mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
1388 lines
58 KiB
C++
1388 lines
58 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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/*
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MaSzyna EU07 locomotive simulator
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Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others
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*/
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#include "stdafx.h"
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#include "World.h"
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#include "Globals.h"
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#include "application.h"
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#include "simulation.h"
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#include "simulationtime.h"
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#include "Logs.h"
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#include "MdlMngr.h"
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#include "renderer.h"
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#include "Timer.h"
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#include "mtable.h"
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#include "sound.h"
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#include "Camera.h"
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#include "ResourceManager.h"
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#include "Event.h"
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#include "Train.h"
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#include "Driver.h"
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#include "Console.h"
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#include "color.h"
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#include "uilayer.h"
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//---------------------------------------------------------------------------
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TWorld World;
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#ifdef _WIN32
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extern "C"
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{
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GLFWAPI HWND glfwGetWin32Window( GLFWwindow* window );
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}
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#endif
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TWorld::TWorld()
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{
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Train = NULL;
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for (int i = 0; i < 10; ++i)
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KeyEvents[i] = NULL; // eventy wyzwalane klawiszami cyfrowymi
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Global.iSlowMotion = 0;
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fTimeBuffer = 0.0; // bufor czasu aktualizacji dla stałego kroku fizyki
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fMaxDt = 0.01; //[s] początkowy krok czasowy fizyki
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fTime50Hz = 0.0; // bufor czasu dla komunikacji z PoKeys
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}
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TWorld::~TWorld()
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{
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TrainDelete();
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}
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void TWorld::TrainDelete(TDynamicObject *d)
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{ // usunięcie pojazdu prowadzonego przez użytkownika
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if (d)
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if (Train)
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if (Train->Dynamic() != d)
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return; // nie tego usuwać
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/*
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if( ( Train->Dynamic() )
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&& ( Train->Dynamic()->Mechanik ) ) {
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// likwidacja kabiny wymaga przejęcia przez AI
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Train->Dynamic()->Mechanik->TakeControl( true );
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}
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*/
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SafeDelete( Train ); // i nie ma czym sterować
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Controlled = NULL; // tego też już nie ma
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mvControlled = NULL;
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};
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bool TWorld::Init( GLFWwindow *Window ) {
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auto timestart = std::chrono::system_clock::now();
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window = Window;
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Global.pCamera = &Camera; // Ra: wskaźnik potrzebny do likwidacji drgań
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WriteLog( "\nStarting MaSzyna rail vehicle simulator (release: " + Global.asVersion + ")" );
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WriteLog( "For online documentation and additional files refer to: http://eu07.pl");
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UILayer.set_background( "logo" );
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glfwSetWindowTitle( window, ( Global.AppName + " (" + Global.SceneryFile + ")" ).c_str() ); // nazwa scenerii
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UILayer.set_progress(0.01);
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UILayer.set_progress( "Loading scenery / Wczytywanie scenerii" );
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GfxRenderer.Render();
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WriteLog( "World setup..." );
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if( false == simulation::State.deserialize( Global.SceneryFile ) ) { return false; }
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simulation::Time.init();
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Environment.init();
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Camera.Init(Global.FreeCameraInit[0], Global.FreeCameraInitAngle[0]);
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UILayer.set_progress( "Preparing train / Przygotowanie kabiny" );
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WriteLog( "Player train init: " + Global.asHumanCtrlVehicle );
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TDynamicObject *nPlayerTrain;
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if( Global.asHumanCtrlVehicle != "ghostview" )
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nPlayerTrain = simulation::Vehicles.find( Global.asHumanCtrlVehicle );
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if (nPlayerTrain)
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{
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Train = new TTrain();
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if( Train->Init( nPlayerTrain ) )
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{
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Controlled = Train->Dynamic();
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mvControlled = Controlled->ControlledFind()->MoverParameters;
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WriteLog("Player train init OK");
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glfwSetWindowTitle( window, ( Global.AppName + " (" + Controlled->MoverParameters->Name + " @ " + Global.SceneryFile + ")" ).c_str() );
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FollowView();
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}
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else
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{
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Error("Player train init failed!");
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FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
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Controlled = NULL;
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mvControlled = NULL;
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SafeDelete( Train );
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Camera.Type = TCameraType::tp_Free;
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}
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}
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else
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{
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if (Global.asHumanCtrlVehicle != "ghostview")
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{
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Error("Player train doesn't exist!");
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}
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FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
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glfwSwapBuffers( window );
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Controlled = NULL;
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mvControlled = NULL;
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Camera.Type = TCameraType::tp_Free;
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DebugCamera = Camera;
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Global.DebugCameraPosition = DebugCamera.Pos;
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}
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// if (!Global.bMultiplayer) //na razie włączone
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{ // eventy aktywowane z klawiatury tylko dla jednego użytkownika
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KeyEvents[ 0 ] = simulation::Events.FindEvent( "keyctrl00" );
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KeyEvents[ 1 ] = simulation::Events.FindEvent( "keyctrl01" );
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KeyEvents[ 2 ] = simulation::Events.FindEvent( "keyctrl02" );
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KeyEvents[ 3 ] = simulation::Events.FindEvent( "keyctrl03" );
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KeyEvents[ 4 ] = simulation::Events.FindEvent( "keyctrl04" );
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KeyEvents[ 5 ] = simulation::Events.FindEvent( "keyctrl05" );
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KeyEvents[ 6 ] = simulation::Events.FindEvent( "keyctrl06" );
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KeyEvents[ 7 ] = simulation::Events.FindEvent( "keyctrl07" );
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KeyEvents[ 8 ] = simulation::Events.FindEvent( "keyctrl08" );
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KeyEvents[ 9 ] = simulation::Events.FindEvent( "keyctrl09" );
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}
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WriteLog( "Load time: " +
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std::to_string( std::chrono::duration_cast<std::chrono::seconds>(( std::chrono::system_clock::now() - timestart )).count() )
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+ " seconds");
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UILayer.set_progress();
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UILayer.set_progress( "" );
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UILayer.set_background( "" );
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ui_log->enabled = false;
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Timer::ResetTimers();
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return true;
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};
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void TWorld::OnKeyDown(int cKey) {
