mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
On native Linux builds, due to weird key modifier handling, key modifiers often worked backwards. Now modifer key handling is streamlined and is not mode-dependent.
1127 lines
43 KiB
C++
1127 lines
43 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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#include "stdafx.h"
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#include "drivermode.h"
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#include "driveruilayer.h"
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#include "Globals.h"
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#include "application.h"
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#include "translation.h"
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#include "simulation.h"
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#include "simulationtime.h"
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#include "simulationenvironment.h"
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#include "scene.h"
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#include "lightarray.h"
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#include "particles.h"
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#include "Train.h"
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#include "Driver.h"
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#include "DynObj.h"
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#include "Model3d.h"
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#include "Event.h"
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#include "messaging.h"
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#include "Timer.h"
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#include "renderer.h"
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#include "utilities.h"
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#include "Logs.h"
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/*
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namespace input {
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user_command command; // currently issued control command, if any
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}
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*/
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void
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driver_mode::drivermode_input::poll() {
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if (telemetry)
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telemetry->update();
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keyboard.poll();
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if( true == Global.InputMouse ) {
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mouse.poll();
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}
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if( true == Global.InputGamepad ) {
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gamepad.poll();
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}
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#ifdef WITH_UART
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if( uart != nullptr ) {
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uart->poll();
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}
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#endif
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#ifdef WITH_ZMQ
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if( zmq != nullptr ) {
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zmq->poll();
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}
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#endif
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/*
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// TBD, TODO: wrap current command in object, include other input sources?
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input::command = (
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mouse.command() != user_command::none ?
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mouse.command() :
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keyboard.command() );
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*/
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}
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bool
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driver_mode::drivermode_input::init() {
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// initialize input devices
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auto result = (
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keyboard.init()
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&& mouse.init() );
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if( true == Global.InputGamepad ) {
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gamepad.init();
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}
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#ifdef WITH_UART
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if( true == Global.uart_conf.enable ) {
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uart = std::make_unique<uart_input>();
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uart->init();
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}
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#endif
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#ifdef WITH_ZMQ
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if (!Global.zmq_address.empty()) {
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zmq = std::make_unique<zmq_input>();
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}
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#endif
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if (Global.motiontelemetry_conf.enable)
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telemetry = std::make_unique<motiontelemetry>();
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#ifdef _WIN32
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Console::On(); // włączenie konsoli
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#endif
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return result;
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}
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std::string
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driver_mode::drivermode_input::binding_hints( std::pair<user_command, user_command> const &Commands ) const {
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auto const inputhintleft { keyboard.binding_hint( Commands.first ) };
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auto const inputhintright { keyboard.binding_hint( Commands.second ) };
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std::string inputhints =
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inputhintleft
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+ ( inputhintright.empty() ? "" :
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inputhintleft.empty() ?
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inputhintright :
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"] [" + inputhintright );
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return inputhints;
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}
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std::unordered_map<user_command, std::pair<user_command, user_command>> commandfallbacks = {
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{ user_command::mastercontrollerset, { user_command::mastercontrollerincrease, user_command::mastercontrollerdecrease } },
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{ user_command::secondcontrollerset, { user_command::secondcontrollerincrease, user_command::secondcontrollerdecrease } },
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{ user_command::trainbrakeset, { user_command::trainbrakeincrease, user_command::trainbrakedecrease } },
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{ user_command::independentbrakeset, { user_command::independentbrakeincrease, user_command::independentbrakedecrease } },
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{ user_command::linebreakeropen, { user_command::linebreakertoggle, user_command::none } },
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{ user_command::linebreakerclose, { user_command::linebreakertoggle, user_command::none } },
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{ user_command::pantographlowerfront, { user_command::pantographtogglefront, user_command::none } },
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{ user_command::pantographlowerrear, { user_command::pantographtogglerear, user_command::none } },
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{ user_command::compartmentlightsenable, { user_command::compartmentlightstoggle, user_command::none } },
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{ user_command::compartmentlightsdisable, { user_command::compartmentlightstoggle, user_command::none } },
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{ user_command::batteryenable, { user_command::batterytoggle, user_command::none } },
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{ user_command::batterydisable, { user_command::batterytoggle, user_command::none } },
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};
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std::pair<user_command, user_command>
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driver_mode::drivermode_input::command_fallback( user_command const Command ) const {
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if( Command == user_command::none ) {
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return { user_command::none, user_command::none };
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}
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auto const lookup { commandfallbacks.find( Command ) };
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if( lookup == commandfallbacks.end() ) {
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return { user_command::none, user_command::none };
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}
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return lookup->second;
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}
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driver_mode::driver_mode() {
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m_userinterface = std::make_shared<driver_ui>();
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}
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// initializes internal data structures of the mode. returns: true on success, false otherwise
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bool
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driver_mode::init() {
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return m_input.init();
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}
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// mode-specific update of simulation data. returns: false on error, true otherwise
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bool
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driver_mode::update() {
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Timer::UpdateTimers(Global.iPause != 0);
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Timer::subsystem.sim_total.start();
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double const deltatime = Timer::GetDeltaTime(); // 0.0 gdy pauza
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simulation::State.update_clocks();
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simulation::State.update_scripting_interface();
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simulation::Environment.update();
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if (deltatime != 0.0)
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{
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// jak pauza, to nie ma po co tego przeliczać
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simulation::Time.update( deltatime );
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// fixed step, simulation time based updates
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// m_primaryupdateaccumulator += dt; // unused for the time being
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m_secondaryupdateaccumulator += deltatime;
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/*
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// NOTE: until we have no physics state interpolation during render, we need to rely on the old code,
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// as doing fixed step calculations but flexible step render results in ugly mini jitter
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// core routines (physics)
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int updatecount = 0;
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while( ( m_primaryupdateaccumulator >= m_primaryupdaterate )
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&&( updatecount < 20 ) ) {
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// no more than 20 updates per single pass, to keep physics from hogging up all run time
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Ground.Update( m_primaryupdaterate, 1 );
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++updatecount;
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m_primaryupdateaccumulator -= m_primaryupdaterate;
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}
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*/
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int updatecount = 1;
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if( deltatime > m_primaryupdaterate ) // normalnie 0.01s
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{
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/*
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// NOTE: experimentally disabled physics update cap
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auto const iterations = std::ceil(dt / m_primaryupdaterate);
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updatecount = std::min( 20, static_cast<int>( iterations ) );
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*/
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updatecount = std::ceil( deltatime / m_primaryupdaterate );
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/*
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// NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here
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dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem
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*/
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}
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auto const stepdeltatime { deltatime / updatecount };
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// NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations
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// this means at count > 20 simulation and render are going to desync. is that right?
