示例#1
0
//  newPoses - Get new car pos from game
//  caution: called from GAME, 2nd thread, no Ogre stuff here
/// Todo: move arrow update and ChampionshipAdvance to updatePoses ...
//---------------------------------------------------------------------------------------------------------------
void App::newPoses(float time)  // time only for camera update
{
    if (!pGame || bLoading || pGame->cars.empty() /*|| carPoses.empty() || iCurPoses.empty()*/)
        return;
    PROFILER.beginBlock(".newPos ");

    double rplTime = pGame->timer.GetReplayTime(0);  // from start
    double lapTime = pGame->timer.GetPlayerTime(0);
    double rewTime = pSet->rpl_ghostrewind ? pGame->timer.GetRewindTimeGh(0) : lapTime;

    //  iterate through all car models and set new pos info (from vdrift sim or replay)
    CarModel* carM0 = carModels[0];
    for (int c = 0; c < carModels.size(); ++c)
    {
        CarModel* carM = carModels[c];
        bool bGhost = carM->isGhost();
        CAR* pCar = carM->pCar;

        PosInfo pi;  // new, to fill data


        //  car perf test  logic
        //--------------------------------
        if (bPerfTest && c==0)
            newPerfTest(time);


        //  play  get data from replay / ghost
        ///-----------------------------------------------------------------------
        if (bGhost)
        {   ///>>  track's ghost
            if (carM->isGhostTrk())
            {
                TrackFrame tf;       // par: sec after, 1st lap
                float lap1 = pGame->timer.GetCurrentLap(0) > 0 ? 2.f : 0.f;
                bool ok = ghtrk.GetFrame(rewTime + lap1, &tf);
                //  car
                Axes::toOgre(pi.pos, tf.pos);
                pi.rot = Axes::toOgre(tf.rot);
                pi.braking = tf.brake;
                pi.steer = tf.steer / 127.f;
                //pi.fboost = 0.f;  pi.speed = 0.f;  pi.percent = 0.f;
                //pi.fHitTime = 0.f;  pi.fParIntens = 0.f;  pi.fParVel = 0.f;
                //pi.vHitPos = Vector3::ZERO;  pi.vHitNorm = Vector3::UNIT_Y;

                //  wheels
                //dynamics.SetSteering(state.steer, pGame->GetSteerRange());  //peers can have other game settins..
                for (int w=0; w < carM->numWheels; ++w)
                {
                    MATHVECTOR<float,3> whP = carM->whPos[w];
                    whP[2] += 0.05f;  // up
                    tf.rot.RotateVector(whP);
                    Axes::toOgre(pi.whPos[w], tf.pos + whP);

                    if (w < 2)  // front steer
                    {   float a = (pi.steer * carM->maxangle) * -PI_d/180.f;
                        QUATERNION<float> q;
                        q.Rotate(a, 0,0,1);
                        pi.whRot[w] = Axes::toOgreW(tf.rot * carM->qFixWh[w%2] * q);
                    } else
                        pi.whRot[w] = Axes::toOgreW(tf.rot * carM->qFixWh[w%2]);
                }
            } else  ///>>  ghost
            {
                ReplayFrame2 gf;
                float ti = std::min((float)rewTime, ghplay.GetTimeLength());
                bool ok = ghplay.GetFrame(ti, &gf, 0);
                if (ok)
                    pi.FromRpl2(&gf, 0);

                if (carM->vtype == V_Sphere)
                {   //  weird fix, mini rot
                    pi.carY = Vector3::UNIT_Y;
                    pi.hov_roll = -pi.hov_roll;
                }
            }
        }
        else  ///>>  replay
            if (bRplPlay)
            {
#ifdef DEBUG
                assert(c < frm.size());
#endif
                ReplayFrame2& rf = frm[c];  // frm also used in car.cpp for sounds
                if (c < replay.header.numPlayers)
                {
                    bool ok = replay.GetFrame(rplTime, &rf, c);
                    if (ok)
                    {   pi.FromRpl2(&rf, &pCar->dynamics);
                        pCar->SetPosition(rf.pos, rf.rot);  // for objs hit
                        carM->trackPercent = rf.percent /255.f*100.f;
                    } else
                    {   carM->fCam->First();
                        pGame->timer.RestartReplay(0);  //at end
                    }
                }
            }
            else  ///>>  sim, game  -  get data from vdrift
                if (pCar)
                {
                    pi.FromCar(pCar);
                    pi.percent = carM->trackPercent;
                }
        pi.bNew = true;


        //<<  rewind
        ///-----------------------------------------------------------------------
        if (!bRplPlay && !pGame->pause && !bGhost && pCar)
            if (pCar->bRewind && pSet->game.rewind_type > 0)
            {   //  do rewind (go back)
                double& gtime = pGame->timer.GetRewindTime(c);
                gtime = std::max(0.0, gtime - time * gPar.rewindSpeed);
                double& ghtim = pGame->timer.GetRewindTimeGh(c);
                ghtim = std::max(0.0, ghtim - time * gPar.rewindSpeed);  //rewind ghost time too
                if (gPar.backTime)
                {   pGame->timer.Back(c, - time * gPar.rewindSpeed);
                    ghost.DeleteFrames(0, ghtim);
                }
                RewindFrame rf;
                bool ok = rewind.GetFrame(gtime, &rf, c);

                pCar->SetPosRewind(rf.pos, rf.rot, rf.vel, rf.angvel);
                pCar->dynamics.fDamage = rf.fDamage;  // take damage back
                if (carModels[c]->vtype == V_Sphere)
                    pCar->dynamics.sphereYaw = rf.hov_roll;
                carModels[c]->First();
            }
            else if (c < 4)  // save data
            {
                const CARDYNAMICS& cd = pCar->dynamics;
                RewindFrame fr;
                fr.time = pGame->timer.GetRewindTime(c);

                fr.pos = cd.body.GetPosition();
                fr.rot = cd.body.GetOrientation();
                fr.vel = cd.GetVelocity();
                fr.angvel = cd.GetAngularVelocity();
                fr.fDamage = cd.fDamage;
                if (cd.vtype == V_Sphere)
                    fr.hov_roll = cd.sphereYaw;
                else
                    fr.hov_roll = cd.hov_roll;  //? fr.hov_throttle = cd.hov_throttle;

                rewind.AddFrame(fr, c);  // rec rewind
            }

        //<<  record  save data
        ///-----------------------------------------------------------------------
        if (pSet->rpl_rec && !bRplPlay && !pGame->pause && !bGhost && pCar)
        {
            if (iRplSkip++ >= 1)  // 1 half game framerate
            {   iRplSkip = 0;