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// dump keypress info in the log
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// podczas pauzy klawisze nie działają
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std::string keyinfo;
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auto keyname = glfwGetKeyName( cKey, 0 );
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if( keyname != nullptr ) {
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keyinfo += std::string( keyname );
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}
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else {
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switch( cKey ) {
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case GLFW_KEY_SPACE: { keyinfo += "Space"; break; }
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case GLFW_KEY_ENTER: { keyinfo += "Enter"; break; }
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case GLFW_KEY_ESCAPE: { keyinfo += "Esc"; break; }
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case GLFW_KEY_TAB: { keyinfo += "Tab"; break; }
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case GLFW_KEY_INSERT: { keyinfo += "Insert"; break; }
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case GLFW_KEY_DELETE: { keyinfo += "Delete"; break; }
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case GLFW_KEY_HOME: { keyinfo += "Home"; break; }
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case GLFW_KEY_END: { keyinfo += "End"; break; }
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case GLFW_KEY_F1: { keyinfo += "F1"; break; }
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case GLFW_KEY_F2: { keyinfo += "F2"; break; }
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case GLFW_KEY_F3: { keyinfo += "F3"; break; }
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case GLFW_KEY_F4: { keyinfo += "F4"; break; }
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case GLFW_KEY_F5: { keyinfo += "F5"; break; }
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case GLFW_KEY_F6: { keyinfo += "F6"; break; }
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case GLFW_KEY_F7: { keyinfo += "F7"; break; }
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case GLFW_KEY_F8: { keyinfo += "F8"; break; }
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case GLFW_KEY_F9: { keyinfo += "F9"; break; }
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case GLFW_KEY_F10: { keyinfo += "F10"; break; }
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case GLFW_KEY_F11: { keyinfo += "F11"; break; }
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case GLFW_KEY_F12: { keyinfo += "F12"; break; }
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case GLFW_KEY_PAUSE: { keyinfo += "Pause"; break; }
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}
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}
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if( keyinfo.empty() == false ) {
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std::string keymodifiers;
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if( Global.shiftState )
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keymodifiers += "[Shift]+";
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if( Global.ctrlState )
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keymodifiers += "[Ctrl]+";
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WriteLog( "Key pressed: " + keymodifiers + "[" + keyinfo + "]" );
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}
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// actual key processing
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// TODO: redo the input system
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if( ( cKey >= GLFW_KEY_0 ) && ( cKey <= GLFW_KEY_9 ) ) // klawisze cyfrowe
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{
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int i = cKey - GLFW_KEY_0; // numer klawisza
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if (Global.shiftState) {
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// z [Shift] uruchomienie eventu
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if( ( false == Global.iPause ) // podczas pauzy klawisze nie działają
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&& ( KeyEvents[ i ] != nullptr ) ) {
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simulation::Events.AddToQuery( KeyEvents[ i ], NULL );
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}
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}
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else // zapamiętywanie kamery może działać podczas pauzy
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if (FreeFlyModeFlag) // w trybie latania można przeskakiwać do ustawionych kamer
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if( ( Global.iTextMode != GLFW_KEY_F12 ) &&
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( Global.iTextMode != GLFW_KEY_F3 ) ) // ograniczamy użycie kamer
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{
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if ((!Global.FreeCameraInit[i].x)
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&& (!Global.FreeCameraInit[i].y)
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&& (!Global.FreeCameraInit[i].z))
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{ // jeśli kamera jest w punkcie zerowym, zapamiętanie współrzędnych i kątów
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Global.FreeCameraInit[i] = Camera.Pos;
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Global.FreeCameraInitAngle[i].x = Camera.Pitch;
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Global.FreeCameraInitAngle[i].y = Camera.Yaw;
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Global.FreeCameraInitAngle[i].z = Camera.Roll;
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// logowanie, żeby można było do scenerii przepisać
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WriteLog(
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"camera " + std::to_string( Global.FreeCameraInit[i].x ) + " "
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+ std::to_string(Global.FreeCameraInit[i].y ) + " "
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+ std::to_string(Global.FreeCameraInit[i].z ) + " "
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+ std::to_string(RadToDeg(Global.FreeCameraInitAngle[i].x)) + " "
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+ std::to_string(RadToDeg(Global.FreeCameraInitAngle[i].y)) + " "
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+ std::to_string(RadToDeg(Global.FreeCameraInitAngle[i].z)) + " "
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+ std::to_string(i) + " endcamera");
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}
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else // również przeskakiwanie
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{ // Ra: to z tą kamerą (Camera.Pos i Global.pCameraPosition) jest trochę bez sensu
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Global.pCameraPosition = Global.FreeCameraInit[i]; // nowa pozycja dla generowania obiektów
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Camera.Init(Global.FreeCameraInit[i],
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Global.FreeCameraInitAngle[i]); // przestawienie
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}
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}
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// będzie jeszcze załączanie sprzęgów z [Ctrl]
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}
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else if( ( cKey >= GLFW_KEY_F1 ) && ( cKey <= GLFW_KEY_F12 ) )
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{
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switch (cKey) {
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case GLFW_KEY_F1: {
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if( DebugModeFlag ) {
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// additional simulation clock jump keys in debug mode
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if( Global.ctrlState ) {
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// ctrl-f1
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simulation::Time.update( 20.0 * 60.0 );
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}
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else if( Global.shiftState ) {
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// shift-f1
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simulation::Time.update( 5.0 * 60.0 );
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}
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}
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break;
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}
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case GLFW_KEY_F4: {
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InOutKey( !Global.shiftState ); // distant view with Shift, short distance step out otherwise
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break;
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}
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case GLFW_KEY_F5: {
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// przesiadka do innego pojazdu
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if( false == FreeFlyModeFlag ) {
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// only available in free fly mode
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break;
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}
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TDynamicObject *tmp = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global.pCameraPosition, 50, true, false ) );
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if( ( tmp != nullptr )
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&& ( tmp != Controlled ) ) {
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if( Controlled ) // jeśli mielismy pojazd
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if( Controlled->Mechanik ) // na skutek jakiegoś błędu może czasem zniknąć
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Controlled->Mechanik->TakeControl( true ); // oddajemy dotychczasowy AI
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if( DebugModeFlag
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|| (tmp->MoverParameters->Vel <= 5.0) ) {
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// works always in debug mode, or for stopped/slow moving vehicles otherwise
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Controlled = tmp; // przejmujemy nowy
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mvControlled = Controlled->ControlledFind()->MoverParameters;
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if( Train == nullptr )
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Train = new TTrain(); // jeśli niczym jeszcze nie jeździlismy
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if( Train->Init( Controlled ) ) { // przejmujemy sterowanie
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if( !DebugModeFlag ) {
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// w DebugMode nadal prowadzi AI
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Controlled->Mechanik->TakeControl( false );
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}
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}
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else {
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SafeDelete( Train ); // i nie ma czym sterować
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}
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if( Train ) {
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InOutKey(); // do kabiny
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}
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}
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}
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break;
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}
