Beispiel #1
0
        public MSTSWagonViewer(Viewer viewer, MSTSWagon car)
            : base(viewer, car)
        {
            string steamTexture  = viewer.Simulator.BasePath + @"\GLOBAL\TEXTURES\smokemain.ace";
            string dieselTexture = viewer.Simulator.BasePath + @"\GLOBAL\TEXTURES\dieselsmoke.ace";

            // Particle Drawers called in Wagon so that wagons can also have steam effects.
            ParticleDrawers = (
                from effect in MSTSWagon.EffectData
                select new KeyValuePair <string, List <ParticleEmitterViewer> >(effect.Key, new List <ParticleEmitterViewer>(
                                                                                    from data in effect.Value
                                                                                    select new ParticleEmitterViewer(viewer, data, car.WorldPosition)))).ToDictionary(kvp => kvp.Key, kvp => kvp.Value);

            // Initaialise particle viewers for special steam effects
            foreach (var emitter in ParticleDrawers)
            {
                // Exhaust for steam heating boiler
                if (emitter.Key.ToLowerInvariant() == "heatingsteamboilerfx")
                {
                    HeatingSteamBoiler.AddRange(emitter.Value);
                }

                foreach (var drawer in HeatingSteamBoiler)
                {
                    drawer.Initialize(dieselTexture);
                }

                // Exhaust for HEP/Power Generator
                if (emitter.Key.ToLowerInvariant() == "wagongeneratorfx")
                {
                    WagonGenerator.AddRange(emitter.Value);
                }

                foreach (var drawer in WagonGenerator)
                {
                    drawer.Initialize(dieselTexture);
                }

                // Smoke for wood/coal fire
                if (emitter.Key.ToLowerInvariant() == "wagonsmokefx")
                {
                    WagonSmoke.AddRange(emitter.Value);
                }

                foreach (var drawer in WagonSmoke)
                {
                    drawer.Initialize(steamTexture);
                }

                // Steam leak in heating hose

                if (emitter.Key.ToLowerInvariant() == "heatinghosefx")
                {
                    HeatingHose.AddRange(emitter.Value);
                }

                foreach (var drawer in HeatingHose)
                {
                    drawer.Initialize(steamTexture);
                }
            }

            var wagonFolderSlash = Path.GetDirectoryName(car.WagFilePath) + @"\";

            TrainCarShape = car.MainShapeFileName != string.Empty
                ? new PoseableShape(viewer, wagonFolderSlash + car.MainShapeFileName + '\0' + wagonFolderSlash, car.WorldPosition, ShapeFlags.ShadowCaster)
                : new PoseableShape(viewer, null, car.WorldPosition);

            // This insection initialises the MSTS style freight animation - can either be for a coal load, which will adjust with usage, or a static animation, such as additional shape.
            if (car.FreightShapeFileName != null)
            {
                car.HasFreightAnim = true;
                FreightShape       = new AnimatedShape(viewer, wagonFolderSlash + car.FreightShapeFileName + '\0' + wagonFolderSlash, new WorldPosition(car.WorldPosition), ShapeFlags.ShadowCaster);

                // Reproducing MSTS "bug" of not allowing tender animation in case both minLevel and maxLevel are 0 or maxLevel <  minLevel
                // Applies to both a standard tender locomotive or a tank locomotive (where coal load is on same "wagon" as the locomotive -  for the coal load on a tender or tank locomotive - in operation it will raise or lower with caol usage

                if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender || MSTSWagon is MSTSSteamLocomotive)
                {
                    var NonTenderSteamLocomotive = MSTSWagon as MSTSSteamLocomotive;

                    if ((MSTSWagon.WagonType == TrainCar.WagonTypes.Tender || MSTSWagon is MSTSLocomotive && (MSTSWagon.EngineType == TrainCar.EngineTypes.Steam && NonTenderSteamLocomotive.IsTenderRequired == 0.0)) && MSTSWagon.FreightAnimMaxLevelM != 0 && MSTSWagon.FreightAnimFlag > 0 && MSTSWagon.FreightAnimMaxLevelM > MSTSWagon.FreightAnimMinLevelM)
                    {
                        // Force allowing animation:
                        if (FreightShape.SharedShape.LodControls.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives[0].Hierarchy.Length > 0)
                        {
                            FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives[0].Hierarchy[0] = 1;
                        }
                    }
                }
            }


            if (car.InteriorShapeFileName != null)
            {
                InteriorShape = new AnimatedShape(viewer, wagonFolderSlash + car.InteriorShapeFileName + '\0' + wagonFolderSlash, car.WorldPosition, ShapeFlags.Interior, 30.0f);
            }