                ReplayFrame2 fr;
                fr.time = rplTime;
                fr.percent = carM->trackPercent /100.f*255.f;

                fr.FromCar(pCar, replay.GetLastHitTime(c));

                replay.AddFrame(fr, c);  // rec replay
                if (c==0)  /// rec ghost lap
                {
                    fr.time = lapTime;
                    ghost.AddFrame(fr, 0);
                }

                //  recorded info ..in update
                {
                    int size = replay.GetNumFrames() * 232;  //par approx  sizeof(ReplayFrame);
                    std::string s = fToStr( float(size)/1000000.f, 2,5);
                    String ss = String( TR("#{RplRecTime}: ")) + CHud::StrTime(replay.GetTimeLength()) + TR("   #{RplSize}: ") + s + TR(" #{UnitMB}");
                    gui->valRplName2->setCaption(ss);
                }
            }
        }
        if (bRplPlay)  gui->valRplName2->setCaption("");
        ///-----------------------------------------------------------------------


        //  checkpoints, lap start
        //-----------------------------------------------------------------------
        if (bRplPlay || bGhost)   // dont check for replay or ghost
            carM->bWrongChk = false;
        else
        {
            ///  arrow update  --------------------------------------
            SplineRoad* road = scn->road;
            if (pSet->check_arrow && carM->eType == CarModel::CT_LOCAL
                    && !bRplPlay && hud->arrow.node && road && road->mChks.size()>0)
            {
                //  set animation start to old orientation
                hud->arrow.qStart = hud->arrow.qCur;

                //  game start: no animation
                bool noAnim = carM->iNumChks == 0;

                //  get vector from camera to checkpoint
                Vector3 chkPos = road->mChks[std::max(0, std::min((int)road->mChks.size()-1, carM->iNextChk))].pos;

                //  last checkpoint, point to start pos
                if (carM->iNumChks == road->mChks.size())
                    chkPos = carM->vStartPos;

                const Vector3& playerPos = pi.pos;
                Vector3 dir = chkPos - playerPos;
                dir[1] = 0;  // only x and z rotation
                Quaternion quat = Vector3::UNIT_Z.getRotationTo(-dir);

                const bool valid = !quat.isNaN();
                if (valid)
                {   if (noAnim)  hud->arrow.qStart = quat;
                    hud->arrow.qEnd = quat;

                    //  calc angle towards cam
                    Real angle = (hud->arrow.qCur.zAxis().dotProduct(carM->fCam->mCamera->getOrientation().zAxis())+1)/2.0f;

                    //  set color in material (red for wrong dir)
                    Vector3 col1 = angle * Vector3(0.0, 1.0, 0.0) + (1-angle) * Vector3(1.0, 0.0, 0.0);
                    Vector3 col2 = angle * Vector3(0.0, 0.4, 0.0) + (1-angle) * Vector3(0.4, 0.0, 0.0);

                    sh::Vector3* v1 = new sh::Vector3(col1.x, col1.y, col1.z);
                    sh::Vector3* v2 = new sh::Vector3(col2.x, col2.y, col2.z);
                    sh::Factory::getInstance().setSharedParameter("arrowColour1", sh::makeProperty <sh::Vector3>(v1));
                    sh::Factory::getInstance().setSharedParameter("arrowColour2", sh::makeProperty <sh::Vector3>(v2));
                }
            }

            //----------------------------------------------------------------------------
            if (carM->bGetStPos)  // first pos is at start
            {   carM->bGetStPos = false;
                carM->matStPos.makeInverseTransform(pi.pos, Vector3::UNIT_SCALE, pi.rot);
                carM->ResetChecks();
            }
            if (road && !carM->bGetStPos)
            {
                //  start/finish box dist
                Vector4 carP(pi.pos.x,pi.pos.y,pi.pos.z,1);
                carM->vStDist = carM0->matStPos * carP;  // start pos from 1st car always
                carM->bInSt = abs(carM->vStDist.x) < road->vStBoxDim.x &&
                              abs(carM->vStDist.y) < road->vStBoxDim.y &&
                              abs(carM->vStDist.z) < road->vStBoxDim.z;

                carM->iInChk = -1;
                carM->bWrongChk = false;
                bool locar = carM->eType == CarModel::CT_LOCAL;
                int ncs = road->mChks.size();
                if (ncs > 0)
                {
                    //  Finish  --------------------------------------
                    if (locar &&
                            (carM->bInSt && carM->iNumChks == ncs && carM->iCurChk != -1))
                    {
                        ///  Lap
                        bool finished = (pGame->timer.GetCurrentLap(c) >= pSet->game.num_laps)
                                        && (mClient || pSet->game.local_players > 1);  // multiplay or split
                        bool best = finished ? false :  // dont inc laps when race over (in multiplayer or splitscreen mode)
                                    pGame->timer.Lap(c, !finished, pSet->game.trackreverse);  //,boost_type?
                        double timeCur = pGame->timer.GetPlayerTimeTot(c);

                        //  Network notification, send: car id, lap time  ----
                        if (mClient && c == 0 && !finished)
                            mClient->lap(pGame->timer.GetCurrentLap(c), pGame->timer.GetLastLap(c));

                        ///  new best lap, save ghost
                        bool newbest = false;
                        if (!pSet->rpl_bestonly || best || gPar.backTime)
                            if (c==0 && pSet->rpl_rec)  // for many, only 1st car
                            {
                                ghost.SaveFile(gui->GetGhostFile());  //,boost_type?
                                ghplay.CopyFrom(ghost);
                                isGhost2nd = false;  // hide 2nd ghost
                                newbest = true;
                            }

                        bool champ = pSet->game.champ_num >= 0, chall = pSet->game.chall_num >= 0;
                        bool chs = champ || chall;