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case GLFW_KEY_F6: {
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// przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
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if( DebugModeFlag ) {
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if( Global.ctrlState ) { Global.fTimeSpeed = ( Global.shiftState ? 60.0 : 20.0 ); }
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else { Global.fTimeSpeed = ( Global.shiftState ? 5.0 : 1.0 ); }
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}
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break;
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}
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case GLFW_KEY_F7: {
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// debug mode functions
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if( DebugModeFlag ) {
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if( Global.ctrlState
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&& Global.shiftState ) {
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// shift + ctrl + f7 toggles between debug and regular camera
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DebugCameraFlag = !DebugCameraFlag;
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}
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else if( Global.ctrlState ) {
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// ctrl + f7 toggles static daylight
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ToggleDaylight();
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break;
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}
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else if( Global.shiftState ) {
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// shift + f7 is currently unused
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}
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else {
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// f7: wireframe toggle
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// TODO: pass this to renderer instead of making direct calls
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Global.bWireFrame = !Global.bWireFrame;
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if( true == Global.bWireFrame ) {
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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else {
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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}
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break;
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}
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case GLFW_KEY_F11: {
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// scenery export
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if( Global.ctrlState
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&& Global.shiftState ) {
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simulation::State.export_as_text( Global.SceneryFile );
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}
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break;
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}
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case GLFW_KEY_F12: {
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// quick debug mode toggle
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if( Global.ctrlState
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&& Global.shiftState ) {
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DebugModeFlag = !DebugModeFlag;
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}
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break;
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}
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default: {
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break;
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}
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}
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// if (cKey!=VK_F4)
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return; // nie są przekazywane do pojazdu wcale
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}
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if ((Global.iTextMode == GLFW_KEY_F12) ? (cKey >= '0') && (cKey <= '9') : false)
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{ // tryb konfiguracji debugmode (przestawianie kamery już wyłączone
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if (!Global.shiftState) // bez [Shift]
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{
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if (cKey == GLFW_KEY_1)
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Global.iWriteLogEnabled ^= 1; // włącz/wyłącz logowanie do pliku
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#ifdef _WIN32
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else if (cKey == GLFW_KEY_2)
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{ // włącz/wyłącz okno konsoli
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Global.iWriteLogEnabled ^= 2;
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if ((Global.iWriteLogEnabled & 2) == 0) // nie było okienka
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{ // otwarcie okna
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AllocConsole(); // jeśli konsola już jest, to zwróci błąd; uwalniać nie ma po
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// co, bo się odłączy
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SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN);
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}
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}
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#endif
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// else if (cKey=='3') Global::iWriteLogEnabled^=4; //wypisywanie nazw torów
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}
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}
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else if( cKey == GLFW_KEY_ESCAPE ) {
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// toggle pause
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if( Global.iPause & 1 ) // jeśli pauza startowa
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Global.iPause &= ~1; // odpauzowanie, gdy po wczytaniu miało nie startować
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else if( !( Global.iMultiplayer & 2 ) ) // w multiplayerze pauza nie ma sensu
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Global.iPause ^= 2; // zmiana stanu zapauzowania
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if( Global.iPause ) {// jak pauza
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Global.iTextMode = GLFW_KEY_F1; // to wyświetlić zegar i informację
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}
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}
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else {
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if( ( true == DebugModeFlag )
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&& ( false == Global.shiftState )
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&& ( true == Global.ctrlState )
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&& ( Controlled != nullptr )
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&& ( Controlled->Controller == Humandriver ) ) {
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if( DebugModeFlag ) {
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// przesuwanie składu o 100m
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TDynamicObject *d = Controlled;
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if( cKey == GLFW_KEY_LEFT_BRACKET ) {
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while( d ) {
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d->Move( 100.0 * d->DirectionGet() );
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d = d->Next(); // pozostałe też
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}
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d = Controlled->Prev();
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while( d ) {
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d->Move( 100.0 * d->DirectionGet() );
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d = d->Prev(); // w drugą stronę też
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}
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}
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else if( cKey == GLFW_KEY_RIGHT_BRACKET ) {
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while( d ) {
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d->Move( -100.0 * d->DirectionGet() );
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d = d->Next(); // pozostałe też
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}
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d = Controlled->Prev();
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while( d ) {
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d->Move( -100.0 * d->DirectionGet() );
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d = d->Prev(); // w drugą stronę też
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}
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}
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else if( cKey == GLFW_KEY_TAB ) {
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while( d ) {
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d->MoverParameters->V += d->DirectionGet()*2.78;
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d = d->Next(); // pozostałe też
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}
|
|
d = Controlled->Prev();
|
|
while( d ) {
|
|
d->MoverParameters->V += d->DirectionGet()*2.78;
|
|
d = d->Prev(); // w drugą stronę też
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void TWorld::InOutKey( bool const Near )
|
|
{ // przełączenie widoku z kabiny na zewnętrzny i odwrotnie
|
|
FreeFlyModeFlag = !FreeFlyModeFlag; // zmiana widoku
|
|
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;
|
|
|
|
Train->Dynamic()->bDisplayCab = false;
|
|
DistantView( Near );
|
|
}
|
|
DebugCamera = Camera;
|
|
Global.DebugCameraPosition = DebugCamera.Pos;
|
|
}
|
|
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
|
|
}
|
|
else
|
|
FreeFlyModeFlag = true; // nadal poza kabiną
|
|
}
|
|
// update window title to reflect the situation
|
|
glfwSetWindowTitle(
|
|
window,
|
|
( Global.AppName
|
|
+ " ("
|
|
+ ( Controlled != nullptr ?
|
|
Controlled->MoverParameters->Name :
|
|
"" )
|
|
+ " @ "
|
|
+ Global.SceneryFile
|
|
+ ")" ).c_str() );
|
|
};
|
|
|
|
// places camera outside the controlled vehicle, or nearest if nothing is under control
|
|
// depending on provided switch the view is placed right outside, or at medium distance
|
|
void TWorld::DistantView( bool const Near )
|
|
{ // ustawienie widoku pojazdu z zewnątrz
|
|
|
|
TDynamicObject const *vehicle{ nullptr };
|
|
if( nullptr != Controlled ) { vehicle = Controlled; }
|
|
else if( nullptr != pDynamicNearest ) { vehicle = pDynamicNearest; }
|
|
else { return; }
|
|
|
|
auto const cab =
|
|
( vehicle->MoverParameters->ActiveCab == 0 ?
|
|
1 :
|
|
vehicle->MoverParameters->ActiveCab );
|
|
auto const left = vehicle->VectorLeft() * cab;
|
|
|
|
if( true == Near ) {
|
|
|
|
Camera.Pos =
|
|
Math3D::vector3( Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z )
|
|
+ left * vehicle->GetWidth()
|
|
+ Math3D::vector3( 1.25 * left.x, 1.6, 1.25 * left.z );
|
|
}
|
|
else {
|
|
|
|
Camera.Pos =
|
|
vehicle->GetPosition()
|
|
+ vehicle->VectorFront() * vehicle->MoverParameters->ActiveCab * 50.0
|
|
+ Math3D::vector3( -10.0 * left.x, 1.6, -10.0 * left.z );
|
|
}
|
|
|
|
Camera.LookAt = vehicle->GetPosition();
|
|
Camera.RaLook(); // jednorazowe przestawienie kamery
|
|
};
|
|
|
|
// ustawienie śledzenia pojazdu
|
|
void TWorld::FollowView(bool wycisz) {
|
|
|
|
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na południe
|
|
|
|
if (Controlled) // jest pojazd do prowadzenia?
|
|
{
|
|
if (FreeFlyModeFlag)
|
|
{ // jeżeli poza kabiną, przestawiamy w jej okolicę - OK
|
|
if( Train ) {
|
|
// wyłączenie trzęsienia na siłę?