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// NOTE: experimentally changing this to prevent the desync.
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// TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps
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Timer::subsystem.sim_dynamics.start();
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if( true == Global.FullPhysics ) {
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// mixed calculation mode, steps calculated in ~0.05s chunks
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while( updatecount >= 5 ) {
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simulation::State.update( stepdeltatime, 5 );
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updatecount -= 5;
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}
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if( updatecount ) {
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simulation::State.update( stepdeltatime, updatecount );
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}
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}
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else {
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// simplified calculation mode; faster but can lead to errors
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simulation::State.update( stepdeltatime, updatecount );
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}
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Timer::subsystem.sim_dynamics.stop();
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// secondary fixed step simulation time routines
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while( m_secondaryupdateaccumulator >= m_secondaryupdaterate ) {
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// awaria PoKeys mogła włączyć pauzę - przekazać informację
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if( Global.iMultiplayer ) // dajemy znać do serwera o wykonaniu
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if( iPause != Global.iPause ) { // przesłanie informacji o pauzie do programu nadzorującego
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multiplayer::WyslijParam( 5, 3 ); // ramka 5 z czasem i stanem zapauzowania
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iPause = Global.iPause;
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}
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// TODO: generic shake update pass for vehicles within view range
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if( Camera.m_owner != nullptr ) {
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Camera.m_owner->update_shake( m_secondaryupdaterate );
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}
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m_secondaryupdateaccumulator -= m_secondaryupdaterate; // these should be inexpensive enough we have no cap
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}
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// variable step simulation time routines
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if (!change_train.empty()) {
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TTrain *train = simulation::Trains.find(change_train);
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if (train) {
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Global.local_start_vehicle = change_train;
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simulation::Train = train;
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InOutKey();
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m_relay.post(user_command::aidriverdisable, 0.0, 0.0, GLFW_PRESS, 0);
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change_train.clear();
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}
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}
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if( ( simulation::Train == nullptr ) && ( false == FreeFlyModeFlag ) ) {
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// intercept cases when the driven train got removed after entering portal
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InOutKey();
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}
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if (!FreeFlyModeFlag && simulation::Train->Dynamic() != Camera.m_owner) {
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// fixup camera after vehicle switch
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CabView();
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}
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if( simulation::Train != nullptr )
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TSubModel::iInstance = reinterpret_cast<std::uintptr_t>( simulation::Train->Dynamic() );
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else
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TSubModel::iInstance = 0;
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simulation::Trains.update(deltatime);
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simulation::Events.update();
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simulation::Region->update_events();
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simulation::Lights.update();
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}
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// render time routines follow:
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auto const deltarealtime = Timer::GetDeltaRenderTime(); // nie uwzględnia pauzowania ani mnożenia czasu
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simulation::State.process_commands();
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// fixed step render time routines
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fTime50Hz += deltarealtime; // w pauzie też trzeba zliczać czas, bo przy dużym FPS będzie problem z odczytem ramek
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bool runonce { false };
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while( fTime50Hz >= 1.0 / 50.0 ) {
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#ifdef _WIN32
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Console::Update(); // to i tak trzeba wywoływać
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#endif
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ui::Transcripts.Update(); // obiekt obsługujący stenogramy dźwięków na ekranie
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m_userinterface->update();
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// decelerate camera
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Camera.Velocity *= 0.65;
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if( std::abs( Camera.Velocity.x ) < 0.01 ) { Camera.Velocity.x = 0.0; }
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if( std::abs( Camera.Velocity.y ) < 0.01 ) { Camera.Velocity.y = 0.0; }
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if( std::abs( Camera.Velocity.z ) < 0.01 ) { Camera.Velocity.z = 0.0; }
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// decelerate debug camera too
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DebugCamera.Velocity *= 0.65;
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if( std::abs( DebugCamera.Velocity.x ) < 0.01 ) { DebugCamera.Velocity.x = 0.0; }
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if( std::abs( DebugCamera.Velocity.y ) < 0.01 ) { DebugCamera.Velocity.y = 0.0; }
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if( std::abs( DebugCamera.Velocity.z ) < 0.01 ) { DebugCamera.Velocity.z = 0.0; }
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if( false == runonce ) {
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// tooltip update
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set_tooltip( "" );
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auto const *train{ simulation::Train };
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if( ( train != nullptr ) && ( false == FreeFlyModeFlag ) ) {
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if( false == DebugModeFlag ) {
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// in regular mode show control functions, for defined controls
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auto const controlname { train->GetLabel( GfxRenderer->Pick_Control() ) };
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if( false == controlname.empty() ) {
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auto const mousecommands { m_input.mouse.bindings( controlname ) };
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auto inputhints { m_input.binding_hints( mousecommands ) };
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// if the commands bound with the control don't have any assigned keys try potential fallbacks
