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Files
maszyna/application/drivermode.cpp
Sebastian Krzyszkowiak 2f187b470f drivermode: Allow to (un)set picking mode by combining Alt with Shift/Ctrl
Pressing Alt toggles picking mode. This is fine for keyboard and mouse usage,
but some use cases, such as disabling picking mode when a finger is placed
on a thumbstick and enabling it back when it's lifted, require finer control.
Allow to always enable picking mode when pressing Alt with Shift, and to always
disable picking mode when pressing Alt with Ctrl.
2026-06-30 06:14:43 +02:00

1301 lines
38 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "application/drivermode.h"
#include "application/driveruilayer.h"
#include "utilities/Globals.h"
#include "application/application.h"
#include "utilities/translation.h"
#include "simulation/simulation.h"
#include "simulation/simulationtime.h"
#include "simulation/simulationenvironment.h"
#include "scene/scene.h"
#include "rendering/lightarray.h"
#include "rendering/particles.h"
#include "vehicle/Train.h"
#include "vehicle/Driver.h"
#include "vehicle/DynObj.h"
#include "model/Model3d.h"
#include "world/Event.h"
#include "input/messaging.h"
#include "utilities/Timer.h"
#include "rendering/renderer.h"
#include "utilities/Logs.h"
/*
namespace input {
user_command command; // currently issued control command, if any
}
*/
void driver_mode::drivermode_input::poll()
{
if (telemetry)
telemetry->update();
keyboard.poll();
if (true == Global.InputMouse)
{
mouse.poll();
}
if (true == Global.InputGamepad)
{
gamepad.poll();
}
#ifdef WITH_UART
if (uart != nullptr)
{
uart->poll();
}
#endif
#ifdef WITH_ZMQ
if (zmq != nullptr)
{
zmq->poll();
}
#endif
/*
// TBD, TODO: wrap current command in object, include other input sources?
input::command = (
mouse.command() != user_command::none ?
mouse.command() :
keyboard.command() );
*/
}
bool driver_mode::drivermode_input::init()
{
// initialize input devices
auto result = (keyboard.init() && mouse.init());
if (true == Global.InputGamepad)
{
gamepad.init();
}
#ifdef WITH_UART
if (true == Global.uart_conf.enable)
{
uart = std::make_unique<uart_input>();
uart->init();
}
#endif
#ifdef WITH_ZMQ
if (!Global.zmq_address.empty())
{
zmq = std::make_unique<zmq_input>();
}
#endif
if (Global.motiontelemetry_conf.enable)
telemetry = std::make_unique<motiontelemetry>();
#ifdef _WIN32
Console::On(); // włączenie konsoli
#endif
return result;
}
std::string driver_mode::drivermode_input::binding_hints(std::pair<user_command, user_command> const &Commands) const
{
auto const inputhintleft{keyboard.binding_hint(Commands.first)};
auto const inputhintright{keyboard.binding_hint(Commands.second)};
std::string inputhints = inputhintleft + (inputhintright.empty() ? "" : inputhintleft.empty() ? inputhintright : "] [" + inputhintright);
return inputhints;
}
std::unordered_map<user_command, std::pair<user_command, user_command>> commandfallbacks = {
{user_command::mastercontrollerset, {user_command::mastercontrollerincrease, user_command::mastercontrollerdecrease}},
{user_command::secondcontrollerset, {user_command::secondcontrollerincrease, user_command::secondcontrollerdecrease}},
{user_command::trainbrakeset, {user_command::trainbrakeincrease, user_command::trainbrakedecrease}},
{user_command::independentbrakeset, {user_command::independentbrakeincrease, user_command::independentbrakedecrease}},
{user_command::linebreakeropen, {user_command::linebreakertoggle, user_command::none}},
{user_command::linebreakerclose, {user_command::linebreakertoggle, user_command::none}},
{user_command::pantographlowerfront, {user_command::pantographtogglefront, user_command::none}},
{user_command::pantographlowerrear, {user_command::pantographtogglerear, user_command::none}},
{user_command::compartmentlightsenable, {user_command::compartmentlightstoggle, user_command::none}},
{user_command::compartmentlightsdisable, {user_command::compartmentlightstoggle, user_command::none}},
{user_command::batteryenable, {user_command::batterytoggle, user_command::none}},
{user_command::batterydisable, {user_command::batterytoggle, user_command::none}},
