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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 19:09:20 +02:00

framerate-independent cab camera shake, minor bug fixes

This commit is contained in:
tmj-fstate
2017-03-05 16:11:23 +01:00
parent 39b8fbfb86
commit d920644af8
6 changed files with 168 additions and 176 deletions

151
Train.cpp
View File

@@ -2384,7 +2384,7 @@ if
{
// McZapkie: poruszanie sie po kabinie, w updatemechpos zawarte sa wiezy
auto step = 1.5f;
auto step = 1.0f;
auto const camerayaw = Global::pCamera->Yaw;
Math3D::vector3 direction( 0.0f, 0.0f, step );
direction.RotateY( camerayaw );
@@ -2501,6 +2501,7 @@ void TTrain::OnKeyUp(int cKey)
}
};
// cab movement update, fixed step part
void TTrain::UpdateMechPosition(double dt)
{ // Ra: mechanik powinien być
// telepany niezależnie od pozycji
@@ -2514,123 +2515,111 @@ void TTrain::UpdateMechPosition(double dt)
// - na postoju horyzont prosto, kabina skosem
// - przy szybkiej jeździe kabina prosto, horyzont pochylony
vector3 pNewMechPosition;
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);
double const iVel = std::min( DynamicObject->GetVelocity(), 150.0 );
if (!Global::iSlowMotion // musi być pełna prędkość
&& (pMechOffset.y < 4.0)) // Ra 15-01: przy oglądaniu pantografu bujanie przeszkadza
if( !Global::iSlowMotion // musi być pełna prędkość
&& ( pMechOffset.y < 4.0 ) ) // Ra 15-01: przy oglądaniu pantografu bujanie przeszkadza
{
if( iVel > 0.0 ) {
if( iVel > 0.5 ) {
// acceleration-driven base shake
shake += 1.25 * MechSpring.ComputateForces(
vector3(
-mvControlled->AccN * dt * 5.0, // highlight side sway
mvControlled->AccV * dt,
-mvControlled->AccS * dt * 1.25 ), // accent acceleration/deceleration
-mvControlled->AccN * dt * 5.0, // highlight side sway
mvControlled->AccV * dt,
-mvControlled->AccS * dt * 1.25 ), // accent acceleration/deceleration
pMechShake );
if( Random( iVel ) > 25.0 ) {
// extra shake at increased velocity
shake += MechSpring.ComputateForces(
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 ),
( 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
// * (( 200 - DynamicObject->MyTrack->iQualityFlag ) * 0.0075 ); // scale to 75-150% based on track quality
}
// shake *= 1.25;
// shake *= 0.85;
}
vMechVelocity -= (shake + vMechVelocity * 100) * (fMechSpringX + fMechSpringY + fMechSpringZ) / (200);
// vMechVelocity -= vMechVelocity * iVel * dt;
// shake *= 0.95 * dt; // shake damping
vMechVelocity -= ( shake + vMechVelocity * 100 ) * ( fMechSpringX + fMechSpringY + fMechSpringZ ) / ( 200 );
// shake *= 0.95 * dt; // shake damping
// McZapkie:
pMechShake += vMechVelocity * dt;
// Ra 2015-01: dotychczasowe rzucanie
pMechOffset += vMechMovement * dt;
if ((pMechShake.y > fMechMaxSpring) || (pMechShake.y < -fMechMaxSpring))
if( ( pMechShake.y > fMechMaxSpring ) || ( pMechShake.y < -fMechMaxSpring ) )
vMechVelocity.y = -vMechVelocity.y;
// ABu011104: 5*pMechShake.y, zeby ladnie pudlem rzucalo :)
pNewMechPosition = pMechOffset + vector3(1.5 * pMechShake.x, 2.0 * pMechShake.y, 1.5 * pMechShake.z);
// vMechMovement = 0.5 * vMechMovement;
pMechPosition = pMechOffset + vector3( 1.5 * pMechShake.x, 2.0 * pMechShake.y, 1.5 * pMechShake.z );
vMechMovement = 0.5 * vMechMovement;
}
else
{ // hamowanie rzucania przy spadku FPS
pMechShake -= pMechShake * std::min(dt, 1.0); // po tym chyba potrafią zostać jakieś ułamki, które powodują zjazd
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 -= vMechVelocity.y * 50.0 * dt;
pNewMechPosition = pMechOffset + vector3(pMechShake.x, 5 * pMechShake.y, pMechShake.z);
// vMechMovement = 0.5 * vMechMovement;
vMechVelocity.y = 0.5 * vMechVelocity.y;
pMechPosition = pMechOffset + vector3( pMechShake.x, 5 * pMechShake.y, pMechShake.z );