|
|
Train->Dynamic()->ABuSetModelShake( {} );
|
|
}
|
|
|
|
DistantView(); // przestawienie kamery
|
|
//żeby nie bylo numerów z 'fruwajacym' lokiem - konsekwencja bujania pudła
|
|
// tu ustawić nową, bo od niej liczą się odległości
|
|
Global.pCameraPosition = Camera.Pos;
|
|
}
|
|
else if (Train) {
|
|
Camera.Pos = Train->pMechPosition;
|
|
// potentially restore cached camera angles
|
|
Camera.Pitch = Train->pMechViewAngle.x;
|
|
Camera.Yaw = Train->pMechViewAngle.y;
|
|
|
|
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
|
|
|
|
if( Train->Dynamic()->MoverParameters->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->Dynamic()->MoverParameters->ActiveCab;
|
|
}
|
|
Train->pMechOffset = Train->pMechSittingPosition;
|
|
}
|
|
}
|
|
else
|
|
DistantView();
|
|
};
|
|
|
|
bool TWorld::Update() {
|
|
|
|
Timer::UpdateTimers(Global.iPause != 0);
|
|
Timer::subsystem.sim_total.start();
|
|
|
|
if( (Global.iPause == 0)
|
|
|| (m_init == false) ) {
|
|
// jak pauza, to nie ma po co tego przeliczać
|
|
simulation::Time.update( Timer::GetDeltaTime() );
|
|
// Ra 2014-07: przeliczenie kąta czasu (do animacji zależnych od czasu)
|
|
auto const &time = simulation::Time.data();
|
|
Global.fTimeAngleDeg = time.wHour * 15.0 + time.wMinute * 0.25 + ( ( time.wSecond + 0.001 * time.wMilliseconds ) / 240.0 );
|
|
Global.fClockAngleDeg[ 0 ] = 36.0 * ( time.wSecond % 10 ); // jednostki sekund
|
|
Global.fClockAngleDeg[ 1 ] = 36.0 * ( time.wSecond / 10 ); // dziesiątki sekund
|
|
Global.fClockAngleDeg[ 2 ] = 36.0 * ( time.wMinute % 10 ); // jednostki minut
|
|
Global.fClockAngleDeg[ 3 ] = 36.0 * ( time.wMinute / 10 ); // dziesiątki minut
|
|
Global.fClockAngleDeg[ 4 ] = 36.0 * ( time.wHour % 10 ); // jednostki godzin
|
|
Global.fClockAngleDeg[ 5 ] = 36.0 * ( time.wHour / 10 ); // dziesiątki godzin
|
|
|
|
Update_Environment();
|
|
} // koniec działań niewykonywanych podczas pauzy
|
|
|
|
// fixed step, simulation time based updates
|
|
|
|
double dt = Timer::GetDeltaTime(); // 0.0 gdy pauza
|
|
/*
|
|
fTimeBuffer += dt; //[s] dodanie czasu od poprzedniej ramki
|
|
*/
|
|
// m_primaryupdateaccumulator += dt; // unused for the time being
|
|
m_secondaryupdateaccumulator += dt;
|
|
/*
|
|
if (fTimeBuffer >= fMaxDt) // jest co najmniej jeden krok; normalnie 0.01s
|
|
{ // Ra: czas dla fizyki jest skwantowany - fizykę lepiej przeliczać stałym krokiem
|
|
// tak można np. moc silników itp., ale ruch musi być przeliczany w każdej klatce, bo
|
|
// inaczej skacze
|
|
Global.tranTexts.Update(); // obiekt obsługujący stenogramy dźwięków na ekranie
|
|
#ifdef _WIN32
|
|
Console::Update(); // obsługa cykli PoKeys (np. aktualizacja wyjść analogowych)
|
|
#endif
|
|
double iter =
|
|
ceil(fTimeBuffer / fMaxDt); // ile kroków się zmieściło od ostatniego sprawdzania?
|
|
int n = int(iter); // ile kroków jako int
|
|
fTimeBuffer -= iter * fMaxDt; // reszta czasu na potem (do bufora)
|
|
if (n > 20)
|
|
n = 20; // Ra: jeżeli FPS jest zatrważająco niski, to fizyka nie może zająć całkowicie procesora
|
|
}
|
|
*/
|
|
/*
|
|
// NOTE: until we have no physics state interpolation during render, we need to rely on the old code,
|
|
// as doing fixed step calculations but flexible step render results in ugly mini jitter
|
|
// core routines (physics)
|
|
int updatecount = 0;
|
|
while( ( m_primaryupdateaccumulator >= m_primaryupdaterate )
|
|
&&( updatecount < 20 ) ) {
|
|
// no more than 20 updates per single pass, to keep physics from hogging up all run time
|
|
Ground.Update( m_primaryupdaterate, 1 );
|
|
++updatecount;
|
|
m_primaryupdateaccumulator -= m_primaryupdaterate;
|
|
}
|
|
*/
|
|
int updatecount = 1;
|
|
if( dt > m_primaryupdaterate ) // normalnie 0.01s
|
|
{
|
|
/*
|
|
// NOTE: experimentally disabled physics update cap
|
|
auto const iterations = std::ceil(dt / m_primaryupdaterate);
|
|
updatecount = std::min( 20, static_cast<int>( iterations ) );
|
|
*/
|
|
updatecount = std::ceil( dt / m_primaryupdaterate );
|
|
/*
|
|
// NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here
|
|
dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem
|
|
*/
|
|
}
|
|
auto const stepdeltatime { dt / updatecount };
|
|
// NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations
|
|
// this means at count > 20 simulation and render are going to desync. is that right?
|
|
// NOTE: experimentally changing this to prevent the desync.
|
|
// TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps
|
|
Timer::subsystem.sim_dynamics.start();
|
|
if( true == Global.FullPhysics ) {
|
|
// mixed calculation mode, steps calculated in ~0.05s chunks
|
|
while( updatecount >= 5 ) {
|
|
simulation::State.update( stepdeltatime, 5 );
|
|
updatecount -= 5;
|
|
}
|
|
if( updatecount ) {
|
|
simulation::State.update( stepdeltatime, updatecount );
|
|
}
|
|
}
|
|
else {
|
|
// simplified calculation mode; faster but can lead to errors
|
|
simulation::State.update( stepdeltatime, updatecount );
|
|
}
|
|
Timer::subsystem.sim_dynamics.stop();
|
|
|
|
// secondary fixed step simulation time routines
|
|
while( m_secondaryupdateaccumulator >= m_secondaryupdaterate ) {
|
|
|
|
ui::Transcripts.Update(); // obiekt obsługujący stenogramy dźwięków na ekranie
|
|
|
|
// awaria PoKeys mogła włączyć pauzę - przekazać informację
|
|
if( Global.iMultiplayer ) // dajemy znać do serwera o wykonaniu
|
|
if( iPause != Global.iPause ) { // przesłanie informacji o pauzie do programu nadzorującego
|
|
multiplayer::WyslijParam( 5, 3 ); // ramka 5 z czasem i stanem zapauzowania
|
|
iPause = Global.iPause;
|
|
}
|
|
|
|
// fixed step part of the camera update
|
|
if( ( Train != nullptr )
|
|
&& ( Camera.Type == TCameraType::tp_Follow )
|
|
&& ( false == DebugCameraFlag ) ) {
|
|
// jeśli jazda w kabinie, przeliczyć trzeba parametry kamery
|
|
Train->UpdateMechPosition( m_secondaryupdaterate );
|
|
}
|
|
|
|
m_secondaryupdateaccumulator -= m_secondaryupdaterate; // these should be inexpensive enough we have no cap
|
|
}
|
|
|
|
// variable step simulation time routines
|
|
|
|
if( Global.changeDynObj ) {
|
|
// ABu zmiana pojazdu - przejście do innego
|
|
ChangeDynamic();
|
|
}
|
|
|
|
if( Train != nullptr ) {
|
|
TSubModel::iInstance = reinterpret_cast<size_t>( Train->Dynamic() );
|
|
Train->Update( dt );
|
|
}
|
|
else {
|
|
TSubModel::iInstance = 0;
|
|
}
|
|
|
|
simulation::Events.update();
|
|
simulation::Region->update_events();
|
|
simulation::Lights.update();
|
|
|
|
// render time routines follow:
|
|
|
|
dt = Timer::GetDeltaRenderTime(); // nie uwzględnia pauzowania ani mnożenia czasu
|
|
|
|
// fixed step render time routines
|
|
|
|
fTime50Hz += dt; // w pauzie też trzeba zliczać czas, bo przy dużym FPS będzie problem z odczytem ramek
|
|
while( fTime50Hz >= 1.0 / 50.0 ) {
|
|
#ifdef _WIN32
|
|
Console::Update(); // to i tak trzeba wywoływać
|
|
#endif
|
|
UILayer.update();
|
|
// decelerate camera
|
|
Camera.Velocity *= 0.65;
|
|
if( std::abs( Camera.Velocity.x ) < 0.01 ) { Camera.Velocity.x = 0.0; }
|
|
if( std::abs( Camera.Velocity.y ) < 0.01 ) { Camera.Velocity.y = 0.0; }
|
|
if( std::abs( Camera.Velocity.z ) < 0.01 ) { Camera.Velocity.z = 0.0; }
|
|
// decelerate debug camera too
|
|
DebugCamera.Velocity *= 0.65;
|
|
if( std::abs( DebugCamera.Velocity.x ) < 0.01 ) { DebugCamera.Velocity.x = 0.0; }
|
|
if( std::abs( DebugCamera.Velocity.y ) < 0.01 ) { DebugCamera.Velocity.y = 0.0; }
|
|
if( std::abs( DebugCamera.Velocity.z ) < 0.01 ) { DebugCamera.Velocity.z = 0.0; }
|
|
|
|
fTime50Hz -= 1.0 / 50.0;
|
|
}
|
|
|
|
// variable step render time routines
|
|
|
|
Update_Camera( dt );
|
|
|
|
Timer::subsystem.sim_total.stop();
|
|
|
|
simulation::Region->update_sounds();
|
|
audio::renderer.update( Global.iPause ? 0.0 : dt );
|
|
|
|
GfxRenderer.Update( dt );
|
|
|
|
m_init = true;
|
|
|
|
return true;
|
|
};
|
|
|
|
void
|
|
TWorld::Update_Camera( double const Deltatime ) {
|
|
|
|
if( false == Global.ControlPicking ) {
|
|
if( glfwGetMouseButton( window, 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();
|
|
}
|
|
else {
|
|
TDynamicObject *d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global.pCameraPosition, 300, false, false ) );
|
|
if( !d )
|
|
d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global.pCameraPosition, 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();
|
|
}
|
|
if( FreeFlyModeFlag )
|
|
Camera.RaLook(); // jednorazowe przestawienie kamery
|
|
}
|
|
else if( glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_RIGHT ) == GLFW_PRESS ) {
|
|
FollowView( false ); // bez wyciszania dźwięków
|
|
}
|
|
else if( glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_MIDDLE ) == GLFW_PRESS ) {
|
|
// middle mouse button controls zoom.