};
std::pair<user_command, user_command> driver_mode::drivermode_input::command_fallback(user_command const Command) const
{
if (Command == user_command::none)
{
return {user_command::none, user_command::none};
}
auto const lookup{commandfallbacks.find(Command)};
if (lookup == commandfallbacks.end())
{
return {user_command::none, user_command::none};
}
return lookup->second;
}
driver_mode::driver_mode()
{
m_userinterface = std::make_shared<driver_ui>();
}
// initializes internal data structures of the mode. returns: true on success, false otherwise
bool driver_mode::init()
{
return m_input.init();
}
// mode-specific update of simulation data. returns: false on error, true otherwise
bool driver_mode::update()
{
Timer::UpdateTimers(Global.iPause != 0);
Timer::subsystem.sim_total.start();
double const deltatime = Timer::GetDeltaTime(); // 0.0 gdy pauza
simulation::State.update_clocks();
simulation::State.update_scripting_interface();
simulation::Environment.update();
if (deltatime != 0.0)
{
// jak pauza, to nie ma po co tego przeliczać
simulation::Time.update(deltatime);
// fixed step, simulation time based updates
// m_primaryupdateaccumulator += dt; // unused for the time being
m_secondaryupdateaccumulator += deltatime;
/*
// NOTE: until we have no physics state interpolation during render, we need to rely on the old code,
// as doing fixed step calculations but flexible step render results in ugly mini jitter
// core routines (physics)
int updatecount = 0;
while( ( m_primaryupdateaccumulator >= m_primaryupdaterate )
&&( updatecount < 20 ) ) {
// no more than 20 updates per single pass, to keep physics from hogging up all run time
Ground.Update( m_primaryupdaterate, 1 );
++updatecount;
m_primaryupdateaccumulator -= m_primaryupdaterate;
}
*/
int updatecount = 1;
if (deltatime > m_primaryupdaterate) // normalnie 0.01s
{
/*
// NOTE: experimentally disabled physics update cap
auto const iterations = std::ceil(dt / m_primaryupdaterate);
updatecount = std::min( 20, static_cast<int>( iterations ) );
*/
updatecount = std::ceil(deltatime / m_primaryupdaterate);
/*
// NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here
dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem
*/
}
auto const stepdeltatime{deltatime / updatecount};
// NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations
// this means at count > 20 simulation and render are going to desync. is that right?
// NOTE: experimentally changing this to prevent the desync.
// TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps
Timer::subsystem.sim_dynamics.start();
if (true == Global.FullPhysics)
{
// mixed calculation mode, steps calculated in ~0.05s chunks
while (updatecount >= 5)
{
simulation::State.update(stepdeltatime, 5);
updatecount -= 5;
}
if (updatecount)
{
simulation::State.update(stepdeltatime, updatecount);
}
}
else
{
// simplified calculation mode; faster but can lead to errors
simulation::State.update(stepdeltatime, updatecount);
}
Timer::subsystem.sim_dynamics.stop();
// secondary fixed step simulation time routines
while (m_secondaryupdateaccumulator >= m_secondaryupdaterate)
{
// awaria PoKeys mogła włączyć pauzę - przekazać informację
if (Global.iMultiplayer) // dajemy znać do serwera o wykonaniu
if (iPause != Global.iPause)
{ // przesłanie informacji o pauzie do programu nadzorującego
multiplayer::WyslijParam(5, 3); // ramka 5 z czasem i stanem zapauzowania
iPause = Global.iPause;
}
// TODO: generic shake update pass for vehicles within view range
if (Camera.m_owner != nullptr)
{
Camera.m_owner->update_shake(m_secondaryupdaterate);
}
m_secondaryupdateaccumulator -= m_secondaryupdaterate; // these should be inexpensive enough we have no cap
}
// variable step simulation time routines
if (!change_train.empty())
{
TTrain *train = simulation::Trains.find(change_train);
if (train)
{
Global.local_start_vehicle = change_train;
simulation::Train = train;
InOutKey();
m_relay.post(user_command::aidriverdisable, 0.0, 0.0, GLFW_PRESS, 0);
change_train.clear();
}
}
if ((simulation::Train == nullptr) && (false == FreeFlyModeFlag))
{
// intercept cases when the driven train got removed after entering portal
