore view angle after returning from external view
// TODO: mirror view toggle as separate method
Camera.Pitch = simulation::Train->pMechViewAngle.x;
Camera.Yaw = simulation::Train->pMechViewAngle.y;
if( false == FreeFlyModeFlag ) {
// potentially restore view angle after returning from external view
// TODO: mirror view toggle as separate method
Camera.Angle.x = simulation::Train->pMechViewAngle.x;
Camera.Angle.y = simulation::Train->pMechViewAngle.y;
}
auto const shakescale { FreeFlyModeFlag ? 5.0 : 1.0 };
auto shakencamerapos {
Camera.m_owneroffset
+ shakescale * Math3D::vector3(
1.5 * Camera.m_owner->ShakeState.offset.x,
2.0 * Camera.m_owner->ShakeState.offset.y,
1.5 * Camera.m_owner->ShakeState.offset.z ) };
Camera.Pos = (
Camera.m_owner->GetWorldPosition (
FreeFlyModeFlag ?
shakencamerapos : // TODO: vehicle collision box for the external vehicle camera
simulation::Train->clamp_inside( shakencamerapos ) ) );
Camera.Pos = simulation::Train->GetWorldMechPosition(); // Train.GetPosition1();
if( !Global.iPause ) {
// podczas pauzy nie przeliczać kątów przypadkowymi wartościami
// hustanie kamery na boki
Camera.Roll = atan( simulation::Train->vMechVelocity.x * simulation::Train->fMechRoll );
// hustanie kamery przod tyl
// Ra: tu jest uciekanie kamery w górę!!!
Camera.Pitch -= 0.5 * atan( simulation::Train->vMechVelocity.z * simulation::Train->fMechPitch );
auto const shakeangles { Camera.m_owner->shake_angles() };
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
/*
Camera.Roll = std::atan( simulation::Train->vMechVelocity.x * simulation::Train->BaseShake.angle_scale.x ); // hustanie kamery na boki
Camera.Pitch -= 0.5 * atan( simulation::Train->vMechVelocity.z * simulation::Train->BaseShake.angle_scale.z ); // hustanie kamery przod tyl
*/
}
/*
// ABu011104: rzucanie pudlem
@@ -510,10 +560,19 @@ driver_mode::update_camera( double const Deltatime ) {
Controlled->ABuSetModelShake( temp );
// ABu: koniec rzucania
*/
if( simulation::Train->Occupied()->ActiveCab == 0 )
Camera.LookAt = simulation::Train->GetWorldMechPosition() + simulation::Train->GetDirection() * 5.0; // gdy w korytarzu
else // patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny
Camera.LookAt = simulation::Train->GetWorldMechPosition() + simulation::Train->GetDirection() * 5.0 * simulation::Train->Occupied()->ActiveCab; //-1 albo 1
if( simulation::Train->Occupied()->ActiveCab == 0 ) {
// gdy w korytarzu
Camera.LookAt =
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
+ simulation::Train->GetDirection() * 5.0;
}
else {
// patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny
Camera.LookAt =
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
+ simulation::Train->GetDirection() * 5.0
* simulation::Train->Occupied()->ActiveCab; //-1 albo 1
}
Camera.vUp = simulation::Train->GetUp();
}
}
@@ -588,9 +647,7 @@ driver_mode::OnKeyDown(int cKey) {
&& ( Global.FreeCameraInit[ i ].z == 0.0 ) ) {
// jeśli kamera jest w punkcie zerowym, zapamiętanie współrzędnych i kątów
Global.FreeCameraInit[ i ] = Camera.Pos;
Global.FreeCameraInitAngle[ i ].x = Camera.Pitch;
Global.FreeCameraInitAngle[ i ].y = Camera.Yaw;
Global.FreeCameraInitAngle[ i ].z = Camera.Roll;
Global.FreeCameraInitAngle[ i ] = Camera.Angle;
// logowanie, żeby można było do scenerii przepisać
WriteLog(
"camera " + std::to_string( Global.FreeCameraInit[ i ].x ) + " "
@@ -604,7 +661,7 @@ driver_mode::OnKeyDown(int cKey) {
else // również przeskakiwanie
{ // Ra: to z tą kamerą (Camera.Pos i Global.pCameraPosition) jest trochę bez sensu
Global.pCamera.Pos = Global.FreeCameraInit[ i ]; // nowa pozycja dla generowania obiektów