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if( inputhints.empty() ) {
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inputhints = m_input.binding_hints( m_input.command_fallback( mousecommands.first ) );
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}
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if( inputhints.empty() ) {
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inputhints = m_input.binding_hints( m_input.command_fallback( mousecommands.second ) );
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}
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// ready or not, here we go
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if( inputhints.empty() ) {
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set_tooltip( Translations.label_cab_control( controlname ) );
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}
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else {
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set_tooltip(
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Translations.label_cab_control( controlname )
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+ " [" + inputhints + "]" );
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}
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}
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}
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else {
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// in debug mode show names of submodels, to help with cab setup and/or debugging
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auto const cabcontrol = GfxRenderer->Pick_Control();
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set_tooltip( ( cabcontrol ? cabcontrol->pName : "" ) );
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}
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}
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if( Global.ControlPicking && FreeFlyModeFlag && DebugModeFlag ) {
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const auto sceneryNode = GfxRenderer->Pick_Node();
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const std::string content = sceneryNode ? sceneryNode->tooltip() : "";
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set_tooltip(content);
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}
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runonce = true;
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}
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fTime50Hz -= 1.0 / 50.0;
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}
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// variable step render time routines
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update_camera( deltarealtime );
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simulation::Environment.update_precipitation(); // has to be launched after camera step to work properly
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Timer::subsystem.sim_total.stop();
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simulation::Region->update_sounds();
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audio::renderer.update( Global.iPause ? 0.0 : deltarealtime );
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// NOTE: particle system runs on simulation time, but needs actual camera position to determine how to update each particle source
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simulation::Particles.update();
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GfxRenderer->Update( deltarealtime );
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simulation::is_ready = simulation::is_ready || ( ( simulation::Train != nullptr ) && ( simulation::Train->is_cab_initialized ) ) || ( Global.local_start_vehicle == "ghostview" );
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return true;
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}
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// maintenance method, called when the mode is activated
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void
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driver_mode::enter() {
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TDynamicObject *nPlayerTrain { (
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( Global.local_start_vehicle != "ghostview" ) ?
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simulation::Vehicles.find( Global.local_start_vehicle ) :
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nullptr ) };
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Camera.Init(Global.FreeCameraInit[0], Global.FreeCameraInitAngle[0], nullptr );
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Global.pCamera = Camera;
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Global.pDebugCamera = DebugCamera;
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FreeFlyModeFlag = true;
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DebugCamera = Camera;
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if (nPlayerTrain)
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{
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WriteLog( "Trying to enter player train, \"" + Global.local_start_vehicle + "\"" );
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m_relay.post(user_command::entervehicle, 0.0, 0.0, GLFW_PRESS, 0, nPlayerTrain->GetPosition(), &Global.local_start_vehicle );
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change_train = nPlayerTrain->name();
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}
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else if (Global.local_start_vehicle != "ghostview")
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{
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Global.local_start_vehicle = "ghostview";
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Error("Bad scenario: failed to locate player train, \"" + Global.local_start_vehicle + "\"" );
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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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Timer::ResetTimers();
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set_picking( !Global.captureonstart );
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}
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// maintenance method, called when the mode is deactivated
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void
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driver_mode::exit() {
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}
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void
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driver_mode::on_key( int const Key, int const Scancode, int const Action, int const Mods ) {
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bool anyModifier = Mods & (GLFW_MOD_SHIFT | GLFW_MOD_CONTROL | GLFW_MOD_ALT);
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// give the ui first shot at the input processing...
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if( !anyModifier && true == m_userinterface->on_key( Key, Action ) ) { return; }
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// ...if the input is left untouched, pass it on
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if( true == m_input.keyboard.key( Key, Action ) ) { return; }
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if( ( true == Global.InputMouse )
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&& ( ( Key == GLFW_KEY_LEFT_ALT )
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|| ( Key == GLFW_KEY_RIGHT_ALT ) ) ) {
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// if the alt key was pressed toggle control picking mode and set matching cursor behaviour
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if( Action == GLFW_PRESS ) {
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// toggle picking mode
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set_picking( !Global.ControlPicking );
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}
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}
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if( Action != GLFW_RELEASE ) {
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OnKeyDown( Key );
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}
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}
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void
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driver_mode::on_cursor_pos( double const Horizontal, double const Vertical ) {
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// give the ui first shot at the input processing...