InOutKey();
}
if (!FreeFlyModeFlag && simulation::Train->Dynamic() != Camera.m_owner)
{
// fixup camera after vehicle switch
CabView();
}
if (simulation::Train != nullptr)
TSubModel::iInstance = reinterpret_cast<std::uintptr_t>(simulation::Train->Dynamic());
else
TSubModel::iInstance = 0;
if (Global.trainThreads > 0)
simulation::Trains.updateAsync(deltatime);
else
simulation::Trains.update(deltatime);
simulation::Events.update();
simulation::Region->update_events();
simulation::Lights.update();
}
// render time routines follow:
auto const deltarealtime = Timer::GetDeltaRenderTime(); // nie uwzględnia pauzowania ani mnożenia czasu
simulation::State.process_commands();
// fixed step render time routines
fTime50Hz += deltarealtime; // w pauzie też trzeba zliczać czas, bo przy dużym FPS będzie problem z odczytem ramek
bool runonce{false};
while (fTime50Hz >= 1.0 / 50.0)
{
#ifdef _WIN32
Console::Update(); // to i tak trzeba wywoływać
#endif
ui::Transcripts.Update(); // obiekt obsługujący stenogramy dźwięków na ekranie
m_userinterface->update();
// decelerate camera
Camera.Velocity *= 0.65;
if (std::abs(Camera.Velocity.x) < 0.01)
{
Camera.Velocity.x = 0.0;
}
if (std::abs(Camera.Velocity.y) < 0.01)
{
Camera.Velocity.y = 0.0;
}
if (std::abs(Camera.Velocity.z) < 0.01)
{
Camera.Velocity.z = 0.0;
}
// decelerate debug camera too
DebugCamera.Velocity *= 0.65;
if (std::abs(DebugCamera.Velocity.x) < 0.01)
{
DebugCamera.Velocity.x = 0.0;
}
if (std::abs(DebugCamera.Velocity.y) < 0.01)
{
DebugCamera.Velocity.y = 0.0;
}
if (std::abs(DebugCamera.Velocity.z) < 0.01)
{
DebugCamera.Velocity.z = 0.0;
}
if (false == runonce)
{
// tooltip update
set_tooltip("");
auto const *train{simulation::Train};
if ((train != nullptr) && (false == FreeFlyModeFlag))
{
if (false == DebugModeFlag)
{
// in regular mode show control functions, for defined controls
auto const controlname{train->GetLabel(GfxRenderer->Pick_Control())};
if (false == controlname.empty())
{
auto const mousecommands{m_input.mouse.bindings(controlname)};
auto inputhints{m_input.binding_hints(mousecommands)};
// if the commands bound with the control don't have any assigned keys try potential fallbacks
if (inputhints.empty())
{
inputhints = m_input.binding_hints(m_input.command_fallback(mousecommands.first));
}
if (inputhints.empty())
{
inputhints = m_input.binding_hints(m_input.command_fallback(mousecommands.second));
}
// ready or not, here we go
if (inputhints.empty())
{
set_tooltip(Translations.label_cab_control(controlname));
}
else
{
set_tooltip(Translations.label_cab_control(controlname) + " [" + inputhints + "]");
}
}
}
else
{
// in debug mode show names of submodels, to help with cab setup and/or debugging
auto const cabcontrol = GfxRenderer->Pick_Control();
set_tooltip((cabcontrol ? cabcontrol->pName : ""));
}
}
if (Global.ControlPicking && FreeFlyModeFlag && DebugModeFlag)
{
const auto sceneryNode = GfxRenderer->Pick_Node();
const std::string content = sceneryNode ? sceneryNode->tooltip() : "";
set_tooltip(content);
}
runonce = true;
}
fTime50Hz -= 1.0 / 50.0;
}
// variable step render time routines
update_camera(deltarealtime);
simulation::Environment.update_precipitation(); // has to be launched after camera step to work properly
Timer::subsystem.sim_total.stop();
simulation::Region->update_sounds();
audio::renderer.update(Global.iPause ? 0.0 : deltarealtime);
// NOTE: particle system runs on simulation time, but needs actual camera position to determine how to update each particle source
simulation::Particles.update();
GfxRenderer->Update(deltarealtime);
simulation::is_ready = simulation::is_ready || ((simulation::Train != nullptr) && (simulation::Train->is_cab_initialized)) || (Global.local_start_vehicle == "ghostview");
return true;
}
// maintenance method, called when the mode is activated
void driver_mode::enter()
{
TDynamicObject *nPlayerTrain{((Global.local_start_vehicle != "ghostview") ? simulation::Vehicles.find(Global.local_start_vehicle) : nullptr)};
Camera.Init(Global.FreeCameraInit[0], Global.FreeCameraInitAngle[0], nullptr);
Global.pCamera = Camera;
Global.pDebugCamera = DebugCamera;
