mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
1302 lines
38 KiB
C++
1302 lines
38 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 "application/drivermode.h"
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#include "application/driveruilayer.h"
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#include "utilities/Globals.h"
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#include "application/application.h"
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#include "utilities/translation.h"
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#include "simulation/simulation.h"
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#include "simulation/simulationtime.h"
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#include "simulation/simulationenvironment.h"
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#include "scene/scene.h"
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#include "rendering/lightarray.h"
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#include "rendering/particles.h"
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#include "vehicle/Train.h"
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#include "vehicle/Driver.h"
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#include "vehicle/DynObj.h"
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#include "model/Model3d.h"
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#include "world/Event.h"
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#include "input/messaging.h"
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#include "utilities/Timer.h"
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#include "rendering/renderer.h"
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#include "utilities/utilities.h"
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#include "utilities/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 driver_mode::drivermode_input::poll()
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{
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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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{
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mouse.poll();
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}
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if (true == Global.InputGamepad)
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{
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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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{
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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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{
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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 driver_mode::drivermode_input::init()
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{
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// initialize input devices
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auto result = (keyboard.init() && mouse.init());
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if (true == Global.InputGamepad)
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{
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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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{
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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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{
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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 driver_mode::drivermode_input::binding_hints(std::pair<user_command, user_command> const &Commands) const
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{
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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 = inputhintleft + (inputhintright.empty() ? "" : inputhintleft.empty() ? inputhintright : "] [" + 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> driver_mode::drivermode_input::command_fallback(user_command const Command) const
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{
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if (Command == user_command::none)
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{
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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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{
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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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{
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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 driver_mode::init()
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{
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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 driver_mode::update()
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{
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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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{
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// mixed calculation mode, steps calculated in ~0.05s chunks
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while (updatecount >= 5)
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{
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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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{
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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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{
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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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{
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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)
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{ // 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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{
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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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{
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TTrain *train = simulation::Trains.find(change_train);
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if (train)
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{
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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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{
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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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{
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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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if (Global.trainThreads > 0)
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simulation::Trains.updateAsync(deltatime);
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else
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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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{
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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)
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{
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Camera.Velocity.x = 0.0;
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}
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if (std::abs(Camera.Velocity.y) < 0.01)
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{
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Camera.Velocity.y = 0.0;
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}
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if (std::abs(Camera.Velocity.z) < 0.01)
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{
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Camera.Velocity.z = 0.0;
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}
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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)
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{
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DebugCamera.Velocity.x = 0.0;
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}
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if (std::abs(DebugCamera.Velocity.y) < 0.01)
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{
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DebugCamera.Velocity.y = 0.0;
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}
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if (std::abs(DebugCamera.Velocity.z) < 0.01)
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{
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DebugCamera.Velocity.z = 0.0;
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}
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if (false == runonce)
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{
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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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{
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if (false == DebugModeFlag)
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{
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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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{
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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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{
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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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{
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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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{
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set_tooltip(Translations.label_cab_control(controlname));
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}
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else
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{
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set_tooltip(Translations.label_cab_control(controlname) + " [" + inputhints + "]");
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}
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}
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}
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else
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{
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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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{
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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 driver_mode::enter()
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{
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TDynamicObject *nPlayerTrain{((Global.local_start_vehicle != "ghostview") ? simulation::Vehicles.find(Global.local_start_vehicle) : 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 driver_mode::exit() {}
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void driver_mode::on_key(int const Key, int const Scancode, int const Action, int const Mods)
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{
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#ifndef __unix__
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Global.shiftState = (Mods & GLFW_MOD_SHIFT) ? true : false;
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Global.ctrlState = (Mods & GLFW_MOD_CONTROL) ? true : false;
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Global.altState = (Mods & GLFW_MOD_ALT) ? true : false;
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#endif
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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))
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{
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return;
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}
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if (Key == (GLFW_KEY_F12) && Global.shiftState && Action == GLFW_PRESS)
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{
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m_userinterface->showDebugUI();
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return;
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}
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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))
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{
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return;
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}
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if ((true == Global.InputMouse) && ((Key == GLFW_KEY_LEFT_ALT) || (Key == GLFW_KEY_RIGHT_ALT)))
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{
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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)
|
|
{
|
|
// toggle picking mode
|
|
set_picking(!Global.ControlPicking);
|
|
}
|
|
}
|
|
|
|
if (Action != GLFW_RELEASE)
|
|
{
|
|
OnKeyDown(Key);
|
|
}
|
|
}
|
|
|
|
void driver_mode::on_cursor_pos(double const Horizontal, double const Vertical)
|
|
{
|
|
|
|
// give the ui first shot at the input processing...
|
|
if (true == m_userinterface->on_cursor_pos(Horizontal, Vertical))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (false == Global.ControlPicking)
|
|
{
|
|
// in regular view mode keep cursor on screen
|
|
Application.set_cursor_pos(0, 0);
|
|
}
|
|
// give the potential event recipient a shot at it, in the virtual z order
|
|
m_input.mouse.move(Horizontal, Vertical);
|
|
}
|
|
|
|
void driver_mode::on_mouse_button(int const Button, int const Action, int const Mods)
|
|
{
|
|
|
|
// give the ui first shot at the input processing...
|
|
if (true == m_userinterface->on_mouse_button(Button, Action))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// give the potential event recipient a shot at it, in the virtual z order
|
|
m_input.mouse.button(Button, Action);
|
|
}
|
|
|
|
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;
|
|
}
|