Exemplo n.º 1
0
//  Load Tire
void CGui::btnTweakTireLoad(WP)
{
	if (app->carModels.size() < 1)  return;
	CAR* pCar = app->carModels[0]->pCar;
	if (!pCar)  return;

	//  load as current, from wheel
	CARTIRE* tire = pCar->dynamics.GetTire(FRONT_LEFT);
	if (!tire)  return;

	string s, st = tire->name;
	size_t id = liTwkTiresUser->getIndexSelected();
	if (id != ITEM_NONE)  // user
		s = liTwkTiresUser->getItemNameAt(id).substr(7);
	else
	{	id = liTwkTiresOrig->getIndexSelected();
		if (id != ITEM_NONE)
			s = liTwkTiresOrig->getItemNameAt(id).substr(7);
	}
	if (!s.empty())
	{
		int ti = pGame->tires_map[s]-1;  if (ti == -1)  return;
		*tire = pGame->tires[ti];  // set pars
		tire->CalculateSigmaHatAlphaHat();
		
		if (!sTireLoad.empty())
			sTireLoad = "";
		else
			txtTweakTire->setCaption(TR("#FFFF30#{Loaded}: "+s+" into "+st));
		return;
	}
}
Exemplo n.º 2
0
bool App::frameStart(Real time)
{
	PROFILER.beginBlock(" frameSt");
	fLastFrameDT = time;


	//  input
	for (int i=0; i<4; ++i)
	{
		boost::lock_guard<boost::mutex> lock(input->mPlayerInputStateMutex);
		for (int a = 0; a < NumPlayerActions; ++a)
			input->mPlayerInputState[i][a] = mInputCtrlPlayer[i]->getChannel(a)->getValue();
	}

	if (imgBack && pGame)  // show/hide background image
	{
		bool backImgVis = !bLoading && pGame->cars.empty();
		imgBack->setVisible(backImgVis);
	}


	//  multi thread
	if (pSet->multi_thr == 1 && pGame && !bLoading)
	{
		updatePoses(time);
	}

	///  graphs update  -._/\_-.
	if (pSet->show_graphs && graphs.size() > 0)
	{
		GraphsNewVals();
		UpdateGraphs();
	}

	//...................................................................
	///* tire edit */
	if (pSet->graphs_type == Gh_TireEdit && carModels.size() > 0)
	{
		int k = (isKey(SDL_SCANCODE_1) || isKey(SDL_SCANCODE_KP_DIVIDE)  ? -1 : 0)
			  + (isKey(SDL_SCANCODE_2) || isKey(SDL_SCANCODE_KP_MULTIPLY) ? 1 : 0);
		if (k)
		{
			double mul = shift ? 0.2 : (ctrl ? 4.0 : 1.0);
			mul *= 0.005;  // par

			CARDYNAMICS& cd = carModels[0]->pCar->dynamics;
			CARTIRE* tire = cd.GetTire(FRONT_LEFT);
			if (iEdTire == 1)  // longit |
			{
				Dbl& val = tire->longitudinal[iCurLong];  // modify 1st
				val += mul*k * (1 + abs(val));
				for (int i=1; i<4; ++i)
					cd.GetTire(WHEEL_POSITION(i))->longitudinal[iCurLong] = val;  // copy for rest
			}
			else if (iEdTire == 0)  // lateral --
			{
				Dbl& val = tire->lateral[iCurLat];
				val += mul*k * (1 + abs(val));
				for (int i=1; i<4; ++i)
					cd.GetTire(WHEEL_POSITION(i))->lateral[iCurLat] = val;
			}
			else  // align o
			{
				Dbl& val = tire->aligning[iCurAlign];
				val += mul*k * (1 + abs(val));
				for (int i=1; i<4; ++i)
					cd.GetTire(WHEEL_POSITION(i))->aligning[iCurAlign] = val;
			}

			//  update hat, 1st
			tire->CalculateSigmaHatAlphaHat();
			for (int i=1; i<4; ++i)  // copy for rest
			{	cd.GetTire(WHEEL_POSITION(i))->sigma_hat = tire->sigma_hat;
				cd.GetTire(WHEEL_POSITION(i))->alpha_hat = tire->alpha_hat;
			}
			iUpdTireGr = 1;
		}
	}
	//...................................................................