vMechMovement = 0.5 * vMechMovement;
}
// numer kabiny (-1: kabina B)
if (DynamicObject->Mechanik) // może nie być?
if (DynamicObject->Mechanik->AIControllFlag) // jeśli prowadzi AI
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");
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!
if (pNewMechPosition.x < Cabine[iCabn].CabPos1.x)
pNewMechPosition.x = Cabine[iCabn].CabPos1.x;
if (pNewMechPosition.x > Cabine[iCabn].CabPos2.x)
pNewMechPosition.x = Cabine[iCabn].CabPos2.x;
if (pNewMechPosition.z < Cabine[iCabn].CabPos1.z)
pNewMechPosition.z = Cabine[iCabn].CabPos1.z;
if (pNewMechPosition.z > Cabine[iCabn].CabPos2.z)
pNewMechPosition.z = Cabine[iCabn].CabPos2.z;
if (pNewMechPosition.y > Cabine[iCabn].CabPos1.y + 1.8)
pNewMechPosition.y = Cabine[iCabn].CabPos1.y + 1.8;
if (pNewMechPosition.y < Cabine[iCabn].CabPos1.y + 0.5)
pNewMechPosition.y = Cabine[iCabn].CabPos2.y + 0.5;
iCabn = ( DynamicObject->MoverParameters->ActiveCab == -1 ?
2 :
DynamicObject->MoverParameters->ActiveCab );
if( !DebugModeFlag ) { // sprawdzaj więzy //Ra: nie tu!
if( pMechPosition.x < Cabine[ iCabn ].CabPos1.x )
pMechPosition.x = Cabine[ iCabn ].CabPos1.x;
if( pMechPosition.x > Cabine[ iCabn ].CabPos2.x )
pMechPosition.x = Cabine[ iCabn ].CabPos2.x;
if( pMechPosition.z < Cabine[ iCabn ].CabPos1.z )
pMechPosition.z = Cabine[ iCabn ].CabPos1.z;
if( pMechPosition.z > Cabine[ iCabn ].CabPos2.z )
pMechPosition.z = Cabine[ iCabn ].CabPos2.z;
if( pMechPosition.y > Cabine[ iCabn ].CabPos1.y + 1.8 )
pMechPosition.y = Cabine[ iCabn ].CabPos1.y + 1.8;
if( pMechPosition.y < Cabine[ iCabn ].CabPos1.y + 0.5 )
pMechPosition.y = Cabine[ iCabn ].CabPos2.y + 0.5;
if (pMechOffset.x < Cabine[iCabn].CabPos1.x)
pMechOffset.x = Cabine[iCabn].CabPos1.x;
if (pMechOffset.x > Cabine[iCabn].CabPos2.x)
pMechOffset.x = Cabine[iCabn].CabPos2.x;
if (pMechOffset.z < Cabine[iCabn].CabPos1.z)
pMechOffset.z = Cabine[iCabn].CabPos1.z;
if (pMechOffset.z > Cabine[iCabn].CabPos2.z)
pMechOffset.z = Cabine[iCabn].CabPos2.z;
if (pMechOffset.y > Cabine[iCabn].CabPos1.y + 1.8)
pMechOffset.y = Cabine[iCabn].CabPos1.y + 1.8;
if (pMechOffset.y < Cabine[iCabn].CabPos1.y + 0.5)
pMechOffset.y = Cabine[iCabn].CabPos2.y + 0.5;
if( pMechOffset.x < Cabine[ iCabn ].CabPos1.x )
pMechOffset.x = Cabine[ iCabn ].CabPos1.x;
if( pMechOffset.x > Cabine[ iCabn ].CabPos2.x )
pMechOffset.x = Cabine[ iCabn ].CabPos2.x;
if( pMechOffset.z < Cabine[ iCabn ].CabPos1.z )
pMechOffset.z = Cabine[ iCabn ].CabPos1.z;
if( pMechOffset.z > Cabine[ iCabn ].CabPos2.z )
pMechOffset.z = Cabine[ iCabn ].CabPos2.z;
if( pMechOffset.y > Cabine[ iCabn ].CabPos1.y + 1.8 )
pMechOffset.y = Cabine[ iCabn ].CabPos1.y + 1.8;
if( pMechOffset.y < Cabine[ iCabn ].CabPos1.y + 0.5 )
pMechOffset.y = Cabine[ iCabn ].CabPos2.y + 0.5;
}
pMechPosition = DynamicObject->mMatrix *
pNewMechPosition; // położenie względem środka pojazdu w układzie scenerii
pMechPosition += DynamicObject->GetPosition();
// framerate-independent speed reduction that doesn't break at high framerates...
Math3D::vector3 movementslowdown = vMechMovement * 35 * dt;
if( movementslowdown.LengthSquared() >= vMechMovement.LengthSquared() ) {
// if the reduction vector exceeds speed movement we're running at low fps,
// fallback on the old behaviour
vMechMovement *= 0.5;
}
else {
vMechMovement -= movementslowdown;
if( vMechMovement.LengthSquared() < 0.01 ) {
vMechMovement = Math3D::vector3();
}
}
};
// returns position of the mechanic in the scene coordinates
vector3
TTrain::GetWorldMechPosition() {
vector3 position = DynamicObject->mMatrix *pMechPosition; // położenie względem środka pojazdu w układzie scenerii
position += DynamicObject->GetPosition();
return position;
}
bool TTrain::Update( double const Deltatime )
{
DWORD stat;