                        if (!chs)
                        {   if (newbest)
                                pGame->snd_lapbest->start();  //)
                            else
                                pGame->snd_lap->start();  //)
                        }
                        ghost.Clear();

                        carM->ResetChecks();

                        //  restore boost fuel, each lap  ----
                        if (pSet->game.boost_type == 1 && carM->pCar)
                            carM->pCar->dynamics.boostFuel = carM->pCar->dynamics.boostFuelStart;

                        //  damage decrease, each lap  ---
                        if (pSet->game.damage_dec > 0.f)
                            carM->pCar->dynamics.fDamage = std::max(0.f,
                                                                    carM->pCar->dynamics.fDamage - pSet->game.damage_dec);

                        //  upd lap results ----
                        carM->updLap = false;
                        carM->fLapAlpha = 1.f;

                        ///  all laps
                        finished = pGame->timer.GetCurrentLap(c) >= pSet->game.num_laps;
                        if (finished && !mClient)
                        {
                            if (!chs)
                            {
                                if (carM->iWonPlace == 0)	//  split screen winner places
                                {
                                    if (pSet->game.local_players > 1)
                                    {
                                        int n = std::min(2, std::max(0, 3 - carIdWin));
                                        pGame->snd_win[n]->start();  //)
                                    }
                                    carM->iWonPlace = carIdWin++;
                                }
                            }
                            else if (champ)
                                gui->ChampionshipAdvance(timeCur);
                            else
                                gui->ChallengeAdvance(timeCur);
                        }
                    }

                    //  checkpoints  --------------------------------------
                    for (int i=0; i < ncs; ++i)
                    {
                        const CheckSphere& cs = road->mChks[i];
                        Real d2 = pi.pos.squaredDistance(cs.pos);
                        if (d2 < cs.r2)  // car in checkpoint
                        {
                            carM->iInChk = i;

                            //\  loop camera change
                            if (pSet->cam_loop_chng && carM->fCam &&
                                    cs.loop && (carM->iLoopChk == -1 || carM->iLoopChk != i) &&
                                    pCar->dynamics.vtype != V_Sphere)
                            {
                                carM->iLoopChk = i;
                                if (carM->iLoopLastCam == -1)
                                {
                                    carM->iLoopLastCam = carM->fCam->miCurrent;
                                    carM->fCam->setCamera(pSet->cam_in_loop);
                                } else
                                {   carM->fCam->setCamera(carM->iLoopLastCam);
                                    carM->iLoopLastCam = -1;
                                }
                            }
                            //  next check
                            if (i == carM->iNextChk && carM->iNumChks < ncs)
                            {
                                carM->iCurChk = i;
                                carM->iNumChks++;
                                carM->timeAtCurChk = pGame->timer.GetPlayerTime(c);
                                int ii = (pSet->game.trackreverse ? -1 : 1) * road->iDir;
                                carM->iNextChk = (carM->iCurChk + ii + ncs) % ncs;
                                carM->UpdNextCheck();
                                //  save car pos and rot
                                carM->pCar->SavePosAtCheck();
                                carM->updTimes = true;

                                if (pSet->snd_chk && locar)
                                    pGame->snd_chk->start();  //)
                            }
                            else if (carM->iInChk != carM->iCurChk &&
                                     !scn->sc->noWrongChks)  // denies
                            {
                                carM->bWrongChk = true;

                                if (carM->iInWrChk != carM->iInChk)
                                {   carM->iInWrChk = carM->iInChk;

                                    if (pSet->snd_chkwr && locar)
                                        pGame->snd_chkwr->start();  //)
                                }
                            }
                            break;
                        }
                    }
                }
            }
        }


        ///  store new pos info in queue  _________
        if (!(isFocGui || isTweakTab()) || mClient)  // dont if gui, but network always
        {
            int qn = (iCurPoses[c] + 1) % CarPosCnt;  // next index in queue
            carPoses[qn][c] = pi;
            //  update camera
            if (carM->fCam)
                carM->fCam->update(time, pi, &carPoses[qn][c], &pGame->collision, !bRplPlay && pSet->cam_bounce);
            iCurPoses[c] = qn;  // atomic, set new index in queue

            ///))  upd sound camera
            if (c == 0 && pGame->snd)
            {
                Vector3 x,y,z;
                carPoses[qn][c].camRot.ToAxes(x,y,z);
                pGame->snd->setCamera(carPoses[qn][c].camPos, -z, y, Vector3::ZERO);
            }
        }
    }
    PROFILER.endBlock(".newPos ");
}
示例#2
0
bool App::keyPressed( const OIS::KeyEvent &arg )
{
	// update all keystates  (needed for all action("..") from oisb)
	if (mOISBsys)
		mOISBsys->process(0.0001/*?0*/);
	
	// action key == pressed key
	#define action(s)  actionIsActive(s, mKeyboard->getAsString(arg.key))

if (!bAssignKey)
{
	//  change gui tabs
	if (isFocGui && !pSet->isMain)
	{
		MyGUI::TabPtr tab = 0;  MyGUI::TabControl* sub = 0;
		switch (pSet->inMenu)
		{	case WND_Game:
			case WND_Champ:  tab = mWndTabsGame;  sub = vSubTabsGame[tab->getIndexSelected()];  break;
			case WND_Replays:  tab = mWndTabsRpl;  break;
			case WND_Help:  tab = mWndTabsHelp;  break;
			case WND_Options:  tab = mWndTabsOpts;  sub = vSubTabsOpts[tab->getIndexSelected()];  break;
		}
		if (tab)
		if (shift)
		{	if (action("PrevTab")) {  // prev gui subtab
				if (sub)  {  int num = sub->getItemCount();
					sub->setIndexSelected( (sub->getIndexSelected() - 1 + num) % num );  }	}
			else if (action("NextTab")) {  // next gui subtab
				if (sub)  {  int num = sub->getItemCount();
					sub->setIndexSelected( (sub->getIndexSelected() + 1) % num );  }  }
		}else
		{	int num = tab->getItemCount()-1, i = 0, n = 0;
			if (action("PrevTab")) {
				i = tab->getIndexSelected();
				do{  if (i==1)  i = num;  else  --i;  ++n;  }
				while (n < num && tab->getButtonWidthAt(i) == 1);
				tab->setIndexSelected(i);  MenuTabChg(tab,i);  return true;  }
			else if (action("NextTab")) {
				i = tab->getIndexSelected();
				do{  if (i==num)  i = 1;  else  ++i;  ++n;  }
				while (n < num && tab->getButtonWidthAt(i) == 1);
				tab->setIndexSelected(i);  MenuTabChg(tab,i);  return true;  }
		}
	}
	else if (!isFocGui && pSet->show_graphs)  // change graphs type
	{
		int& v = pSet->graphs_type;  int vo = v;
		if (action("PrevTab"))  v = (v-1 + graph_types) % graph_types;
		if (action("NextTab"))	v = (v+1) % graph_types;
		if (vo != v)
		{	float fv = float(v) / graph_types;
			slGraphsType(slGraphT, fv);  slGraphT->setValue(fv);
			if (v == 4)  iUpdTireGr = 1;  //upd now
		}
	}