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if( true == m_userinterface->on_cursor_pos( Horizontal, Vertical ) ) { return; }
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if( false == Global.ControlPicking ) {
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// in regular view mode keep cursor on screen
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Application.set_cursor_pos( 0, 0 );
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}
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// give the potential event recipient a shot at it, in the virtual z order
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m_input.mouse.move( Horizontal, Vertical );
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}
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void
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driver_mode::on_mouse_button( int const Button, int const Action, int const Mods ) {
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// give the ui first shot at the input processing...
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if( true == m_userinterface->on_mouse_button( Button, Action ) ) { return; }
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// give the potential event recipient a shot at it, in the virtual z order
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m_input.mouse.button( Button, Action );
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}
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void
|
|
driver_mode::on_scroll( double const Xoffset, double const Yoffset ) {
|
|
|
|
m_input.mouse.scroll( Xoffset, Yoffset );
|
|
}
|
|
|
|
void
|
|
driver_mode::on_event_poll() {
|
|
|
|
m_input.poll();
|
|
}
|
|
|
|
bool
|
|
driver_mode::is_command_processor() const {
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
driver_mode::update_camera( double const Deltatime ) {
|
|
|
|
auto *controlled = (
|
|
simulation::Train ?
|
|
simulation::Train->Dynamic() :
|
|
nullptr );
|
|
|
|
if( false == Global.ControlPicking ) {
|
|
|
|
if( m_input.mouse.button( GLFW_MOUSE_BUTTON_LEFT ) == GLFW_PRESS ) {
|
|
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na południe
|
|
if( Camera.m_owner == nullptr ) {
|
|
if( controlled && LengthSquared3( controlled->GetPosition() - Camera.Pos ) < ( 1500 * 1500 ) ) {
|
|
// gdy bliżej niż 1.5km
|
|
Camera.LookAt = controlled->GetPosition() + 0.4 * controlled->VectorUp() * controlled->MoverParameters->Dim.H;
|
|
}
|
|
else {
|
|
TDynamicObject *d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Camera.Pos, 300, false, false ) );
|
|
if( !d )
|
|
d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Camera.Pos, 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() + 0.4 * pDynamicNearest->VectorUp() * pDynamicNearest->MoverParameters->Dim.H;
|
|
}
|
|
Camera.RaLook(); // jednorazowe przestawienie kamery
|
|
}
|
|
else {
|
|
if( false == FreeFlyModeFlag ) {
|
|
// reset cached view angle in the cab
|
|
simulation::Train->pMechViewAngle = { Camera.Angle.x, Camera.Angle.y };
|
|
}
|
|
}
|
|
}
|
|
else if( m_input.mouse.button( GLFW_MOUSE_BUTTON_RIGHT ) == GLFW_PRESS ) {
|
|
CabView();
|
|
}
|
|
}
|
|
|
|
if( m_input.mouse.button( 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( m_input.mouse.button( 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 ) );
|
|
}
|
|
|
|
// uwzględnienie ruchu wywołanego klawiszami
|
|
if( false == DebugCameraFlag ) {
|
|
// regular camera
|
|
if( ( simulation::Train != nullptr )
|
|
&& ( false == FreeFlyModeFlag )
|
|
&& ( false == Global.CabWindowOpen ) ) {
|
|
// if in cab potentially alter camera placement based on changes in train object
|
|
Camera.m_owneroffset = simulation::Train->pMechOffset;
|
|
Camera.Angle.x = simulation::Train->pMechViewAngle.x;
|
|
Camera.Angle.y = simulation::Train->pMechViewAngle.y;
|
|
}
|
|
|
|
Camera.Update();
|
|
|
|
if( ( simulation::Train != nullptr )
|
|
&& ( false == FreeFlyModeFlag ) ) {
|
|
// keep the camera within cab boundaries
|
|
Camera.m_owneroffset = simulation::Train->clamp_inside( Camera.m_owneroffset );
|
|
}
|
|
|
|
if( ( simulation::Train != nullptr )
|
|
&& ( false == FreeFlyModeFlag )
|
|
&& ( false == Global.CabWindowOpen ) ) {
|
|
// cache cab camera in case of view type switch
