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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 17:09:19 +02:00

build 181030. basic external views system

This commit is contained in:
tmj-fstate
2018-10-30 14:29:02 +01:00
parent 83f56b07f8
commit c59b53067a
12 changed files with 593 additions and 451 deletions

View File

@@ -2109,6 +2109,10 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424"
create_controller( DriverType, !TrainName.empty() );
ShakeSpring.Init( 125.0 );
BaseShake = baseshake_config {};
ShakeState = shake_state {};
// McZapkie-250202
/*
iAxles = std::min( MoverParameters->NAxles, MaxAxles ); // ilość osi
@@ -4403,7 +4407,8 @@ void TDynamicObject::RenderSounds() {
0.0, 1.0,
clamp(
MoverParameters->Vel / 40.0,
0.0, 1.0 ) );
0.0, 1.0 ) )
+ ( MyTrack->eType == tt_Switch ? 0.25 : 0.0 );
}
else {
volume = 0;
@@ -5855,6 +5860,46 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co
m_startjolt.owner( this );
}
else if (token == "mechspring:")
{
// parametry bujania kamery:
double ks, kd;
parser.getTokens(2, false);
parser
>> ks
>> kd;
ShakeSpring.Init(ks, kd);
parser.getTokens(6, false);
parser
>> BaseShake.jolt_scale.x
>> BaseShake.jolt_scale.y
>> BaseShake.jolt_scale.z
>> BaseShake.jolt_limit
>> BaseShake.angle_scale.x
>> BaseShake.angle_scale.z;
}
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 != "" );
} // internaldata:
@@ -6468,6 +6513,102 @@ TDynamicObject::ConnectedEnginePowerSource( TDynamicObject const *Caller ) const
return MoverParameters->EnginePowerSource.SourceType;
}
void
TDynamicObject::update_shake( double const Timedelta ) {
// Ra: mechanik powinien być telepany niezależnie od pozycji pojazdu
// Ra: trzeba zrobić model bujania głową i wczepić go do pojazdu
// Ra: tu by się przydało uwzględnić rozkład sił:
// - na postoju horyzont prosto, kabina skosem
// - przy szybkiej jeździe kabina prosto, horyzont pochylony
// 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
if( false == Global.iSlowMotion ) { // musi być pełna prędkość
Math3D::vector3 shakevector;
if( ( MoverParameters->EngineType == TEngineType::DieselElectric )
|| ( MoverParameters->EngineType == TEngineType::DieselEngine ) ) {
if( std::abs( MoverParameters->enrot ) > 0.0 ) {
// engine vibration
shakevector.x +=
( std::sin( MoverParameters->eAngle * 4.0 ) * Timedelta * EngineShake.scale )
// fade in with rpm above threshold
* clamp(
( MoverParameters->enrot - EngineShake.fadein_offset ) * EngineShake.fadein_factor,
0.0, 1.0 )
// fade out with rpm above threshold
* interpolate(
1.0, 0.0,
clamp(
( MoverParameters->enrot - EngineShake.fadeout_offset ) * EngineShake.fadeout_factor,
0.0, 1.0 ) );
}
}
if( ( HuntingShake.fadein_begin > 0.f )
&& ( true == MoverParameters->TruckHunting ) ) {
// hunting oscillation
HuntingAngle = clamp_circular( HuntingAngle + 4.0 * HuntingShake.frequency * Timedelta * MoverParameters->Vel, 360.0 );
auto const huntingamount =
interpolate(
0.0, 1.0,
clamp(
( MoverParameters->Vel - HuntingShake.fadein_begin ) / ( HuntingShake.fadein_end - HuntingShake.fadein_begin ),
0.0, 1.0 ) );
shakevector.x +=
( std::sin( glm::radians( HuntingAngle ) ) * Timedelta * HuntingShake.scale )
* huntingamount;
IsHunting = ( huntingamount > 0.025 );
}
auto const iVel { std::min( GetVelocity(), 150.0 ) };
if( iVel > 0.5 ) {
// acceleration-driven base shake
shakevector += Math3D::vector3(
-MoverParameters->AccN * Timedelta * 5.0, // highlight side sway
-MoverParameters->AccVert * Timedelta,
-MoverParameters->AccSVBased * Timedelta * 1.25 ); // accent acceleration/deceleration
}
auto shake { 1.25 * ShakeSpring.ComputateForces( shakevector, ShakeState.offset ) };
if( Random( iVel ) > 25.0 ) {
// extra shake at increased velocity
shake += ShakeSpring.ComputateForces(
Math3D::vector3(
( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.x,
( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.y,
( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.z )
// * (( 200 - DynamicObject->MyTrack->iQualityFlag ) * 0.0075 ) // scale to 75-150% based on track quality
* 1.25,
ShakeState.offset );
}
shake *= 0.85;
ShakeState.velocity -= ( shake + ShakeState.velocity * 100 ) * ( BaseShake.jolt_scale.x + BaseShake.jolt_scale.y + BaseShake.jolt_scale.z ) / ( 200 );
// McZapkie:
ShakeState.offset += ShakeState.velocity * Timedelta;
if( std::abs( ShakeState.offset.y ) > std::abs( BaseShake.jolt_limit ) ) {
ShakeState.velocity.y = -ShakeState.velocity.y;
}
}
else { // hamowanie rzucania przy spadku FPS
ShakeState.offset -= ShakeState.offset * std::min( Timedelta, 1.0 ); // po tym chyba potrafią zostać jakieś ułamki, które powodują zjazd
}
}
std::pair<double, double>
TDynamicObject::shake_angles() const {
return {
std::atan( ShakeState.velocity.x * BaseShake.angle_scale.x ),
std::atan( ShakeState.velocity.z * BaseShake.angle_scale.z ) };
}
void
TDynamicObject::powertrain_sounds::position( glm::vec3 const Location ) {