	//  gui on/off  or close wnds
	if (action("ShowOptions") && !alt)
	{
		if (mWndNetEnd && mWndNetEnd->getVisible())  {  mWndNetEnd->setVisible(false);  // hide netw end
			return false;	}
		else
		{
			if (mWndChampEnd && mWndChampEnd->getVisible())  mWndChampEnd->setVisible(false);  // hide champs end
			toggleGui(true);  return false;
		}
	}

	//  new game - reload   not in multiplayer
	if (action("RestartGame") && !mClient)
	{	NewGame();  return false;	}

	//  new game - fast (same track & cars)
	if (action("ResetGame") && !mClient)
	{
		for (int c=0; c < carModels.size(); ++c)
		{
			CarModel* cm = carModels[c];
			if (cm->pCar)  cm->pCar->bResetPos = true;
			if (cm->fCam)  cm->fCam->first = true;
			cm->ResetChecks();
			cm->iWonPlace = 0;  cm->iWonPlaceOld = 0;
			cm->iWonMsgTime = 0.f;
		}
		pGame->timer.Reset(-1);
		pGame->timer.pretime = mClient ? 2.0f : pSet->game.pre_time;  // same for all multi players
		carIdWin = 1;  //
		ghost.Clear(); //
	}


	//  Screen shot
	//if (action("Screenshot"))  //isnt working
	const OISB::Action* act = OISB::System::getSingleton().lookupAction("General/Screenshot",false);
	if (act && act->isActive())
	{	mWindow->writeContentsToTimestampedFile(PATHMANAGER::GetScreenShotDir() + "/", ".jpg");
		return false;	}
	
	using namespace OIS;


	//  main menu keys
	if (pSet->isMain && isFocGui)
	{
		switch (arg.key)
		{
		case KC_UP:  case KC_NUMPAD8:
			pSet->inMenu = (pSet->inMenu-1+WND_ALL)%WND_ALL;
			toggleGui(false);  return true;

		case KC_DOWN:  case KC_NUMPAD2:
			pSet->inMenu = (pSet->inMenu+1)%WND_ALL;
			toggleGui(false);  return true;

		case KC_RETURN:
			pSet->isMain = false;
			toggleGui(false);  return true;
		}
	}

	//  esc
	if (arg.key == KC_ESCAPE)
	{
		if (pSet->escquit)
			mShutDown = true;	// quit
		else
			if (mWndChampStage->getVisible())  ///  close champ wnds
				btnChampStageStart(0);
			else
				toggleGui(true);	// gui on/off
		return true;
	}

	//  shortcut keys for gui access (alt-T,H,S,G,V,.. )
	if (alt)
		switch (arg.key)
		{	case KC_Q:
			case KC_T:	GuiShortcut(WND_Game, 1);	return true;  // Q,T Track
			case KC_C:	GuiShortcut(WND_Game, 2);	return true;  // C Car
			case KC_H:	GuiShortcut(WND_Champ, 6);	return true;  // H Champs
			case KC_U:	GuiShortcut(WND_Game, 5);	return true;  // U Multiplayer
			case KC_W:	GuiShortcut(WND_Game, 4);	return true;  // W Setup

			case KC_R:	GuiShortcut(WND_Replays, 1);	return true;  // R Replays

			case KC_S:	GuiShortcut(WND_Options, 1);	return true;  // S Screen
			 case KC_E:	GuiShortcut(WND_Options, 1,1);	return true;  // E -Effects
			case KC_G:	GuiShortcut(WND_Options, 2);	return true;  // G Graphics
			 case KC_N:	GuiShortcut(WND_Options, 2,2);	return true;  // N -Vegetation

			case KC_V:	GuiShortcut(WND_Options, 3);	return true;  // V View
			 case KC_M:	GuiShortcut(WND_Options, 3,1);	return true;  // M -Minimap
			 case KC_O:	GuiShortcut(WND_Options, 3,3);	return true;  // O -Other
			case KC_I:	GuiShortcut(WND_Options, 4);	return true;  // I Input
		}

	///* tire edit */
	if (pSet->graphs_type == 4)
	{
		int& iCL = iEdTire==1 ? iCurLong : (iEdTire==0 ? iCurLat : iCurAlign);
		int iCnt = iEdTire==1 ? 11 : (iEdTire==0 ? 15 : 18);
		switch (arg.key)
		{
			case KC_HOME: case KC_NUMPAD7:  // mode long/lat
				iEdTire = iEdTire==1 ? 0 : 1;  iUpdTireGr=1;  return true;

			case KC_END: case KC_NUMPAD1:	// mode align
				iEdTire = iEdTire==2 ? 0 : 2;  iUpdTireGr=1;  return true;

			/*case KC_1:*/ case KC_PGUP: case KC_NUMPAD9:    // prev val
				iCL = (iCL-1 +iCnt)%iCnt;  iUpdTireGr=1;  return true;

			/*case KC_2:*/ case KC_PGDOWN: case KC_NUMPAD3:  // next val
				iCL = (iCL+1)%iCnt;  iUpdTireGr=1;  return true;
		}
	}
	