|
|
simulation::Train->pMechViewAngle = { Camera.Angle.x, Camera.Angle.y };
|
|
simulation::Train->pMechOffset = Camera.m_owneroffset;
|
|
}
|
|
|
|
if( ( true == FreeFlyModeFlag )
|
|
&& ( Camera.m_owner != nullptr ) ) {
|
|
// cache external view config
|
|
auto &externalviewconfig { m_externalviewconfigs[ m_externalviewmode ] };
|
|
externalviewconfig.owner = Camera.m_owner;
|
|
externalviewconfig.offset = Camera.m_owneroffset;
|
|
externalviewconfig.angle = Camera.Angle;
|
|
}
|
|
}
|
|
else {
|
|
// debug camera
|
|
DebugCamera.Update();
|
|
}
|
|
|
|
// reset window state, it'll be set again if applicable in a check below
|
|
Global.CabWindowOpen = false;
|
|
|
|
if( ( simulation::Train != nullptr )
|
|
&& ( Camera.m_owner != nullptr )
|
|
&& ( false == DebugCameraFlag ) ) {
|
|
// jeśli jazda w kabinie, przeliczyć trzeba parametry kamery
|
|
/*
|
|
auto tempangle = controlled->VectorFront() * ( controlled->MoverParameters->CabOccupied == -1 ? -1 : 1 );
|
|
double modelrotate = atan2( -tempangle.x, tempangle.z );
|
|
*/
|
|
if( ( false == FreeFlyModeFlag )
|
|
&& ( true == Global.ctrlState )
|
|
&& ( ( m_input.keyboard.key( GLFW_KEY_LEFT ) != GLFW_RELEASE )
|
|
|| ( m_input.keyboard.key( GLFW_KEY_RIGHT ) != GLFW_RELEASE ) ) ) {
|
|
// jeśli lusterko lewe albo prawe (bez rzucania na razie)
|
|
Global.CabWindowOpen = true;
|
|
|
|
auto const lr { m_input.keyboard.key( GLFW_KEY_LEFT ) != GLFW_RELEASE };
|
|
// 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()->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()->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()->CabOccupied; //-1 albo 1
|
|
}
|
|
auto const shakeangles { simulation::Train->Dynamic()->shake_angles() };
|
|
Camera.Angle.x = 0.5 * shakeangles.second; // hustanie kamery przod tyl
|
|
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
|
|
/*
|
|
Camera.Roll = std::atan( simulation::Train->pMechShake.x * simulation::Train->BaseShake.angle_scale.x ); // hustanie kamery na boki
|
|
Camera.Pitch = 0.5 * std::atan( simulation::Train->vMechVelocity.z * simulation::Train->BaseShake.angle_scale.z ); // hustanie kamery przod tyl
|
|
*/
|
|
Camera.vUp = controlled->VectorUp();
|
|
}
|
|
else {
|
|
// patrzenie standardowe
|
|
if( false == FreeFlyModeFlag ) {
|
|
// potentially restore view angle after returning from external view
|
|
// TODO: mirror view toggle as separate method
|
|
Camera.Angle.x = simulation::Train->pMechViewAngle.x;
|
|
Camera.Angle.y = simulation::Train->pMechViewAngle.y;
|
|
}
|
|
|
|
auto const shakescale { FreeFlyModeFlag ? 5.0 : 1.0 };
|
|
auto shakencamerapos {
|
|
Camera.m_owneroffset
|
|
+ shakescale * Math3D::vector3(
|
|
1.5 * Camera.m_owner->ShakeState.offset.x,
|
|
2.0 * Camera.m_owner->ShakeState.offset.y,
|
|
1.5 * Camera.m_owner->ShakeState.offset.z ) };
|
|
|
|
Camera.Pos = (
|
|
Camera.m_owner->GetWorldPosition (
|
|
FreeFlyModeFlag ?
|
|
shakencamerapos : // TODO: vehicle collision box for the external vehicle camera
|
|
simulation::Train->clamp_inside( shakencamerapos ) ) );
|
|
|
|
if( !Global.iPause ) {
|
|
// podczas pauzy nie przeliczać kątów przypadkowymi wartościami
|
|
auto const shakeangles { Camera.m_owner->shake_angles() };
|
|
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
|
|
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
|
|
/*
|
|
Camera.Roll = std::atan( simulation::Train->vMechVelocity.x * simulation::Train->BaseShake.angle_scale.x ); // hustanie kamery na boki
|
|
Camera.Pitch -= 0.5 * atan( simulation::Train->vMechVelocity.z * simulation::Train->BaseShake.angle_scale.z ); // hustanie kamery przod tyl
|
|
*/
|
|
}
|
|
/*
|
|
// 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( simulation::Train->Occupied()->CabOccupied == 0 ) {
|
|
// gdy w korytarzu
|
|
Camera.LookAt =
|
|
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
|
|
+ Camera.m_owner->VectorFront() * 5.0;
|
|
}
|
|
else {
|
|
// patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny
|
|
Camera.LookAt =
|
|
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
|
|
+ Camera.m_owner->VectorFront() * 5.0
|
|
* simulation::Train->Occupied()->CabOccupied; //-1 albo 1
|
|
}
|
|
Camera.vUp = simulation::Train->GetUp();
|
|
}
|
|
}
|
|