|
|
Global.ZoomFactor = std::min( 4.5f, Global.ZoomFactor + 15.0f * static_cast<float>( Deltatime ) );
|
|
}
|
|
else if( glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_MIDDLE ) != GLFW_PRESS ) {
|
|
// reset zoom level if the button is no longer held down.
|
|
// NOTE: yes, this is terrible way to go about it. it'll do for now.
|
|
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 )
|
|
&& ( Train != nullptr ) ) {
|
|
// cache cab camera view angles in case of view type switch
|
|
Train->pMechViewAngle = { Camera.Pitch, Camera.Yaw };
|
|
}
|
|
|
|
// reset window state, it'll be set again if applicable in a check below
|
|
Global.CabWindowOpen = false;
|
|
|
|
if( ( Train != nullptr )
|
|
&& ( Camera.Type == TCameraType::tp_Follow )
|
|
&& ( 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 )
|
|
&& ( ( glfwGetKey( Application.window(), GLFW_KEY_LEFT ) == GLFW_TRUE )
|
|
|| ( glfwGetKey( Application.window(), GLFW_KEY_RIGHT ) == GLFW_TRUE ) ) ) {
|
|
// jeśli lusterko lewe albo prawe (bez rzucania na razie)
|
|
Global.CabWindowOpen = true;
|
|
|
|
auto const lr { glfwGetKey( Application.window(), GLFW_KEY_LEFT ) == GLFW_TRUE };
|
|
// Camera.Yaw powinno być wyzerowane, aby po powrocie patrzeć do przodu
|
|
Camera.Pos = Controlled->GetPosition() + Train->MirrorPosition( lr ); // pozycja lusterka
|
|
Camera.Yaw = 0; // odchylenie na bok od Camera.LookAt
|
|
if( Train->Dynamic()->MoverParameters->ActiveCab == 0 )
|
|
Camera.LookAt = Camera.Pos - Train->GetDirection(); // gdy w korytarzu
|
|
else if( Global.shiftState ) {
|
|
// patrzenie w bok przez szybę
|
|
Camera.LookAt = Camera.Pos - ( lr ? -1 : 1 ) * Train->Dynamic()->VectorLeft() * Train->Dynamic()->MoverParameters->ActiveCab;
|
|
}
|
|
else { // patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny - jakby z lusterka,
|
|
// ale bez odbicia
|
|
Camera.LookAt = Camera.Pos - Train->GetDirection() * Train->Dynamic()->MoverParameters->ActiveCab; //-1 albo 1
|
|
}
|
|
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.vUp = Controlled->VectorUp();
|
|
}
|
|
else {
|
|
// patrzenie standardowe
|
|
// potentially restore view angle after returning from external view
|
|
// TODO: mirror view toggle as separate method
|
|
Camera.Pitch = Train->pMechViewAngle.x;
|
|
Camera.Yaw = Train->pMechViewAngle.y;
|
|
|
|
Camera.Pos = Train->GetWorldMechPosition(); // Train.GetPosition1();
|
|
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
|
|
vector3 temp;
|
|
if( abs( Train->pMechShake.y ) < 0.25 )
|
|
temp = vector3( 0, 0, 6 * Train->pMechShake.y );
|
|
else if( ( Train->pMechShake.y ) > 0 )
|
|
temp = vector3( 0, 0, 6 * 0.25 );
|
|
else
|
|
temp = vector3( 0, 0, -6 * 0.25 );
|
|
if( Controlled )
|
|
Controlled->ABuSetModelShake( temp );
|
|
// ABu: koniec rzucania
|
|
*/
|
|
if( Train->Dynamic()->MoverParameters->ActiveCab == 0 )
|
|
Camera.LookAt = Train->GetWorldMechPosition() + Train->GetDirection() * 5.0; // gdy w korytarzu
|
|
else // patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny
|
|
Camera.LookAt = Train->GetWorldMechPosition() + Train->GetDirection() * 5.0 * Train->Dynamic()->MoverParameters->ActiveCab; //-1 albo 1
|
|
Camera.vUp = Train->GetUp();
|
|
}
|
|
}
|
|
else {
|
|
// kamera nieruchoma
|
|
}
|
|
// all done, update camera position to the new value
|
|
Global.pCameraPosition = Camera.Pos;
|
|
Global.DebugCameraPosition = DebugCamera.Pos;
|
|
}
|
|
|
|
void TWorld::Update_Environment() {
|
|
|
|
Environment.update();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
void TWorld::OnCommandGet(multiplayer::DaneRozkaz *pRozkaz)
|
|
{ // odebranie komunikatu z serwera
|
|
if (pRozkaz->iSygn == MAKE_ID4('E','U','0','7') )
|
|
switch (pRozkaz->iComm)
|
|
{
|
|
case 0: // odesłanie identyfikatora wersji
|
|
CommLog( Now() + " " + std::to_string(pRozkaz->iComm) + " version" + " rcvd");
|
|
multiplayer::WyslijString(Global.asVersion, 0); // przedsatwienie się
|
|
break;
|
|
case 1: // odesłanie identyfikatora wersji
|
|
CommLog( Now() + " " + std::to_string(pRozkaz->iComm) + " scenery" + " rcvd");
|
|
multiplayer::WyslijString(Global.SceneryFile, 1); // nazwa scenerii
|
|
break;
|
|
case 2: {
|
|
// event
|
|
CommLog( Now() + " " + std::to_string( pRozkaz->iComm ) + " " +
|
|
std::string( pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) ) + " rcvd" );
|
|
|
|
if( Global.iMultiplayer ) {
|
|
auto *event = simulation::Events.FindEvent( std::string( pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) ) );
|
|
if( event != nullptr ) {
|
|
if( ( event->Type == tp_Multiple )
|
|
|| ( event->Type == tp_Lights )
|
|
|| ( event->evJoined != 0 ) ) {
|
|
// tylko jawne albo niejawne Multiple
|
|
simulation::Events.AddToQuery( event, nullptr ); // drugi parametr to dynamic wywołujący - tu brak
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 3: // rozkaz dla AI
|
|
if (Global.iMultiplayer)
|
|
{
|
|