	
	//  not main menus
	//if (/*&& !pSet->isMain*/)
	{
		Widget* wf = MyGUI::InputManager::getInstance().getKeyFocusWidget();
		bool edFoc = wf && wf->getTypeName() == "EditBox";
		//if (wf)  LogO(wf->getTypeName()+" " +toStr(edFoc));
		switch (arg.key)
		{
			case KC_BACK:
				if (mClient && !isFocGui)  // show/hide players net wnd
				{	mWndNetEnd->setVisible(!mWndNetEnd->getVisible());  return true;  }
					
				if (mWndChampStage->getVisible())	// back from champs stage wnd
				{	btnChampStageBack(0);  return true;  }

				if (pSet->isMain)  break;
				if (isFocGui)
				{	if (edFoc)  break;
					pSet->isMain = true;  toggleGui(false);  }
				else
					if (mWndRpl && !isFocGui)	bRplWnd = !bRplWnd;  // replay controls
				return true;

			case KC_P:		// replay play/pause
				if (bRplPlay && !isFocGui)
				{	bRplPause = !bRplPause;  UpdRplPlayBtn();
					return true;  }
				break;
				
			case KC_K:		// replay car ofs
				if (bRplPlay && !isFocGui)	{	--iRplCarOfs;  return true;  }
				break;
			case KC_L:		// replay car ofs
				if (bRplPlay && !isFocGui)	{	++iRplCarOfs;  return true;  }
				break;
				
			case KC_F:		// focus on find edit
				if (ctrl && edFind && isFocGui &&
					!pSet->isMain && pSet->inMenu == WND_Game && mWndTabsGame->getIndexSelected() == 1)
				{
					MyGUI::InputManager::getInstance().resetKeyFocusWidget();
					MyGUI::InputManager::getInstance().setKeyFocusWidget(edFind);
					return true;
				}	break;
				

			case KC_F7:		// Times
				if (shift)
				{	WP wp = chOpponents;  ChkEv(show_opponents);  ShowHUD();  }
				else if (!ctrl)
				{	WP wp = chTimes;  ChkEv(show_times);  ShowHUD();  }
				return false;
				
			case KC_F8:		// graphs
				if (ctrl)
				{	WP wp = chGraphs;  ChkEv(show_graphs);
					for (int i=0; i < graphs.size(); ++i)
						graphs[i]->SetVisible(pSet->show_graphs);
				}
				else		// Minimap
				if (!shift)
				{	WP wp = chMinimp;  ChkEv(trackmap);
					for (int c=0; c < 4; ++c)
						if (ndMap[c])  ndMap[c]->setVisible(pSet->trackmap);
				}	return false;

			case KC_F9:
				if (ctrl)	// car debug surfaces
				{	WP wp = chDbgS;  ChkEv(car_dbgsurf);  ShowHUD();  }
				else
				if (shift)	// car debug text
				{	WP wp = chDbgT;  ChkEv(car_dbgtxt);  ShowHUD();  }
				else		// car debug bars
				{	WP wp = chDbgB;  ChkEv(car_dbgbars);   ShowHUD();  }
				return true;

			case KC_F11:
				if (shift)	// profiler times
				{	WP wp = chProfTxt;  ChkEv(profilerTxt);  ShowHUD();  }
				else
				if (!ctrl)  // Fps
				{	WP wp = chFps;  ChkEv(show_fps); 
					if (pSet->show_fps)  mFpsOverlay->show();  else  mFpsOverlay->hide();
					return false;
				}	break;

			case KC_F10:	//  blt debug, txt
				if (shift)
				{	WP wp = chBltTxt;  ChkEv(bltProfilerTxt);  return false;  }
				else if (ctrl)
				{	WP wp = chBlt;  ChkEv(bltDebug);  return false;  }
				else		// wireframe
					toggleWireframe();
				return false;

			
			case KC_F5:		//  new game
				NewGame();  return false;


			case KC_RETURN:		///  close champ wnds
				if (mWndChampStage->getVisible())
					btnChampStageStart(0);
				else			//  chng trk/car + new game  after up/dn
				if (isFocGui && !pSet->isMain)
					switch (pSet->inMenu)
					{
					case WND_Replays:	btnRplLoad(0);  break;
					case WND_Game:  case WND_Champ:
					{	switch (mWndTabsGame->getIndexSelected())
						{
						case 1:	changeTrack();	btnNewGame(0);  break;
						case 2:	changeCar();	btnNewGame(0);  break;
						case 4:	chatSendMsg();  break;
						case 5:	btnChampStart(0);  break;
					}	break;
				}	}
				return false;
		}
	}
}
	InputBind(arg.key);
	

	if (isFocGui && mGUI)	// gui
	{
		MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::Enum(arg.key), arg.text);
		return false;
	}

	return true;
}
示例#3
0
void App::channelChanged(ICS::Channel *channel, float currentValue, float previousValue)
{
	if (currentValue != 1.f)
		return;

	#define action(a) (channel->getNumber() == a)

	//  change tabs
	//----------------------------------------------------------------------------------------
	//  tweak
	if (mWndTweak->getVisible())
	{
		TabPtr tab = gui->tabTweak;
		if (!shift && tab->getIndexSelected() == 0)
			tab = gui->tabEdCar;  // car edit sections

		if (action(A_PrevTab)) {  // prev gui subtab
			int num = tab->getItemCount();
			tab->setIndexSelected( (tab->getIndexSelected() - 1 + num) % num );  }
		else if (action(A_NextTab)) {  // next gui subtab
			int num = tab->getItemCount();
			tab->setIndexSelected( (tab->getIndexSelected() + 1) % num );  }