// all done, update camera position to the new value
|
|
Global.pCamera = Camera;
|
|
}
|
|
|
|
void
|
|
driver_mode::OnKeyDown(int cKey) {
|
|
// dump keypress info in the log
|
|
// podczas pauzy klawisze nie działają
|
|
std::string keyinfo;
|
|
auto keyname = glfwGetKeyName( cKey, 0 );
|
|
if( keyname != nullptr ) {
|
|
keyinfo += std::string( keyname );
|
|
}
|
|
else {
|
|
switch( cKey ) {
|
|
|
|
case GLFW_KEY_SPACE: { keyinfo += "Space"; break; }
|
|
case GLFW_KEY_ENTER: { keyinfo += "Enter"; break; }
|
|
case GLFW_KEY_ESCAPE: { keyinfo += "Esc"; break; }
|
|
case GLFW_KEY_TAB: { keyinfo += "Tab"; break; }
|
|
case GLFW_KEY_INSERT: { keyinfo += "Insert"; break; }
|
|
case GLFW_KEY_DELETE: { keyinfo += "Delete"; break; }
|
|
case GLFW_KEY_HOME: { keyinfo += "Home"; break; }
|
|
case GLFW_KEY_END: { keyinfo += "End"; break; }
|
|
case GLFW_KEY_F1: { keyinfo += "F1"; break; }
|
|
case GLFW_KEY_F2: { keyinfo += "F2"; break; }
|
|
case GLFW_KEY_F3: { keyinfo += "F3"; break; }
|
|
case GLFW_KEY_F4: { keyinfo += "F4"; break; }
|
|
case GLFW_KEY_F5: { keyinfo += "F5"; break; }
|
|
case GLFW_KEY_F6: { keyinfo += "F6"; break; }
|
|
case GLFW_KEY_F7: { keyinfo += "F7"; break; }
|
|
case GLFW_KEY_F8: { keyinfo += "F8"; break; }
|
|
case GLFW_KEY_F9: { keyinfo += "F9"; break; }
|
|
case GLFW_KEY_F10: { keyinfo += "F10"; break; }
|
|
case GLFW_KEY_F11: { keyinfo += "F11"; break; }
|
|
case GLFW_KEY_F12: { keyinfo += "F12"; break; }
|
|
case GLFW_KEY_PAUSE: { keyinfo += "Pause"; break; }
|
|
}
|
|
}
|
|
if( keyinfo.empty() == false ) {
|
|
|
|
std::string keymodifiers;
|
|
if( Global.shiftState )
|
|
keymodifiers += "[Shift]+";
|
|
if( Global.ctrlState )
|
|
keymodifiers += "[Ctrl]+";
|
|
|
|
WriteLog( "Key pressed: " + keymodifiers + "[" + keyinfo + "]" );
|
|
}
|
|
|
|
// actual key processing
|
|
// TODO: redo the input system
|
|
if( ( cKey >= GLFW_KEY_0 ) && ( cKey <= GLFW_KEY_9 ) ) {
|
|
// klawisze cyfrowe
|
|
int i = cKey - GLFW_KEY_0; // numer klawisza
|
|
if (Global.shiftState) {
|
|
// z [Shift] uruchomienie eventu
|
|
if( ( Global.iPause == 0 ) // podczas pauzy klawisze nie działają
|
|
&& ( KeyEvents[ i ] != nullptr ) ) {
|
|
m_relay.post(user_command::queueevent, 0.0, 0.0, GLFW_PRESS, 0, glm::vec3(0.0f), &KeyEvents[i]->name());
|
|
}
|
|
}
|
|
else if( Global.ctrlState ) {
|
|
// zapamiętywanie kamery może działać podczas pauzy
|
|
if( FreeFlyModeFlag ) {
|
|
// w trybie latania można przeskakiwać do ustawionych kamer
|
|
if( ( Global.FreeCameraInit[ i ].x == 0.0 )
|
|
&& ( Global.FreeCameraInit[ i ].y == 0.0 )
|
|
&& ( Global.FreeCameraInit[ i ].z == 0.0 ) ) {
|
|
// jeśli kamera jest w punkcie zerowym, zapamiętanie współrzędnych i kątów
|
|
Global.FreeCameraInit[ i ] = Camera.Pos;
|
|
Global.FreeCameraInitAngle[ i ] = Camera.Angle;
|
|
// logowanie, żeby można było do scenerii przepisać
|
|
WriteLog(
|
|
"camera " + std::to_string( Global.FreeCameraInit[ i ].x ) + " "
|
|
+ std::to_string( Global.FreeCameraInit[ i ].y ) + " "
|
|
+ std::to_string( Global.FreeCameraInit[ i ].z ) + " "
|
|
+ std::to_string( RadToDeg( Global.FreeCameraInitAngle[ i ].x ) ) + " "
|
|
+ std::to_string( RadToDeg( Global.FreeCameraInitAngle[ i ].y ) ) + " "
|
|
+ std::to_string( RadToDeg( Global.FreeCameraInitAngle[ i ].z ) ) + " "
|
|
+ std::to_string( i ) + " endcamera" );
|
|
}
|
|
else // również przeskakiwanie
|
|
{ // Ra: to z tą kamerą (Camera.Pos i Global.pCameraPosition) jest trochę bez sensu
|
|
Global.pCamera.Pos = Global.FreeCameraInit[ i ]; // nowa pozycja dla generowania obiektów
|
|
Camera.Init( Global.FreeCameraInit[ i ], Global.FreeCameraInitAngle[ i ], nullptr ); // przestawienie
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
switch (cKey) {
|
|
|
|
case GLFW_KEY_F4: {
|
|
if( Global.shiftState ) { ExternalView(); } // with Shift, cycle through external views
|
|
else { InOutKey(); } // without, step out of the cab or return to it
|
|
break;
|
|
}
|
|
case GLFW_KEY_F5: {
|
|
// przesiadka do innego pojazdu
|
|
if (!FreeFlyModeFlag)
|
|
// only available in free fly mode
|
|
break;
|
|
|
|
TDynamicObject *dynamic = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global.pCamera.Pos, 50, false, false ) );
|
|
if (dynamic) {
|
|
m_relay.post(user_command::entervehicle,
|
|