int i = int(pRozkaz->cString[8]); // długość pierwszego łańcucha (z przodu dwa floaty)
|
|
CommLog(
|
|
Now() + " " + to_string(pRozkaz->iComm) + " " +
|
|
std::string(pRozkaz->cString + 11 + i, (unsigned)(pRozkaz->cString[10 + i])) +
|
|
" rcvd");
|
|
// nazwa pojazdu jest druga
|
|
auto *vehicle = simulation::Vehicles.find( { pRozkaz->cString + 11 + i, (unsigned)pRozkaz->cString[ 10 + i ] } );
|
|
if( ( vehicle != nullptr )
|
|
&& ( vehicle->Mechanik != nullptr ) ) {
|
|
vehicle->Mechanik->PutCommand(
|
|
{ pRozkaz->cString + 9, static_cast<std::size_t>(i) },
|
|
pRozkaz->fPar[0], pRozkaz->fPar[1],
|
|
nullptr,
|
|
stopExt ); // floaty są z przodu
|
|
WriteLog("AI command: " + std::string(pRozkaz->cString + 9, i));
|
|
}
|
|
}
|
|
break;
|
|
case 4: // badanie zajętości toru
|
|
{
|
|
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " " +
|
|
std::string(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) + " rcvd");
|
|
|
|
auto *track = simulation::Paths.find( std::string( pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) ) );
|
|
if( ( track != nullptr )
|
|
&& ( track->IsEmpty() ) ) {
|
|
multiplayer::WyslijWolny( track->name() );
|
|
}
|
|
}
|
|
break;
|
|
case 5: // ustawienie parametrów
|
|
{
|
|
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " params " + to_string(*pRozkaz->iPar) + " rcvd");
|
|
if (*pRozkaz->iPar == 0) // sprawdzenie czasu
|
|
if (*pRozkaz->iPar & 1) // ustawienie czasu
|
|
{
|
|
double t = pRozkaz->fPar[1];
|
|
simulation::Time.data().wDay = std::floor(t); // niby nie powinno być dnia, ale...
|
|
if (Global.fMoveLight >= 0)
|
|
Global.fMoveLight = t; // trzeba by deklinację Słońca przeliczyć
|
|
simulation::Time.data().wHour = std::floor(24 * t) - 24.0 * simulation::Time.data().wDay;
|
|
simulation::Time.data().wMinute = std::floor(60 * 24 * t) - 60.0 * (24.0 * simulation::Time.data().wDay + simulation::Time.data().wHour);
|
|
simulation::Time.data().wSecond = std::floor( 60 * 60 * 24 * t ) - 60.0 * ( 60.0 * ( 24.0 * simulation::Time.data().wDay + simulation::Time.data().wHour ) + simulation::Time.data().wMinute );
|
|
}
|
|
if (*pRozkaz->iPar & 2)
|
|
{ // ustawienie flag zapauzowania
|
|
Global.iPause = pRozkaz->fPar[2]; // zakładamy, że wysyłający wie, co robi
|
|
}
|
|
}
|
|
break;
|
|
case 6: // pobranie parametrów ruchu pojazdu
|
|
if (Global.iMultiplayer) {
|
|
// Ra 2014-12: to ma działać również dla pojazdów bez obsady
|
|
CommLog(
|
|
Now() + " "
|
|
+ to_string( pRozkaz->iComm ) + " "
|
|
+ std::string{ pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) }
|
|
+ " rcvd" );
|
|
if (pRozkaz->cString[0]) {
|
|
// jeśli długość nazwy jest niezerowa szukamy pierwszego pojazdu o takiej nazwie i odsyłamy parametry ramką #7
|
|
auto *vehicle = (
|
|
pRozkaz->cString[ 1 ] == '*' ?
|
|
simulation::Vehicles.find( Global.asHumanCtrlVehicle ) :
|
|
simulation::Vehicles.find( std::string{ pRozkaz->cString + 1, (unsigned)pRozkaz->cString[ 0 ] } ) );
|
|
if( vehicle != nullptr ) {
|
|
multiplayer::WyslijNamiary( vehicle ); // wysłanie informacji o pojeździe
|
|
}
|
|
}
|
|
else {
|
|
// dla pustego wysyłamy ramki 6 z nazwami pojazdów AI (jeśli potrzebne wszystkie, to rozpoznać np. "*")
|
|
simulation::Vehicles.DynamicList();
|
|
}
|
|
}
|
|
break;
|
|
case 8: // ponowne wysłanie informacji o zajętych odcinkach toru
|
|
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " all busy track" + " rcvd");
|
|
simulation::Paths.TrackBusyList();
|
|
break;
|
|
case 9: // ponowne wysłanie informacji o zajętych odcinkach izolowanych
|
|
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " all busy isolated" + " rcvd");
|
|
simulation::Paths.IsolatedBusyList();
|
|
break;
|
|
case 10: // badanie zajętości jednego odcinka izolowanego
|
|
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " " +
|
|
std::string(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) + " rcvd");
|
|
simulation::Paths.IsolatedBusy( std::string( pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) ) );
|
|
break;
|
|
case 11: // ustawienie parametrów ruchu pojazdu
|
|
// Ground.IsolatedBusy(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])));
|
|
break;
|
|
case 12: // skrocona ramka parametrow pojazdow AI (wszystkich!!)
|
|
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " obsadzone" + " rcvd");
|
|
multiplayer::WyslijObsadzone();
|
|
// Ground.IsolatedBusy(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])));
|
|
break;
|
|
case 13: // ramka uszkodzenia i innych stanow pojazdu, np. wylaczenie CA, wlaczenie recznego itd.
|
|
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " " +
|
|
std::string(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) +
|
|
" rcvd");
|
|
if( pRozkaz->cString[ 1 ] ) // jeśli długość nazwy jest niezerowa
|
|
{ // szukamy pierwszego pojazdu o takiej nazwie i odsyłamy parametry ramką #13
|
|
auto *lookup = (
|
|
pRozkaz->cString[ 2 ] == '*' ?