	///  gui
	gui->GuiUpdate();

	
	if (bWindowResized)
	{	bWindowResized = false;

		gcom->ResizeOptWnd();
		gcom->SizeGUI();
		gcom->updTrkListDim();
		gui->updChampListDim();  // resize lists
		bRecreateHUD = true;
		
		if (mSplitMgr)  //  reassign car cameras from new viewports
		{	std::list<Camera*>::iterator it = mSplitMgr->mCameras.begin();
			for (int i=0; i < carModels.size(); ++i)
				if (carModels[i]->fCam && it != mSplitMgr->mCameras.end())
				{	carModels[i]->fCam->mCamera = *it;  ++it;  }
		}
		if (!mSplitMgr->mCameras.empty())
		{
			Camera* cam1 = *mSplitMgr->mCameras.begin();
			scn->mWaterRTT->setViewerCamera(cam1);
			if (scn->grass)  scn->grass->setCamera(cam1);
			if (scn->trees)  scn->trees->setCamera(cam1);
		}
	}

	//  hud update sizes, after res change
	if (bRecreateHUD)
	{	bRecreateHUD = false;
		
		hud->Destroy();  hud->Create();
	}
	if (bSizeHUD)
	{	bSizeHUD = false;

		hud->Size();
	}


	if (bLoading)
	{
		NewGameDoLoad();
		PROFILER.endBlock(" frameSt");
		return true;
	}
	else 
	{
		///  loading end  ------
		const int iFr = 3;
		if (iLoad1stFrames >= 0)
		{	++iLoad1stFrames;
			if (iLoad1stFrames == iFr)
			{
				LoadingOff();  // hide loading overlay
				mSplitMgr->mGuiViewport->setClearEveryFrame(true, FBT_DEPTH);
				gui->Ch_LoadEnd();
				bLoadingEnd = true;
				iLoad1stFrames = -1;  // for refl
			}
		}else if (iLoad1stFrames >= -1)
		{
			--iLoad1stFrames;  // -2 end

			imgLoad->setVisible(false);  // hide back imgs
			if (imgBack)
				imgBack->setVisible(false);
		}

		
		//  input
		if (isFocGui && pSet->inMenu == MNU_Options && !pSet->isMain &&
			mWndTabsOpts->getIndexSelected() == TABo_Input)
			gui->UpdateInputBars();
		
		
		//  keys up/dn, for lists
		static float dirU = 0.f,dirD = 0.f;
		if (isFocGui && !pSet->isMain && !isTweak())
		{
			if (isKey(SDL_SCANCODE_UP)  ||isKey(SDL_SCANCODE_KP_8))	dirD += time;  else
			if (isKey(SDL_SCANCODE_DOWN)||isKey(SDL_SCANCODE_KP_2))	dirU += time;  else
			{	dirU = 0.f;  dirD = 0.f;  }
			int d = ctrl ? 4 : 1;
			if (dirU > 0.0f) {  gui->LNext( d);  dirU = -0.2f;  }
			if (dirD > 0.0f) {  gui->LNext(-d);  dirD = -0.2f;  }
		}
		
		///  Gui updates from Networking
		gui->UpdGuiNetw();


		//  replay forward,backward keys
		if (bRplPlay)
		{
			isFocRpl = ctrl;
			bool le = isKey(SDL_SCANCODE_LEFTBRACKET), ri = isKey(SDL_SCANCODE_RIGHTBRACKET), ctrlN = ctrl && (le || ri);
			int ta = ((le || gui->bRplBack) ? -2 : 0) + ((ri || gui->bRplFwd) ? 2 : 0);
			if (ta)
			{	double tadd = ta;
				tadd *= (shift ? 0.2 : 1) * (ctrlN ? 4 : 1) * (alt ? 8 : 1);  // multipliers
				if (!bRplPause)  tadd -= 1;  // play compensate
				double t = pGame->timer.GetReplayTime(0), len = replay.GetTimeLength();
				t += tadd * time;  // add
				if (t < 0.0)  t += len;  // cycle
				if (t > len)  t -= len;
				pGame->timer.SetReplayTime(0, t);
			}
		}

		if (!pGame)
		{
			PROFILER.endBlock(" frameSt");
			return false;
		}


		if (pSet->multi_thr == 0)
			DoNetworking();


		//  single thread, sim on draw
		bool ret = true;
		if (pSet->multi_thr == 0)
		{
			ret = pGame->OneLoop(time);
			if (!ret)  mShutDown = true;
			updatePoses(time);
		}
		
		// align checkpoint arrow
		// move in front of camera
		if (pSet->check_arrow && hud->arrow.node && !bRplPlay && !carModels.empty())
		{
			FollowCamera* cam = carModels[0]->fCam;
		