( Global.ctrlState ? GLFW_MOD_CONTROL : 0 ),
|
|
( simulation::Train ? simulation::Train->id() : 0 ),
|
|
GLFW_PRESS, 0, dynamic->GetPosition(), &dynamic->name());
|
|
|
|
change_train = dynamic->name();
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
case GLFW_KEY_F6: {
|
|
// przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
|
|
if( DebugModeFlag ) {
|
|
|
|
if( Global.ctrlState ) { Global.fTimeSpeed = ( Global.shiftState ? 60.0 : 20.0 ); }
|
|
else { Global.fTimeSpeed = ( Global.shiftState ? 5.0 : Global.default_timespeed ); }
|
|
}
|
|
break;
|
|
}
|
|
case GLFW_KEY_F7: {
|
|
// debug mode functions
|
|
if( DebugModeFlag ) {
|
|
|
|
if( Global.ctrlState
|
|
&& Global.shiftState ) {
|
|
// shift + ctrl + f7 toggles between debug and regular camera
|
|
DebugCameraFlag = !DebugCameraFlag;
|
|
}
|
|
else if( Global.ctrlState ) {
|
|
// ctrl + f7 toggles static daylight
|
|
Global.FakeLight = !Global.FakeLight;
|
|
simulation::Environment.on_daylight_change();
|
|
break;
|
|
}
|
|
else if( Global.shiftState ) {
|
|
// shift + f7 is currently unused
|
|
}
|
|
else {
|
|
// f7: wireframe toggle
|
|
Global.bWireFrame = !Global.bWireFrame;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case GLFW_KEY_F11: {
|
|
// editor mode
|
|
if( ( false == Global.ctrlState )
|
|
&& ( false == Global.shiftState ) ) {
|
|
Application.push_mode( eu07_application::mode::editor );
|
|
}
|
|
break;
|
|
}
|
|
default: {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return; // nie są przekazywane do pojazdu wcale
|
|
}
|
|
|
|
// 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
|
|
driver_mode::DistantView( bool const Near ) {
|
|
|
|
TDynamicObject const *vehicle = { (
|
|
( simulation::Train != nullptr ) ?
|
|
simulation::Train->Dynamic() :
|
|
pDynamicNearest ) };
|
|
|
|
if( vehicle == nullptr ) { return; }
|
|
|
|
auto const cab =
|
|
( vehicle->MoverParameters->CabOccupied == 0 ?
|
|
1 :
|
|
vehicle->MoverParameters->CabOccupied );
|
|
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->CabOccupied * 50.0
|
|
+ Math3D::vector3( -10.0 * left.x, 1.6, -10.0 * left.z );
|
|
}
|
|
|
|
Camera.m_owner = nullptr;
|
|
Camera.LookAt = vehicle->GetPosition();
|
|
Camera.RaLook(); // jednorazowe przestawienie kamery
|
|
}
|
|
|
|
void
|
|
driver_mode::ExternalView() {
|
|
|
|
auto *train { simulation::Train };
|
|
if( train == nullptr ) { return; }
|
|
|
|
auto *vehicle { train->Dynamic() };
|
|
|
|
// disable detailed cab in external view modes
|
|
vehicle->bDisplayCab = false;
|
|
|
|
if( true == m_externalview ) {
|
|
// we're already in some external view mode, so select next one on the list
|
|
m_externalviewmode = clamp_circular( ++m_externalviewmode, static_cast<int>( view::count_ ) );
|
|
}
|
|
|
|
FreeFlyModeFlag = true;
|
|
m_externalview = true;
|
|
|
|
Camera.Reset();
|
|
// configure camera placement for the selected view mode
|
|
switch( m_externalviewmode ) {
|
|
case view::consistfront: {
|
|
// bind camera with the vehicle
|
|
auto *owner { vehicle->Mechanik->Vehicle( end::front ) };
|
|
|
|
Camera.m_owner = owner;
|
|
|
|
auto const &viewconfig { m_externalviewconfigs[ m_externalviewmode ] };
|
|
if( owner == viewconfig.owner ) {
|
|
// restore view config for previous owner
|
|
Camera.m_owneroffset = viewconfig.offset;
|
|
Camera.Angle = viewconfig.angle;
|
|
}
|
|
else {
|
|
// default view setup
|
|
auto const offsetflip{
|
|
( 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->DirActive < 0 ? 180.0 : 0.0 ) );
|
|
}
|
|
auto const shakeangles{ owner->shake_angles() };
|
|
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
|
|
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
|
|
|
|
break;
|
|
}
|
|
case view::consistrear: {
|
|
// bind camera with the vehicle
|
|
auto *owner { vehicle->Mechanik->Vehicle( end::rear ) };
|
|
|
|
Camera.m_owner = owner;
|
|
|
|
auto const &viewconfig{ m_externalviewconfigs[ m_externalviewmode ] };
|
|
if( owner == viewconfig.owner ) {
|
|
// restore view config for previous owner
|
|
Camera.m_owneroffset = viewconfig.offset;
|
|
Camera.Angle = viewconfig.angle;
|
|
}
|
|
else {
|
|
// default view setup
|
|
auto const offsetflip{
|
|
( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied )
|
|
* ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive )
|
|
* -1 };
|
|
|
|
Camera.m_owneroffset = {
|
|
1.5 * owner->MoverParameters->Dim.W * offsetflip,
|
|
std::max( 5.0, 1.25 * owner->MoverParameters->Dim.H ),
|
|
0.2 * owner->MoverParameters->Dim.L * offsetflip };
|
|
|
|
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
|
|
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
|
|
break;
|
|
}
|
|
case view::bogie: {
|
|
auto *owner { vehicle->Mechanik->Vehicle( end::front ) };
|
|
|
|
Camera.m_owner = owner;
|
|
|
|
auto const &viewconfig{ m_externalviewconfigs[ m_externalviewmode ] };
|
|
if( owner == viewconfig.owner ) {
|
|
// restore view config for previous owner
|
|
Camera.m_owneroffset = viewconfig.offset;
|
|
Camera.Angle = viewconfig.angle;
|
|
}
|
|
else {
|
|
// default view setup
|
|
auto const offsetflip{
|
|
( 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->DirActive < 0 ? 180.0 : 0.0 ) );
|
|
}
|
|
auto const shakeangles { owner->shake_angles() };
|
|
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
|
|
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
|
|
|
|
break;
|
|
}
|
|
case view::driveby: {
|
|
DistantView( false );
|
|
break;
|
|
}
|
|
default: {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ustawienie śledzenia pojazdu
|
|
void
|
|
driver_mode::CabView() {
|
|
|
|
// TODO: configure owner and camera placement depending on the view mode
|
|
if( true == FreeFlyModeFlag ) { return; }
|
|
|
|
auto *train { simulation::Train };
|
|
if( train == nullptr ) { return; }
|
|
|
|
m_externalview = false;
|
|
|
|
// likwidacja obrotów - patrzy horyzontalnie na południe
|
|
Camera.Reset();
|
|
|
|
// bind camera with the vehicle
|
|
Camera.m_owner = train->Dynamic();
|
|
// potentially restore cached camera setup
|
|
Camera.m_owneroffset = train->pMechSittingPosition;
|
|
Camera.Angle.x = train->pMechViewAngle.x;
|
|
Camera.Angle.y = train->pMechViewAngle.y;
|
|
|
|
auto const shakeangles { Camera.m_owner->shake_angles() };
|
|
Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
|
|
Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
|
|
|
|
if( train->Occupied()->CabOccupied == 0 ) {
|
|
Camera.LookAt =
|
|
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
|
|
+ Camera.m_owner->VectorFront() * 5.0;
|
|
}
|
|
else {
|
|
// patrz w strone wlasciwej kabiny
|
|
Camera.LookAt =
|
|
Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
|
|
+ Camera.m_owner->VectorFront() * 5.0
|
|
* Camera.m_owner->MoverParameters->CabOccupied;
|
|
}
|
|
train->pMechOffset = Camera.m_owneroffset;
|
|
}
|
|
|
|
void
|
|
driver_mode::InOutKey()
|
|
{ // przełączenie widoku z kabiny na zewnętrzny i odwrotnie
|
|
FreeFlyModeFlag = !FreeFlyModeFlag; // zmiana widoku
|
|
|
|
auto *train { simulation::Train };
|
|
|
|
if( train == nullptr ) {
|
|
FreeFlyModeFlag = true; // nadal poza kabiną
|
|
Camera.m_owner = nullptr; // detach camera from the vehicle
|
|
return;
|
|
}
|
|
|
|
auto *vehicle { train->Dynamic() };
|
|
|
|
if (FreeFlyModeFlag) {
|
|
// jeżeli poza kabiną, przestawiamy w jej okolicę - OK
|
|
// cache current cab position so there's no need to set it all over again after each out-in switch
|
|
train->pMechSittingPosition = train->pMechOffset;
|
|
|
|
vehicle->bDisplayCab = false;
|
|
DistantView( true );
|
|
|
|
DebugCamera = Camera;
|
|
}
|
|
else {
|
|
// jazda w kabinie
|
|
// zerowanie przesunięcia przed powrotem?
|
|
vehicle->ABuSetModelShake( { 0, 0, 0 } );
|
|
vehicle->bDisplayCab = true;
|
|
CabView(); // na pozycję mecha
|
|
}
|
|
// update window title to reflect the situation
|
|
Application.set_title( Global.AppName + " (" + ( train != nullptr ? train->Occupied()->Name : "" ) + " @ " + Global.SceneryFile + ")" );
|
|
}
|
|
|
|
void
|
|
driver_mode::set_picking( bool const Picking ) {
|
|
|
|
if( Picking ) {
|
|
// enter picking mode
|
|
Application.set_cursor_pos( m_input.mouse_pickmodepos.x, m_input.mouse_pickmodepos.y );
|
|
Application.set_cursor( GLFW_CURSOR_NORMAL );
|
|
}
|
|
else {
|
|
// switch off
|
|
m_input.mouse_pickmodepos = glm::dvec2(Global.cursor_pos);
|
|
Application.set_cursor( GLFW_CURSOR_DISABLED );
|
|
Application.set_cursor_pos( 0, 0 );
|
|
}
|
|
// actually toggle the mode
|
|
Global.ControlPicking = Picking;
|
|
}
|