Camera.Init( Global.FreeCameraInit[ i ], Global.FreeCameraInitAngle[ i ], TCameraType::tp_Free ); // przestawienie
Camera.Init( Global.FreeCameraInit[ i ], Global.FreeCameraInitAngle[ i ], nullptr ); // przestawienie
}
}
}
@@ -630,8 +687,9 @@ driver_mode::OnKeyDown(int cKey) {
}
case GLFW_KEY_F4: {
InOutKey( !Global.shiftState ); // distant view with Shift, short distance step out otherwise
if( Global.shiftState ) { ExternalView(); } // with Shift, cycle through external views
else { InOutKey(); } // without, step out of the cab or return to it
break;
}
case GLFW_KEY_F5: {
@@ -820,52 +878,150 @@ driver_mode::DistantView( bool const Near ) {
+ Math3D::vector3( -10.0 * left.x, 1.6, -10.0 * left.z );
}
Camera.m_owner = nullptr;
Camera.LookAt = vehicle->GetPosition();
Camera.RaLook(); // jednorazowe przestawienie kamery
}
// ustawienie śledzenia pojazdu
void
driver_mode::FollowView(bool wycisz) {
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na południe
driver_mode::ExternalView() {
auto *train { simulation::Train };
if( train == nullptr ) { return; }
if (train != nullptr ) // jest pojazd do prowadzenia?
{
if (FreeFlyModeFlag)
{ // jeżeli poza kabiną, przestawiamy w jej okolicę - OK
// wyłączenie trzęsienia na siłę?
train->Dynamic()->ABuSetModelShake( {} );
auto *vehicle { train->Dynamic() };
DistantView(); // przestawienie kamery
// disable detailed cab in external view modes
vehicle->bDisplayCab = false;
if( true == m_externalview ) {
// we're already in some external view mode, so select next one on the list
m_externalviewmode = clamp_circular( ++m_externalviewmode, static_cast<int>( view::count_ ) );
}
FreeFlyModeFlag = true;
m_externalview = true;
Camera.Reset();
// configure camera placement for the selected view mode
switch( m_externalviewmode ) {
case view::consistfront: {
// bind camera with the vehicle
auto *owner { vehicle->Mechanik->Vehicle( side::front ) };
Camera.m_owner = owner;
auto const offsetflip {
( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) };
Camera.m_owneroffset = {
1.5 * owner->MoverParameters->Dim.W * offsetflip,
std::max( 5.0, 1.25 * owner->MoverParameters->Dim.H ),
- 0.4 * owner->MoverParameters->Dim.L * offsetflip };
Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 180.0 : 0.0 ) );
auto const shakeangles { owner->shake_angles() };
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
break;
}
else {
Camera.Pos = train->pMechPosition;
// potentially restore cached camera angles
Camera.Pitch = train->pMechViewAngle.x;
Camera.Yaw = train->pMechViewAngle.y;
case view::consistrear: {
// bind camera with the vehicle
auto *owner { vehicle->Mechanik->Vehicle( side::rear ) };
Camera.Roll = std::atan(train->pMechShake.x * train->fMechRoll); // hustanie kamery na boki
Camera.Pitch -= 0.5 * std::atan(train->vMechVelocity.z * train->fMechPitch); // hustanie kamery przod tyl
Camera.m_owner = owner;
if( train->Occupied()->ActiveCab == 0 ) {
Camera.LookAt =
train->pMechPosition
+ train->GetDirection() * 5.0;
}
else {
// patrz w strone wlasciwej kabiny
Camera.LookAt =
train->pMechPosition
+ train->GetDirection() * 5.0 * train->Occupied()->ActiveCab;
}
train->pMechOffset = train->pMechSittingPosition;
auto const offsetflip {
( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir )
* -1 };
Camera.m_owneroffset = {
1.5 * owner->MoverParameters->Dim.W * offsetflip,
std::max( 5.0, 1.25 * owner->MoverParameters->Dim.H ),
0.2 * owner->MoverParameters->Dim.L * offsetflip };
Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 0.0 : 180.0 ) );
auto const shakeangles { owner->shake_angles() };
