refactoring: variable names

This commit is contained in:
tmj-fstate
2019-11-28 00:10:32 +01:00
parent fa42655808
commit f9febd5887
10 changed files with 291 additions and 292 deletions

View File

@@ -510,7 +510,7 @@ driver_mode::update_camera( double const Deltatime ) {
&& ( false == DebugCameraFlag ) ) {
// jeśli jazda w kabinie, przeliczyć trzeba parametry kamery
/*
auto tempangle = controlled->VectorFront() * ( controlled->MoverParameters->ActiveCab == -1 ? -1 : 1 );
auto tempangle = controlled->VectorFront() * ( controlled->MoverParameters->CabOccupied == -1 ? -1 : 1 );
double modelrotate = atan2( -tempangle.x, tempangle.z );
*/
if( ( false == FreeFlyModeFlag )
@@ -524,17 +524,17 @@ driver_mode::update_camera( double const Deltatime ) {
// Camera.Yaw powinno być wyzerowane, aby po powrocie patrzeć do przodu
Camera.Pos = controlled->GetPosition() + simulation::Train->MirrorPosition( lr ); // pozycja lusterka
Camera.Angle.y = 0; // odchylenie na bok od Camera.LookAt
if( simulation::Train->Occupied()->ActiveCab == 0 ) {
if( simulation::Train->Occupied()->CabOccupied == 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;
Camera.LookAt = Camera.Pos - ( lr ? -1 : 1 ) * controlled->VectorLeft() * simulation::Train->Occupied()->CabOccupied;
}
else { // patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny - jakby z lusterka,
// ale bez odbicia
Camera.LookAt = Camera.Pos - simulation::Train->GetDirection() * simulation::Train->Occupied()->ActiveCab; //-1 albo 1
Camera.LookAt = Camera.Pos - simulation::Train->GetDirection() * simulation::Train->Occupied()->CabOccupied; //-1 albo 1
}
auto const shakeangles { simulation::Train->Dynamic()->shake_angles() };
Camera.Angle.x = 0.5 * shakeangles.second; // hustanie kamery przod tyl
@@ -591,7 +591,7 @@ driver_mode::update_camera( double const Deltatime ) {
Controlled->ABuSetModelShake( temp );
// ABu: koniec rzucania
*/
if( simulation::Train->Occupied()->ActiveCab == 0 ) {
if( simulation::Train->Occupied()->CabOccupied == 0 ) {
// gdy w korytarzu
Camera.LookAt =
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
@@ -602,7 +602,7 @@ driver_mode::update_camera( double const Deltatime ) {
Camera.LookAt =
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
+ Camera.m_owner->VectorFront() * 5.0
* simulation::Train->Occupied()->ActiveCab; //-1 albo 1
* simulation::Train->Occupied()->CabOccupied; //-1 albo 1
}
Camera.vUp = simulation::Train->GetUp();
}
@@ -772,7 +772,7 @@ driver_mode::OnKeyDown(int cKey) {
Global.changeDynObj = targetvehicle;
// TODO: choose active cab based on camera's location relative to vehicle's location
/*
Global.changeDynObj->MoverParameters->ActiveCab = (
Global.changeDynObj->MoverParameters->CabOccupied = (
Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ?
-1 :
1 );
@@ -792,7 +792,7 @@ driver_mode::OnKeyDown(int cKey) {
simulation::Train->Dynamic()->Mechanik->TakeControl( false, true );
if( true == simulation::Train->Dynamic()->Mechanik->primary() ) {
simulation::Train->Occupied()->CabDeactivisation( true ); // potentially left active
// simulation::Train->Occupied()->ActiveCab = simulation::Train->Occupied()->CabNo;
// simulation::Train->Occupied()->CabOccupied = simulation::Train->Occupied()->CabActive;
simulation::Train->Occupied()->CabActivisation();
}
InOutKey(); // do kabiny
@@ -935,9 +935,9 @@ driver_mode::DistantView( bool const Near ) {
if( vehicle == nullptr ) { return; }
auto const cab =
( vehicle->MoverParameters->ActiveCab == 0 ?
( vehicle->MoverParameters->CabOccupied == 0 ?
1 :
vehicle->MoverParameters->ActiveCab );
vehicle->MoverParameters->CabOccupied );
auto const left = vehicle->VectorLeft() * cab;
if( true == Near ) {
@@ -951,7 +951,7 @@ driver_mode::DistantView( bool const Near ) {
Camera.Pos =
vehicle->GetPosition()
+ vehicle->VectorFront() * vehicle->MoverParameters->ActiveCab * 50.0
+ vehicle->VectorFront() * vehicle->MoverParameters->CabOccupied * 50.0
+ Math3D::vector3( -10.0 * left.x, 1.6, -10.0 * left.z );
}
@@ -997,15 +997,15 @@ driver_mode::ExternalView() {
else {
// default view setup
auto const offsetflip{
( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) };
( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied )
* ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive ) };
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 ) );
Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 180.0 : 0.0 ) );
}
auto const shakeangles{ owner->shake_angles() };
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
@@ -1028,8 +1028,8 @@ driver_mode::ExternalView() {
else {
// default view setup
auto const offsetflip{
( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir )
( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied )
* ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive )
* -1 };
Camera.m_owneroffset = {
@@ -1037,7 +1037,7 @@ driver_mode::ExternalView() {
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 ) );
Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 0.0 : 180.0 ) );
}
auto const shakeangles { owner->shake_angles() };
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
@@ -1058,15 +1058,15 @@ driver_mode::ExternalView() {
else {
// default view setup
auto const offsetflip{
( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) };
( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied )
* ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive ) };
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 ) );
Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 180.0 : 0.0 ) );
}
auto const shakeangles { owner->shake_angles() };
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
@@ -1110,7 +1110,7 @@ driver_mode::CabView() {
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 ) {
if( train->Occupied()->CabOccupied == 0 ) {
Camera.LookAt =
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
+ Camera.m_owner->VectorFront() * 5.0;
@@ -1120,7 +1120,7 @@ driver_mode::CabView() {
Camera.LookAt =
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
+ Camera.m_owner->VectorFront() * 5.0
* Camera.m_owner->MoverParameters->ActiveCab;
* Camera.m_owner->MoverParameters->CabOccupied;
}
train->pMechOffset = Camera.m_owneroffset;
}
@@ -1141,7 +1141,7 @@ driver_mode::ChangeDynamic() {
// tylko jeśli ręcznie prowadzony
// jeśli prowadzi AI, to mu nie robimy dywersji!
occupied->CabDeactivisation();
occupied->ActiveCab = 0;
occupied->CabOccupied = 0;
occupied->BrakeLevelSet( occupied->Handle->GetPos( bh_NP ) ); //rozwala sterowanie hamulcem GF 04-2016
vehicle->MechInside = false;
vehicle->Controller = AIdriver;
@@ -1169,13 +1169,13 @@ driver_mode::ChangeDynamic() {
if( false == driver->AIControllFlag ) // tylko jeśli ręcznie prowadzony
{
occupied->LimPipePress = occupied->PipePress;
occupied->ActiveCab = occupied->CabNo;
occupied->CabOccupied = occupied->CabActive;
occupied->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny)
vehicle->MechInside = true;
vehicle->Controller = Humandriver;
}
train->InitializeCab(
occupied->CabNo,
occupied->CabActive,
vehicle->asBaseDir + occupied->TypeName + ".mmd" );
if( false == FreeFlyModeFlag ) {
vehicle->bDisplayCab = true;