		if (tab == gui->tabEdCar)  // focus ed
		{	pSet->car_ed_tab = tab->getIndexSelected();
			MyGUI::InputManager::getInstance().resetKeyFocusWidget();
			MyGUI::InputManager::getInstance().setKeyFocusWidget(gui->edCar[tab->getIndexSelected()]);  }
	}
	//  change gui tabs
	else if (isFocGui && !pSet->isMain)
	{
		MyGUI::TabPtr tab = 0;  MyGUI::TabControl* sub = 0;
		switch (pSet->inMenu)
		{	case MNU_Replays:  tab = mWndTabsRpl;  break;
			case MNU_Help:     tab = mWndTabsHelp;  break;
			case MNU_Options:  tab = mWndTabsOpts;  sub = gui->vSubTabsOpts[tab->getIndexSelected()];  break;
			default:           tab = mWndTabsGame;  sub = gui->vSubTabsGame[tab->getIndexSelected()];  break;
		}
		if (tab)
		if (shift)
		{	if (sub)  // prev, next subtab
			{	bool chng = false;
				if (action(A_PrevTab))
				{	int num = sub->getItemCount();  chng = true;
					sub->setIndexSelected( (sub->getIndexSelected() - 1 + num) % num );
				}else if (action(A_NextTab))
				{	int num = sub->getItemCount();  chng = true;
						sub->setIndexSelected( (sub->getIndexSelected() + 1) % num );
				}
				if (chng && !sub->eventTabChangeSelect.empty())
					sub->eventTabChangeSelect(sub, sub->getIndexSelected());
		}	}
		else  // prev, next tab
		{	int num = tab->getItemCount()-1, i = tab->getIndexSelected(), n = 0;
			bool chng = false;
			if (action(A_PrevTab))
			{	do{  if (i==1)  i = num;  else  --i;  ++n;  }
				while (n < num && tab->getButtonWidthAt(i) == 1);
				chng = true;
			}else
			if (action(A_NextTab))
			{	do{  if (i==num)  i = 1;  else  ++i;  ++n;  }
				while (n < num && tab->getButtonWidthAt(i) == 1);
				chng = true;
			}
			if (chng)
			{	tab->setIndexSelected(i);  gcom->tabMainMenu(tab,i);  return;  }
		}
	}
	//  change graphs type
	else if (!isFocGui && pSet->show_graphs)
	{
		int& v = (int&)pSet->graphs_type;  int vo = v;
		if (action(A_PrevTab))  v = (v-1 + Gh_ALL) % Gh_ALL;
		if (action(A_NextTab))  v = (v+1) % Gh_ALL;
		if (vo != v)
		{
			gui->cmbGraphs->setIndexSelected(v);
			gui->comboGraphs(gui->cmbGraphs, v);
			if (v == 4)  iUpdTireGr = 1;  //upd now
		}
	}
	//----------------------------------------------------------------------------------------


	//  Gui on/off  or close wnds
	if (action(A_ShowOptions) && !alt)
	{
		Wnd wnd = mWndNetEnd;
		if (wnd && wnd->getVisible())  {  wnd->setVisible(false);  // hide netw end
			return;	}
		else
		{	wnd = mWndChampEnd;
			if (wnd && wnd->getVisible())  wnd->setVisible(false);  // hide champs end
			wnd = mWndChallEnd;
			if (wnd && wnd->getVisible())  wnd->setVisible(false);  // chall
			gui->toggleGui(true);
			return;
		}
	}

	//  new game - Reload   not in multiplayer
	if (action(A_RestartGame) && !mClient)
	{
		bPerfTest = ctrl;  // ctrl-F5 start perf test
		if (bPerfTest)
		{	pSet->gui.track = "Test10-FlatPerf";
			pSet->gui.track_user = false;  }
		iPerfTestStage = PT_StartWait;
		NewGame();  return;
	}

	//  new game - fast (same track & cars)
	if (action(A_ResetGame) && !mClient)
	{
		for (int c=0; c < carModels.size(); ++c)
		{
			CarModel* cm = carModels[c];
			if (cm->pCar)  cm->pCar->bResetPos = true;
			if (cm->iLoopLastCam != -1 && cm->fCam)
			{	cm->fCam->setCamera(cm->iLoopLastCam);  //o restore
				cm->iLoopLastCam = -1;  }
			cm->First();
			cm->ResetChecks();
			cm->iWonPlace = 0;  cm->iWonPlaceOld = 0;
			cm->iWonMsgTime = 0.f;
		}
		pGame->timer.Reset(-1);
		pGame->timer.pretime = mClient ? 2.0f : pSet->game.pre_time;  // same for all multi players
		carIdWin = 1;  //
		ghost.Clear(); //
	}
	
	//  Screen shot
	if (action(A_Screenshot))
		mWindow->writeContentsToTimestampedFile(PATHMANAGER::Screenshots() + "/", ".jpg");
	
}
示例#4
0
//  newPoses - Get new car pos from game
//---------------------------------------------------------------------------------------------------------------
void App::newPoses()
{
	if (!pGame)  return;
	if (pGame->cars.size() == 0)  return;
	double rplTime = pGame->timer.GetReplayTime();
	double lapTime = pGame->timer.GetPlayerTime();

	// Iterate through all car models and get new pos info
	int iCarNum = 0;  CarModel* carM0 = 0;
	std::vector<CarModel*>::iterator carMIt = carModels.begin();
	std::vector<PosInfo>::iterator newPosIt = newPosInfos.begin();
	while (carMIt != carModels.end())
	{
		CarModel* carM = *carMIt;  if (iCarNum==0)  carM0 = carM;
		CAR* pCar = carM->pCar;
		PosInfo posInfo;
		bool bGhost = carM->eType == CarModel::CT_GHOST;
		
		//  local data  car,wheels
		MATHVECTOR <float,3> pos, whPos[4];
		QUATERNION <float> rot, whRot[4];  //?double


		///-----------------------------------------------------------------------
		//  play  get data from replay
		///-----------------------------------------------------------------------
		if (bGhost)
		{
			ReplayFrame frame;
			bool ok = ghplay.GetFrame(lapTime, &frame, 0);
			//  car
			pos = frame.pos;  rot = frame.rot;
			//  wheels
			for (int w=0; w < 4; ++w)
			{
				whPos[w] = frame.whPos[w];  whRot[w] = frame.whRot[w];
				posInfo.whVel[w] = frame.whVel[w];
				posInfo.whSlide[w] = frame.slide[w];  posInfo.whSqueal[w] = frame.squeal[w];
				posInfo.whR[w] = replay.header.whR[iCarNum][w];//
				posInfo.whTerMtr[w] = frame.whTerMtr[w];  posInfo.whRoadMtr[w] = frame.whRoadMtr[w];
				posInfo.fboost = frame.fboost;
			}
			ghostFrame = frame;
		}
		else if (bRplPlay)
		{
			//  time  from start
			bool ok = replay.GetFrame(rplTime, &fr, iCarNum);
				if (!ok)	pGame->timer.RestartReplay();
			