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
break;
}
case view::bogie: {
auto *owner { vehicle->Mechanik->Vehicle( side::front ) };
Camera.m_owner = owner;
auto const offsetflip {
( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) };
Camera.m_owneroffset = {
- 0.65 * owner->MoverParameters->Dim.W * offsetflip,
0.90,
0.15 * owner->MoverParameters->Dim.L * offsetflip };
Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 180.0 : 0.0 ) );
auto const shakeangles { owner->shake_angles() };
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
break;
}
case view::driveby: {
DistantView( false );
break;
}
default: {
break;
}
}
else
DistantView();
}
// ustawienie śledzenia pojazdu
void
driver_mode::CabView() {
// TODO: configure owner and camera placement depending on the view mode
if( true == FreeFlyModeFlag ) { return; }
auto *train { simulation::Train };
if( train == nullptr ) { return; }
m_externalview = false;
// likwidacja obrotów - patrzy horyzontalnie na południe
Camera.Reset();
// bind camera with the vehicle
Camera.m_owner = train->Dynamic();
// potentially restore cached camera setup
Camera.m_owneroffset = train->pMechSittingPosition;
Camera.Angle.x = train->pMechViewAngle.x;
Camera.Angle.y = train->pMechViewAngle.y;
auto const shakeangles { Camera.m_owner->shake_angles() };
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
if( train->Occupied()->ActiveCab == 0 ) {
Camera.LookAt =
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
+ Camera.m_owner->VectorFront() * 5.0;
}
else {
// patrz w strone wlasciwej kabiny
Camera.LookAt =
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
+ Camera.m_owner->VectorFront() * 5.0
* Camera.m_owner->MoverParameters->ActiveCab;
}
train->pMechOffset = Camera.m_owneroffset;
}
void
@@ -922,43 +1078,41 @@ driver_mode::ChangeDynamic() {
if( false == FreeFlyModeFlag ) {
vehicle->bDisplayCab = true;
vehicle->ABuSetModelShake( {} ); // zerowanie przesunięcia przed powrotem?
train->MechStop();
FollowView(); // na pozycję mecha
CabView(); // na pozycję mecha
}
Global.changeDynObj = nullptr;
}
void
driver_mode::InOutKey( bool const Near )
driver_mode::InOutKey()
{ // przełączenie widoku z kabiny na zewnętrzny i odwrotnie
FreeFlyModeFlag = !FreeFlyModeFlag; // zmiana widoku
auto *train { simulation::Train };
if( train == nullptr ) {
FreeFlyModeFlag = true; // nadal poza kabiną
return;
}
auto *vehicle { train->Dynamic() };
if (FreeFlyModeFlag) {
// jeżeli poza kabiną, przestawiamy w jej okolicę - OK
if (train) {
// cache current cab position so there's no need to set it all over again after each out-in switch
train->pMechSittingPosition = train->pMechOffset;
// cache current cab position so there's no need to set it all over again after each out-in switch
train->pMechSittingPosition = train->pMechOffset;
vehicle->bDisplayCab = false;
DistantView( true );
train->Dynamic()->bDisplayCab = false;
DistantView( Near );
}
DebugCamera = Camera;
}
else
{ // jazda w kabinie
if (train)
{
train->Dynamic()->bDisplayCab = true;
// zerowanie przesunięcia przed powrotem?
train->Dynamic()->ABuSetModelShake( { 0, 0, 0 } );
train->MechStop();
FollowView(); // na pozycję mecha
train->UpdateMechPosition( m_secondaryupdaterate );
}
else
FreeFlyModeFlag = true; // nadal poza kabiną
else {
// jazda w kabinie
// zerowanie przesunięcia przed powrotem?
vehicle->ABuSetModelShake( { 0, 0, 0 } );
vehicle->bDisplayCab = true;
CabView(); // na pozycję mecha
}
// update window title to reflect the situation
Application.set_title( Global.AppName + " (" + ( train != nullptr ? train->Occupied()->Name : "" ) + " @ " + Global.SceneryFile + ")" );