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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 22:39:18 +02:00

Merge branch 'tmj-dev'

This commit is contained in:
milek7
2018-02-24 16:05:35 +01:00
25 changed files with 678 additions and 338 deletions

View File

@@ -46,6 +46,7 @@ namespace simulation {
simulation_time Time;
basic_station Station;
}
#ifdef _WIN32
@@ -1093,10 +1094,13 @@ TWorld::Update_Camera( double const Deltatime ) {
else {
// patrzenie standardowe
Camera.Pos = Train->GetWorldMechPosition(); // Train.GetPosition1();
if( !Global.iPause ) { // podczas pauzy nie przeliczać kątów przypadkowymi wartościami
Camera.Roll = atan( Train->pMechShake.x * Train->fMechRoll ); // hustanie kamery na boki
Camera.Pitch -= 0.5 * atan( Train->vMechVelocity.z * Train->fMechPitch ); // hustanie kamery przod tyl //Ra: tu
// jest uciekanie kamery w górę!!!
if( !Global.iPause ) {
// podczas pauzy nie przeliczać kątów przypadkowymi wartościami
// hustanie kamery na boki
Camera.Roll = atan( Train->vMechVelocity.x * Train->fMechRoll );
// hustanie kamery przod tyl
// Ra: tu jest uciekanie kamery w górę!!!
Camera.Pitch -= 0.5 * atan( Train->vMechVelocity.z * Train->fMechPitch );
}
// ABu011104: rzucanie pudlem
/*
@@ -1368,7 +1372,7 @@ TWorld::Update_UI() {
if( ( vehicle->MoverParameters->BrakeDelayFlag & bdelay_M ) == bdelay_M )
uitextline2 += "+Mg";
uitextline2 += ", Load: " + to_string( vehicle->MoverParameters->LoadFlag, 0 );
uitextline2 += ", Load: " + to_string( vehicle->MoverParameters->LoadFlag, 0 ) + " (" + to_string( vehicle->MoverParameters->Load, 0 ) + ")";
uitextline2 +=
"; Pant: "
@@ -1614,7 +1618,8 @@ TWorld::Update_UI() {
Acc = ( vehicle->MoverParameters->Vel - VelPrev ) / 3.6;
VelPrev = vehicle->MoverParameters->Vel;
}
uitextline2 += ( "; As=" ) + to_string( Acc, 2 ); // przyspieszenie wzdłużne
uitextline2 += "; As=" + to_string( Acc, 2 ); // przyspieszenie wzdłużne
uitextline2 += " eAngle=" + to_string( std::cos( vehicle->MoverParameters->eAngle ), 2 );
uitextline3 =
"cyl.ham. " + to_string( vehicle->MoverParameters->BrakePress, 2 )
@@ -2241,17 +2246,16 @@ world_environment::update() {
// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
// (this is pure conjecture, aimed more to 'look right' than be accurate)
float const ambienttone = clamp( 1.0f - ( Global.SunAngle / 90.0f ), 0.0f, 1.0f );
Global.DayLight.ambient[ 0 ] = interpolate( skydomehsv.z, skydomecolour.x, ambienttone );
Global.DayLight.ambient[ 1 ] = interpolate( skydomehsv.z, skydomecolour.y, ambienttone );
Global.DayLight.ambient[ 2 ] = interpolate( skydomehsv.z, skydomecolour.z, ambienttone );
Global.DayLight.ambient[ 0 ] = interpolate( skydomehsv.z, skydomecolour.r, ambienttone );
Global.DayLight.ambient[ 1 ] = interpolate( skydomehsv.z, skydomecolour.g, ambienttone );
Global.DayLight.ambient[ 2 ] = interpolate( skydomehsv.z, skydomecolour.b, ambienttone );
Global.fLuminance = intensity;
// update the fog. setting it to match the average colour of the sky dome is cheap
// but quite effective way to make the distant items blend with background better
Global.FogColor[ 0 ] = skydomecolour.x;
Global.FogColor[ 1 ] = skydomecolour.y;
Global.FogColor[ 2 ] = skydomecolour.z;
// NOTE: base brightness calculation provides scaled up value, so we bring it back to 'real' one here
Global.FogColor = m_skydome.GetAverageHorizonColor();
}
void