|
|
simulation::Vehicles.find( Global.asHumanCtrlVehicle ) : // nazwa pojazdu użytkownika
|
|
simulation::Vehicles.find( std::string( pRozkaz->cString + 2, (unsigned)pRozkaz->cString[ 1 ] ) ) ); // nazwa pojazdu
|
|
if( lookup == nullptr ) { break; } // nothing found, nothing to do
|
|
auto *d { lookup };
|
|
while( d != nullptr ) {
|
|
d->Damage( pRozkaz->cString[ 0 ] );
|
|
d = d->Next(); // pozostałe też
|
|
}
|
|
d = lookup->Prev();
|
|
while( d != nullptr ) {
|
|
d->Damage( pRozkaz->cString[ 0 ] );
|
|
d = d->Prev(); // w drugą stronę też
|
|
}
|
|
multiplayer::WyslijUszkodzenia( lookup->asName, lookup->MoverParameters->EngDmgFlag ); // zwrot informacji o pojeździe
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
void TWorld::CreateE3D(std::string const &Path, bool Dynamic)
|
|
{ // rekurencyjna generowanie plików E3D
|
|
|
|
std::string last; // zmienne używane w rekurencji
|
|
TTrack *trk{ nullptr };
|
|
double at{ 0.0 };
|
|
double shift{ 0.0 };
|
|
|
|
#ifdef _WIN32
|
|
|
|
std::string searchpattern( "*.*" );
|
|
|
|
::WIN32_FIND_DATA filedata;
|
|
::HANDLE search = ::FindFirstFile( ( Path + searchpattern ).c_str(), &filedata );
|
|
|
|
if( search == INVALID_HANDLE_VALUE ) { return; } // if nothing to do, bail out
|
|
|
|
do {
|
|
|
|
std::string filename = filedata.cFileName;
|
|
|
|
if( filedata.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY ) {
|
|
// launch recursive search for sub-directories...
|
|
if( filename == "." ) { continue; }
|
|
if( filename == ".." ) { continue; }
|
|
CreateE3D( Path + filename + "/", Dynamic );
|
|
}
|
|
else {
|
|
// process the file
|
|
if( filename.size() < 4 ) { continue; }
|
|
std::string const filetype = ToLower( filename.substr( filename.size() - 4, 4 ) );
|
|
if( filetype == ".mmd" ) {
|
|
if( false == Dynamic ) { continue; }
|
|
|
|
// konwersja pojazdów będzie ułomna, bo nie poustawiają się animacje na submodelach określonych w MMD
|
|
if( last != Path ) { // utworzenie toru dla danego pojazdu
|
|
last = Path;
|
|
trk = TTrack::Create400m( 1, shift );
|
|
shift += 10.0; // następny tor będzie deczko dalej, aby nie zabić FPS
|
|
at = 400.0;
|
|
}
|
|
auto *dynamic = new TDynamicObject();
|
|
|
|
at -= dynamic->Init(
|
|
"",
|
|
Path.substr( 8, Path.size() - 9 ), // skip leading "dynamic/" and trailing slash
|
|
"none",
|
|
filename.substr( 0, filename.size() - 4 ),
|
|
trk,
|
|
at,
|
|
"nobody", 0.0, "none", 0.0, "", false, "" );
|
|
|
|
// po wczytaniu CHK zrobić pętlę po ładunkach, aby każdy z nich skonwertować
|
|
cParser loadparser( dynamic->MoverParameters->LoadAccepted ); // typy ładunków
|
|
std::string loadname;
|
|
loadparser.getTokens( 1, true, "," ); loadparser >> loadname;
|
|
while( loadname != "" ) {
|
|
|
|
if( ( true == FileExists( Path + loadname + ".t3d" ) )
|
|
&& ( false == FileExists( Path + loadname + ".e3d" ) ) ) {
|
|
// a nie ma jeszcze odpowiednika binarnego
|
|
at -= dynamic->Init(
|
|
"",
|
|
Path.substr( 8, Path.size() - 9 ), // skip leading "dynamic/" and trailing slash
|
|
"none",
|
|
filename.substr( 0, filename.size() - 4 ),
|
|
trk,
|
|
at,
|
|
"nobody", 0.0, "none", 1.0, loadname, false, "" );
|
|
}
|
|
|
|
loadname = "";
|
|
loadparser.getTokens( 1, true, "," ); loadparser >> loadname;
|
|
}
|
|
|
|
if( dynamic->iCabs ) { // jeśli ma jakąkolwiek kabinę
|
|
delete Train;
|
|
Train = new TTrain();
|
|
if( dynamic->iCabs & 0x1 ) {
|
|
dynamic->MoverParameters->ActiveCab = 1;
|
|
Train->Init( dynamic, true );
|
|
}
|
|
if( dynamic->iCabs & 0x4 ) {
|
|
dynamic->MoverParameters->ActiveCab = -1;
|
|
Train->Init( dynamic, true );
|
|
}
|
|
if( dynamic->iCabs & 0x2 ) {
|
|
dynamic->MoverParameters->ActiveCab = 0;
|
|
Train->Init( dynamic, true );
|
|
}
|
|
}
|
|
// z powrotem defaultowa sciezka do tekstur
|
|
Global.asCurrentTexturePath = ( szTexturePath );
|
|
}
|
|
else if( filetype == ".t3d" ) {
|
|
// z modelami jest prościej
|
|
Global.asCurrentTexturePath = Path;
|
|
TModelsManager::GetModel( Path + filename, false );
|
|
}
|
|
}
|
|
|
|
} while( ::FindNextFile( search, &filedata ) );
|
|
|
|
// all done, clean up
|
|
::FindClose( search );
|
|
|
|
#endif
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
// passes specified sound to all vehicles within range as a radio message broadcasted on specified channel
|
|
void
|
|
TWorld::radio_message( sound_source *Message, int const Channel ) {
|
|
|
|
if( Train != nullptr ) {
|
|
Train->radio_message( Message, Channel );
|
|
}
|
|
}
|
|
|
|
void TWorld::CabChange(TDynamicObject *old, TDynamicObject *now)
|
|
{ // ewentualna zmiana kabiny użytkownikowi
|
|
if (Train)
|
|
if (Train->Dynamic() == old)
|
|
Global.changeDynObj = now; // uruchomienie protezy
|
|
};
|
|
|
|
void TWorld::ChangeDynamic() {
|
|
|
|
// Ra: to nie może być tak robione, to zbytnia proteza jest
|
|
if( Train->Dynamic()->Mechanik ) {
|
|
// AI może sobie samo pójść
|
|
if( false == Train->Dynamic()->Mechanik->AIControllFlag ) {
|
|
// tylko jeśli ręcznie prowadzony
|
|
// jeśli prowadzi AI, to mu nie robimy dywersji!
|
|
Train->Dynamic()->MoverParameters->CabDeactivisation();
|
|
Train->Dynamic()->Controller = AIdriver;
|
|
Train->Dynamic()->MoverParameters->ActiveCab = 0;
|
|
Train->Dynamic()->MoverParameters->BrakeLevelSet( Train->Dynamic()->MoverParameters->Handle->GetPos( bh_NP ) ); //rozwala sterowanie hamulcem GF 04-2016
|
|
Train->Dynamic()->MechInside = false;
|
|
}
|
|
}
|
|
TDynamicObject *temp = Global.changeDynObj;
|
|
Train->Dynamic()->bDisplayCab = false;
|
|
Train->Dynamic()->ABuSetModelShake( {} );
|
|
|
|
if( Train->Dynamic()->Mechanik ) // AI może sobie samo pójść
|
|
if( false == Train->Dynamic()->Mechanik->AIControllFlag ) {
|
|
// tylko jeśli ręcznie prowadzony
|
|
// przsunięcie obiektu zarządzającego
|
|
Train->Dynamic()->Mechanik->MoveTo( temp );
|
|
}
|
|
|
|
Train->DynamicSet( temp );
|
|
Controlled = temp;
|
|
mvControlled = Controlled->ControlledFind()->MoverParameters;
|
|
Global.asHumanCtrlVehicle = Train->Dynamic()->name();
|
|
if( Train->Dynamic()->Mechanik ) // AI może sobie samo pójść
|
|
if( !Train->Dynamic()->Mechanik->AIControllFlag ) // tylko jeśli ręcznie prowadzony
|
|
{
|
|
Train->Dynamic()->MoverParameters->LimPipePress = Controlled->MoverParameters->PipePress;
|
|
Train->Dynamic()->MoverParameters->CabActivisation(); // załączenie rozrządu (wirtualne kabiny)
|
|
Train->Dynamic()->Controller = Humandriver;
|
|
Train->Dynamic()->MechInside = true;
|
|
}
|
|
Train->InitializeCab(
|
|
Train->Dynamic()->MoverParameters->CabNo,
|
|
Train->Dynamic()->asBaseDir + Train->Dynamic()->MoverParameters->TypeName + ".mmd" );
|
|
if( !FreeFlyModeFlag ) {
|
|
Train->Dynamic()->bDisplayCab = true;
|
|
Train->Dynamic()->ABuSetModelShake( {} ); // zerowanie przesunięcia przed powrotem?