FreeFlyModeFlag = true;
DebugCamera = Camera;
if (nPlayerTrain)
{
WriteLog("Trying to enter player train, \"" + Global.local_start_vehicle + "\"");
m_relay.post(user_command::entervehicle, 0.0, 0.0, GLFW_PRESS, 0, nPlayerTrain->GetPosition(), &Global.local_start_vehicle);
change_train = nPlayerTrain->name();
}
else if (Global.local_start_vehicle != "ghostview")
{
Global.local_start_vehicle = "ghostview";
Error("Bad scenario: failed to locate player train, \"" + Global.local_start_vehicle + "\"");
}
// if (!Global.bMultiplayer) //na razie włączone
{ // eventy aktywowane z klawiatury tylko dla jednego użytkownika
KeyEvents[0] = simulation::Events.FindEvent("keyctrl00");
KeyEvents[1] = simulation::Events.FindEvent("keyctrl01");
KeyEvents[2] = simulation::Events.FindEvent("keyctrl02");
KeyEvents[3] = simulation::Events.FindEvent("keyctrl03");
KeyEvents[4] = simulation::Events.FindEvent("keyctrl04");
KeyEvents[5] = simulation::Events.FindEvent("keyctrl05");
KeyEvents[6] = simulation::Events.FindEvent("keyctrl06");
KeyEvents[7] = simulation::Events.FindEvent("keyctrl07");
KeyEvents[8] = simulation::Events.FindEvent("keyctrl08");
KeyEvents[9] = simulation::Events.FindEvent("keyctrl09");
}
Timer::ResetTimers();
set_picking(!Global.captureonstart);
}
// maintenance method, called when the mode is deactivated
void driver_mode::exit() {}
void driver_mode::on_key(int const Key, int const Scancode, int const Action, int const Mods)
{
#ifndef __unix__
Global.shiftState = (Mods & GLFW_MOD_SHIFT) ? true : false;
Global.ctrlState = (Mods & GLFW_MOD_CONTROL) ? true : false;
Global.altState = (Mods & GLFW_MOD_ALT) ? true : false;
#endif
bool anyModifier = Mods & (GLFW_MOD_SHIFT | GLFW_MOD_CONTROL | GLFW_MOD_ALT);
// give the ui first shot at the input processing...
if (!anyModifier && true == m_userinterface->on_key(Key, Action))
{
return;
}
if (Key == (GLFW_KEY_F12) && Global.shiftState && Action == GLFW_PRESS)
{
m_userinterface->showDebugUI();
return;
}
// ...if the input is left untouched, pass it on
if (true == m_input.keyboard.key(Key, Action))
{
return;
}
if ((true == Global.InputMouse) && ((Key == GLFW_KEY_LEFT_ALT) || (Key == GLFW_KEY_RIGHT_ALT)))
{
// if the alt key was pressed toggle control picking mode and set matching cursor behaviour
if (Action == GLFW_PRESS)
{
// toggle picking mode
set_picking(Global.shiftState ? true : (Global.ctrlState ? false : !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 && glm::length2(controlled->GetPosition() - Camera.Pos) < sq(1500)) // length2 is better than length for comparing because it does not require sqrt function
{
// 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 (sq(10.0) * glm::length2(d->GetPosition() - Camera.Pos) > glm::length2(pDynamicNearest->GetPosition() - Camera.Pos)) // length2 is better than length for comparing because it does not require sqrt function
{
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 && simulation::Train)
{
// 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 ? -1.0 : 1.0) * controlled->VectorLeft() * (double)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() * (double)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;
}
float const shakescale{FreeFlyModeFlag ? 5.0f : 1.0f};
auto shakencamerapos{Camera.m_owneroffset +
shakescale * glm::vec3(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 ? glm::dvec3(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 * (double)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(glm::degrees(Global.FreeCameraInitAngle[i].x)) + " " + std::to_string(glm::degrees(Global.FreeCameraInitAngle[i].y)) + " " +
std::to_string(glm::degrees(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() * (double)cab;
if (true == Near)
{
Camera.Pos = glm::dvec3(Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z) + left * vehicle->GetWidth() + glm::dvec3(1.25 * left.x, 1.6, 1.25 * left.z);
}
else
{
Camera.Pos = vehicle->GetPosition() + vehicle->VectorFront() * (double)vehicle->MoverParameters->CabOccupied * 50.0 + glm::dvec3(-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 * (double)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;
}