			Vector3 pos = cam->mCamera->getPosition();
			Vector3 dir = cam->mCamera->getDirection();  dir.normalise();
			Vector3 up = cam->mCamera->getUp();  up.normalise();
			Vector3 arrowPos = pos + 10.0f * dir + 3.5f*up;
			hud->arrow.node->setPosition(arrowPos);
			
			// animate
			bool bFirstFrame = carModels.front()->bGetStPos;
			if (bFirstFrame) // 1st frame: dont animate
				hud->arrow.qCur = hud->arrow.qEnd;
			else
				hud->arrow.qCur = Quaternion::Slerp(time*5, hud->arrow.qStart, hud->arrow.qEnd, true);
			hud->arrow.nodeRot->setOrientation(hud->arrow.qCur);
			
			// look down -y a bit so we can see the arrow better
			hud->arrow.nodeRot->pitch(Degree(-20), SceneNode::TS_LOCAL); 
		}

		//  cam info text
		if (pSet->show_cam && !carModels.empty() && hud->txCamInfo)
		{	FollowCamera* cam = carModels[0]->fCam;
			if (cam)
			{	bool vis = cam->updInfo(time) && !isFocGui;
				if (vis)
					hud->txCamInfo->setCaption(String(cam->ss));
				hud->txCamInfo->setVisible(vis);
		}	}
		

		//  update all cube maps
		PROFILER.beginBlock("g.refl");
		for (std::vector<CarModel*>::iterator it=carModels.begin(); it!=carModels.end(); it++)
		if (!(*it)->isGhost() && (*it)->pReflect)
			(*it)->pReflect->Update(iLoad1stFrames == -1);
		PROFILER.endBlock("g.refl");


		//  trees
		PROFILER.beginBlock("g.veget");
		if (scn->road) {
			if (scn->grass)  scn->grass->update();
			if (scn->trees)  scn->trees->update();  }
		PROFILER.endBlock("g.veget");


		//  road upd lods
		if (scn->road)
		{
			//PROFILER.beginBlock("g.road");  // below 0.0 ms

			//  more than 1: in pre viewport, each frame
			if (mSplitMgr->mNumViewports == 1)
			{
				roadUpdTm += time;
				if (roadUpdTm > 0.1f)  // interval [sec]
				{
					roadUpdTm = 0.f;
					scn->road->UpdLodVis(pSet->road_dist);
				}
			}
			//PROFILER.endBlock("g.road");
		}

		//**  bullet bebug draw
		if (dbgdraw)  {							// DBG_DrawWireframe
			dbgdraw->setDebugMode(pSet->bltDebug ? 1 /*+(1<<13) 255*/ : 0);
			dbgdraw->step();  }


		///  terrain mtr from blend maps
		// now in CarModel::Update
		//UpdWhTerMtr(pCar);
		
		// stop rain/snow when paused
		if (scn->pr && scn->pr2 && pGame)
		{
			if (pGame->pause)
				{	 scn->pr->setSpeedFactor(0.f);  scn->pr2->setSpeedFactor(0.f);  }
			else{	 scn->pr->setSpeedFactor(1.f);  scn->pr2->setSpeedFactor(1.f);  }
		}

		
		//  update shader time
		mTimer += time;
		mFactory->setSharedParameter("windTimer",  sh::makeProperty <sh::FloatValue>(new sh::FloatValue(mTimer)));
		mFactory->setSharedParameter("waterTimer", sh::makeProperty <sh::FloatValue>(new sh::FloatValue(mTimer)));


		///()  grass sphere pos
		if (!carModels.empty())
		{
			Real r = 1.7;  r *= r;  //par
			const Vector3* p = &carModels[0]->posSph[0];
			mFactory->setSharedParameter("posSph0", sh::makeProperty <sh::Vector4>(new sh::Vector4(p->x,p->y,p->z,r)));
			p = &carModels[0]->posSph[1];
			mFactory->setSharedParameter("posSph1", sh::makeProperty <sh::Vector4>(new sh::Vector4(p->x,p->y,p->z,r)));
		}else
		{	mFactory->setSharedParameter("posSph0", sh::makeProperty <sh::Vector4>(new sh::Vector4(0,0,500,-1)));
			mFactory->setSharedParameter("posSph1", sh::makeProperty <sh::Vector4>(new sh::Vector4(0,0,500,-1)));
		}


		//  Signal loading finished to the peers
		if (mClient && bLoadingEnd)
		{
			bLoadingEnd = false;
			mClient->loadingFinished();
		}
		
		PROFILER.endBlock(" frameSt");

		return ret;
	}
	PROFILER.endBlock(" frameSt");
}