			//  car
			pos = fr.pos;  rot = fr.rot;
			//  wheels
			for (int w=0; w < 4; ++w)
			{
				whPos[w] = fr.whPos[w];  whRot[w] = fr.whRot[w];
				posInfo.whVel[w] = fr.whVel[w];
				posInfo.whSlide[w] = fr.slide[w];  posInfo.whSqueal[w] = fr.squeal[w];
				posInfo.whR[w] = replay.header.whR[iCarNum][w];//
				posInfo.whTerMtr[w] = fr.whTerMtr[w];  posInfo.whRoadMtr[w] = fr.whRoadMtr[w];
				posInfo.fboost = fr.fboost;
			}
		}
		else
		//  get data from vdrift
		//-----------------------------------------------------------------------
		if (pCar)
		{
			pos = pCar->dynamics.GetPosition();
			rot = pCar->dynamics.GetOrientation();
			
			for (int w=0; w < 4; ++w)
			{	WHEEL_POSITION wp = WHEEL_POSITION(w);
				whPos[w] = pCar->dynamics.GetWheelPosition(wp);
				whRot[w] = pCar->dynamics.GetWheelOrientation(wp);
				//float wR = pCar->GetTireRadius(wp);
				posInfo.whVel[w] = pCar->dynamics.GetWheelVelocity(wp).Magnitude();
				posInfo.whSlide[w] = -1.f;  posInfo.whSqueal[w] = pCar->GetTireSquealAmount(wp, &posInfo.whSlide[w]);
				posInfo.whR[w] = pCar->GetTireRadius(wp);//
				posInfo.whTerMtr[w] = carM->whTerMtr[w];  posInfo.whRoadMtr[w] = carM->whRoadMtr[w];
			}
			posInfo.fboost = pCar->dynamics.boostVal;
		}
		

		//  transform axes, vdrift to ogre  car & wheels
		//-----------------------------------------------------------------------

		posInfo.pos = Vector3(pos[0],pos[2],-pos[1]);
		Quaternion q(rot[0],rot[1],rot[2],rot[3]), q1;
		Radian rad;  Vector3 axi;  q.ToAngleAxis(rad, axi);
		q1.FromAngleAxis(-rad,Vector3(axi.z,-axi.x,-axi.y));  posInfo.rot = q1 * qFixCar;
		Vector3 vcx,vcz;  q1.ToAxes(vcx,posInfo.carY,vcz);

		if (!isnan(whPos[0][0]))
		for (int w=0; w < 4; w++)
		{
			posInfo.whPos[w] = Vector3(whPos[w][0],whPos[w][2],-whPos[w][1]);
			Quaternion q(whRot[w][0],whRot[w][1],whRot[w][2],whRot[w][3]), q1;
			Radian rad;  Vector3 axi;  q.ToAngleAxis(rad, axi);
			q1.FromAngleAxis(-rad,Vector3(axi.z,-axi.x,-axi.y));  posInfo.whRot[w] = q1 * qFixWh;
		}
		posInfo.bNew = true;
		

		///  sound listener  - - - - -
		if (!bGhost)
		{
			if (pGame->sound.Enabled())  // TODO: set from camera, for each player? ..
			{
				pGame->sound.SetListener(
					MATHVECTOR <float,3> (pos[0], pos[1], pos[2]),
					QUATERNION <float>(),
					//QUATERNION <float> (rot.x(), rot.y(), rot.z(), rot.w()),
					MATHVECTOR <float,3>());
			}
			bool incar = true;
			if (pCar)
			{
				std::list <SOUNDSOURCE *> soundlist;
				pCar->GetEngineSoundList(soundlist);
				for (std::list <SOUNDSOURCE *>::iterator s = soundlist.begin(); s != soundlist.end(); s++)
					(*s)->Set3DEffects(!incar);
			}
		}

		///-----------------------------------------------------------------------
		//  record  save data for replay
		///-----------------------------------------------------------------------
		if (pSet->rpl_rec && !pGame->pause && !bGhost && pCar)
		{
			//static int ii = 0;
			//if (ii++ >= 0)	// 1 half game framerate
			{	//ii = 0;
				ReplayFrame fr;
				fr.time = rplTime;  //  time  from start
				fr.pos = pos;  fr.rot = rot;  //  car
				//  wheels
				for (int w=0; w < 4; w++)
				{	fr.whPos[w] = whPos[w];  fr.whRot[w] = whRot[w];

					WHEEL_POSITION wp = WHEEL_POSITION(w);
					const TRACKSURFACE* surface = pCar->dynamics.GetWheelContact(wp).GetSurfacePtr();
					fr.surfType[w] = !surface ? TRACKSURFACE::NONE : surface->type;
					//  squeal
					fr.slide[w] = -1.f;  fr.squeal[w] = pCar->GetTireSquealAmount(wp, &fr.slide[w]);
					fr.whVel[w] = pCar->dynamics.GetWheelVelocity(wp).Magnitude();
					//  susp
					fr.suspVel[w] = pCar->dynamics.GetSuspension(wp).GetVelocity();
					fr.suspDisp[w] = pCar->dynamics.GetSuspension(wp).GetDisplacementPercent();
					//replay.header.whR[w] = pCar->GetTireRadius(wp);//
					fr.whTerMtr[w] = carM->whTerMtr[w];  fr.whRoadMtr[w] = carM->whRoadMtr[w];
				}
				//  hud
				fr.vel = pCar->GetSpeedometer();  fr.rpm = pCar->GetEngineRPM();
				fr.gear = pCar->GetGear();  fr.clutch = pCar->GetClutch();
				fr.throttle = pCar->dynamics.GetEngine().GetThrottle();
				fr.steer = pCar->GetLastSteer();
				fr.fboost = pCar->dynamics.doBoost;
				//  eng snd
				fr.posEngn = pCar->dynamics.GetEnginePosition();
				fr.speed = pCar->GetSpeed();
				fr.dynVel = pCar->dynamics.GetVelocity().Magnitude();
				
				replay.AddFrame(fr, iCarNum);  // rec replay
				if (iCarNum==0)  /// rec ghost lap
				{
					fr.time = lapTime;
					ghost.AddFrame(fr, 0);
				}
				
				if (valRplName2)  // recorded info
				{
					int size = replay.GetNumFrames() * sizeof(ReplayFrame);
					sprintf(s, "%5.2f", float(size)/1000000.f);
					String ss = String( TR("#{RplRecTime}: ")) + GetTimeString(replay.GetTimeLength()) + TR("   #{RplSize}: ") + s + TR(" #{UnitMB}");
					valRplName2->setCaption(ss);
				}
			}
		}
		if (bRplPlay && valRplName2)  valRplName2->setCaption("");
		///-----------------------------------------------------------------------
		