|
|
Train->MechStop();
|
|
FollowView(); // na pozycję mecha
|
|
}
|
|
Global.changeDynObj = NULL;
|
|
}
|
|
|
|
void
|
|
TWorld::ToggleDaylight() {
|
|
|
|
Global.FakeLight = !Global.FakeLight;
|
|
|
|
if( Global.FakeLight ) {
|
|
// for fake daylight enter fixed hour
|
|
Environment.time( 10, 30, 0 );
|
|
}
|
|
else {
|
|
// local clock based calculation
|
|
Environment.time();
|
|
}
|
|
}
|
|
|
|
// calculates current season of the year based on set simulation date
|
|
void
|
|
TWorld::compute_season( int const Yearday ) const {
|
|
|
|
using dayseasonpair = std::pair<int, std::string>;
|
|
|
|
std::vector<dayseasonpair> seasonsequence {
|
|
{ 65, "winter:" },
|
|
{ 158, "spring:" },
|
|
{ 252, "summer:" },
|
|
{ 341, "autumn:" },
|
|
{ 366, "winter:" } };
|
|
auto const lookup =
|
|
std::lower_bound(
|
|
std::begin( seasonsequence ), std::end( seasonsequence ),
|
|
clamp( Yearday, 1, seasonsequence.back().first ),
|
|
[]( dayseasonpair const &Left, const int Right ) {
|
|
return Left.first < Right; } );
|
|
|
|
Global.Season = lookup->second;
|
|
// season can affect the weather so if it changes, re-calculate weather as well
|
|
compute_weather();
|
|
}
|
|
|
|
// calculates current weather
|
|
void
|
|
TWorld::compute_weather() const {
|
|
|
|
Global.Weather = (
|
|
Global.Overcast < 0.25 ? "clear:" :
|
|
Global.Overcast < 1.0 ? "cloudy:" :
|
|
( Global.Season != "winter:" ?
|
|
"rain:" :
|
|
"snow:" ) );
|
|
}
|
|
|
|
void
|
|
world_environment::init() {
|
|
// m_skydome.init();
|
|
m_sun.init();
|
|
m_moon.init();
|
|
m_stars.init();
|
|
m_clouds.Init();
|
|
}
|
|
|
|
void
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world_environment::update() {
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// move celestial bodies...
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m_sun.update();
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m_moon.update();
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// ...determine source of key light and adjust global state accordingly...
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// diffuse (sun) intensity goes down after twilight, and reaches minimum 18 degrees below horizon
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float twilightfactor = clamp( -m_sun.getAngle(), 0.0f, 18.0f ) / 18.0f;
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// NOTE: sun light receives extra padding to prevent moon from kicking in too soon
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auto const sunlightlevel = m_sun.getIntensity() + 0.05f * ( 1.f - twilightfactor );
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auto const moonlightlevel = m_moon.getIntensity() * 0.65f; // scaled down by arbitrary factor, it's pretty bright otherwise
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float keylightintensity;
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glm::vec3 keylightcolor;
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if( moonlightlevel > sunlightlevel ) {
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// rare situations when the moon is brighter than the sun, typically at night
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Global.SunAngle = m_moon.getAngle();
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Global.DayLight.position = m_moon.getDirection();
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Global.DayLight.direction = -1.0f * m_moon.getDirection();
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keylightintensity = moonlightlevel;
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// if the moon is up, it overrides the twilight
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twilightfactor = 0.0f;
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keylightcolor = glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 202.0f / 255.0f );
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}
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else {
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// regular situation with sun as the key light
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Global.SunAngle = m_sun.getAngle();
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Global.DayLight.position = m_sun.getDirection();
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Global.DayLight.direction = -1.0f * m_sun.getDirection();
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keylightintensity = sunlightlevel;
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// include 'golden hour' effect in twilight lighting
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float const duskfactor = 1.0f - clamp( Global.SunAngle, 0.0f, 18.0f ) / 18.0f;
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keylightcolor = interpolate(
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glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
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glm::vec3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
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duskfactor );
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}
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// ...update skydome to match the current sun position as well...
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m_skydome.SetOvercastFactor( Global.Overcast );
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m_skydome.Update( m_sun.getDirection() );
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// ...retrieve current sky colour and brightness...
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auto const skydomecolour = m_skydome.GetAverageColor();
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auto const skydomehsv = colors::RGBtoHSV( skydomecolour );
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// sun strength is reduced by overcast level
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keylightintensity *= ( 1.0f - std::min( 1.f, Global.Overcast ) * 0.65f );
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// intensity combines intensity of the sun and the light reflected by the sky dome
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// it'd be more technically correct to have just the intensity of the sun here,
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// but whether it'd _look_ better is something to be tested
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auto const intensity = std::min( 1.15f * ( 0.05f + keylightintensity + skydomehsv.z ), 1.25f );
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// the impact of sun component is reduced proportionally to overcast level, as overcast increases role of ambient light
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auto const diffuselevel = interpolate( keylightintensity, intensity * ( 1.0f - twilightfactor ), 1.0f - std::min( 1.f, Global.Overcast ) * 0.75f );
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// ...update light colours and intensity.
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keylightcolor = keylightcolor * diffuselevel;
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Global.DayLight.diffuse = glm::vec4( keylightcolor, Global.DayLight.diffuse.a );
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Global.DayLight.specular = glm::vec4( keylightcolor * 0.85f, diffuselevel );
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// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
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// (this is pure conjecture, aimed more to 'look right' than be accurate)
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float const ambienttone = clamp( 1.0f - ( Global.SunAngle / 90.0f ), 0.0f, 1.0f );
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Global.DayLight.ambient[ 0 ] = interpolate( skydomehsv.z, skydomecolour.r, ambienttone );
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Global.DayLight.ambient[ 1 ] = interpolate( skydomehsv.z, skydomecolour.g, ambienttone );
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Global.DayLight.ambient[ 2 ] = interpolate( skydomehsv.z, skydomecolour.b, ambienttone );
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Global.fLuminance = intensity;
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// update the fog. setting it to match the average colour of the sky dome is cheap
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// but quite effective way to make the distant items blend with background better
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// NOTE: base brightness calculation provides scaled up value, so we bring it back to 'real' one here
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Global.FogColor = m_skydome.GetAverageHorizonColor();
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}
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void
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world_environment::time( int const Hour, int const Minute, int const Second ) {
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m_sun.setTime( Hour, Minute, Second );
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}
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