		//  chekpoints, lap start
		//-----------------------------------------------------------------------
		if (bRplPlay || bGhost || !sc.ter)   // dont check when replay play
			carM->bWrongChk = false;
		else
		{
			// checkpoint arrow
			if (pSet->check_arrow && !bRplPlay && arrowNode && road && road->mChks.size()>0)
			{
				// set animation start to old orientation
				arrowAnimStart = arrowAnimCur;
				
				// game start: no animation
				bool noAnim = carM->iNumChks == 0;
				
				// get vector from camera to checkpoint
				Vector3 chkPos = road->mChks[std::max(0, std::min((int)road->mChks.size()-1, carM->iNextChk))].pos;
					
				// workaround for last checkpoint
				if (carM->iNumChks == road->mChks.size())
				{
					// point arrow to start position
					chkPos = carM->vStartPos;
				}
				
				//const Vector3& playerPos = carM->fCam->mCamera->getPosition();
				const Vector3& playerPos = carM->pMainNode->getPosition();
				Vector3 dir = chkPos - playerPos;
				dir[1] = 0; // only x and z rotation
				Quaternion quat = Vector3::UNIT_Z.getRotationTo(-dir); // convert to quaternion

				const bool valid = !quat.isNaN();
				if (valid) {
					if (noAnim) arrowAnimStart = quat;
					arrowAnimEnd = quat;
				
					// set arrow color (wrong direction: red arrow)
					// calc angle towards cam
					Real angle = (arrowAnimCur.zAxis().dotProduct(carM->fCam->mCamera->getOrientation().zAxis())+1)/2.0f;
					// set color in material
					MaterialPtr arrowMat = MaterialManager::getSingleton().getByName("Arrow");
					if (arrowMat->getTechnique(0)->getPass(1)->hasFragmentProgram())
					{
						GpuProgramParametersSharedPtr fparams = arrowMat->getTechnique(0)->getPass(1)->getFragmentProgramParameters();
						// green: 0.0 1.0 0.0     0.0 0.4 0.0
						// red:   1.0 0.0 0.0     0.4 0.0 0.0
						Vector3 col1 = angle * Vector3(0.0, 1.0, 0.0) + (1-angle) * Vector3(1.0, 0.0, 0.0);
						Vector3 col2 = angle * Vector3(0.0, 0.4, 0.0) + (1-angle) * Vector3(0.4, 0.0, 0.0);
						fparams->setNamedConstant("color1", col1);
						fparams->setNamedConstant("color2", col2);
					}
				}
			}
			
			if (carM->bGetStPos)  // first pos is at start
			{	carM->bGetStPos = false;
				carM->matStPos.makeInverseTransform(posInfo.pos, Vector3::UNIT_SCALE, posInfo.rot);
				carM->ResetChecks();
			}
			if (road && !carM->bGetStPos)
			{
				//  start/finish box dist
				Vector4 carP(posInfo.pos.x,posInfo.pos.y,posInfo.pos.z,1);
				carM->vStDist = carM0->matStPos * carP;  // start pos from 1st car always
				carM->bInSt = abs(carM->vStDist.x) < road->vStBoxDim.x && 
					abs(carM->vStDist.y) < road->vStBoxDim.y && 
					abs(carM->vStDist.z) < road->vStBoxDim.z;
							
				carM->iInChk = -1;  carM->bWrongChk = false;
				int ncs = road->mChks.size();
				if (ncs > 0)
				{	if (carM->bInSt && carM->iNumChks == ncs && carM->iCurChk != -1)  // finish
					{
						bool best = pGame->timer.Lap(iCarNum, 0,0, true, pSet->trackreverse);  //pGame->cartimerids[pCar] ?

						if (!pSet->rpl_bestonly || best)  ///  new best lap, save ghost
						if (iCarNum==0 && pSet->rpl_rec)  // for many, only 1st-
						{
							ghost.SaveFile(GetGhostFile());
							ghplay.CopyFrom(ghost);
						}
						ghost.Clear();
						
						carM->ResetChecks();
						//  restore boost fuel, each lap
						if (pSet->boost_type == 1 && carM->pCar)
							carM->pCar->dynamics.boostFuel = gfBoostFuelStart;

						///  winner places  for local players > 1
						if (carM->iWonPlace == 0 && pGame->timer.GetCurrentLap(iCarNum) >= pSet->num_laps)
							carM->iWonPlace = carIdWin++;
					}
					for (int i=0; i < ncs; ++i)
					{
						const CheckSphere& cs = road->mChks[i];
						Real d2 = posInfo.pos.squaredDistance(cs.pos);
						if (d2 < cs.r2)  // car in checkpoint
						{
							carM->iInChk = i;
							//  next check
							if (i == carM->iNextChk && carM->iNumChks < ncs)
							{
								carM->iCurChk = i;  carM->iNumChks++;
								int ii = (pSet->trackreverse ? -1 : 1) * road->iDir;
								carM->iNextChk = (carM->iCurChk + ii + ncs) % ncs;
								//  save car pos and rot
								carM->pCar->SavePosAtCheck();
							}
							else
							if (carM->iInChk != carM->iCurChk)
								carM->bWrongChk = true;
							break;
						}
				}	}
		}	}

		(*newPosIt) = posInfo;
		carMIt++;  newPosIt++;  iCarNum++;  // next
	}
}