            RunningGear    = new AnimatedPart(TrainCarShape);
            Pantograph1    = new AnimatedPart(TrainCarShape);
            Pantograph2    = new AnimatedPart(TrainCarShape);
            Pantograph3    = new AnimatedPart(TrainCarShape);
            Pantograph4    = new AnimatedPart(TrainCarShape);
            LeftDoor       = new AnimatedPart(TrainCarShape);
            RightDoor      = new AnimatedPart(TrainCarShape);
            Mirrors        = new AnimatedPart(TrainCarShape);
            Wipers         = new AnimatedPart(TrainCarShape);
            UnloadingParts = new AnimatedPart(TrainCarShape);
            Bell           = new AnimatedPart(TrainCarShape);

            if (car.FreightAnimations != null)
            {
                FreightAnimations = new FreightAnimationsViewer(viewer, car, wagonFolderSlash);
            }

            LoadCarSounds(wagonFolderSlash);
            //if (!(MSTSWagon is MSTSLocomotive))
            //    LoadTrackSounds();
            Viewer.SoundProcess.AddSoundSource(this, new TrackSoundSource(MSTSWagon, Viewer));

            // Determine if it has first pantograph. So we can match unnamed panto parts correctly
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.SharedShape.MatrixNames[i].Contains('1'))
                {
                    if (TrainCarShape.SharedShape.MatrixNames[i].ToUpper().StartsWith("PANTO"))
                    {
                        HasFirstPanto = true; break;
                    }
                }
            }

            // Check bogies and wheels to find out what we have.
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE1"))
                {
                    bogieMatrix1 = i;
                    numBogie1   += 1;
                }
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE2"))
                {
                    bogieMatrix2 = i;
                    numBogie2   += 1;
                }
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE"))
                {
                    bogieMatrix1 = i;
                }
                // For now, the total axle count consisting of axles that are part of the bogie are being counted.
                if (TrainCarShape.SharedShape.MatrixNames[i].Contains("WHEELS"))
                {
                    if (TrainCarShape.SharedShape.MatrixNames[i].Length == 8)
                    {
                        var tpmatrix = TrainCarShape.SharedShape.GetParentMatrix(i);
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS11") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS12") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS13") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS22") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS23") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }

                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS11") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS12") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS13") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS23") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                    }
                }
            }

            // Match up all the matrices with their parts.
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.Hierarchy[i] == -1)
                {
                    MatchMatrixToPart(car, i, 0);
                }
            }

            car.SetUpWheels();

            // If we have two pantographs, 2 is the forwards pantograph, unlike when there's only one.
            if (!car.Flipped && !Pantograph1.Empty() && !Pantograph2.Empty())
            {
                AnimatedPart.Swap(ref Pantograph1, ref Pantograph2);
            }

            Pantograph1.SetState(MSTSWagon.Pantographs[1].CommandUp);
            Pantograph2.SetState(MSTSWagon.Pantographs[2].CommandUp);
            if (MSTSWagon.Pantographs.List.Count > 2)
            {
                Pantograph3.SetState(MSTSWagon.Pantographs[3].CommandUp);
            }
            if (MSTSWagon.Pantographs.List.Count > 3)
            {
                Pantograph4.SetState(MSTSWagon.Pantographs[4].CommandUp);
            }
            LeftDoor.SetState(MSTSWagon.DoorLeftOpen);
            RightDoor.SetState(MSTSWagon.DoorRightOpen);
            Mirrors.SetState(MSTSWagon.MirrorOpen);
            UnloadingParts.SetState(MSTSWagon.UnloadingPartsOpen);

            InitializeUserInputCommands();
        }
Beispiel #2
0
        private void UpdateAnimation(RenderFrame frame, ElapsedTime elapsedTime)
        {
            float distanceTravelledM         = 0.0f; // Distance travelled by non-driven wheels
            float distanceTravelledDrivenM   = 0.0f; // Distance travelled by driven wheels
            float AnimationWheelRadiusM      = 0.0f; // Radius of non driven wheels
            float AnimationDriveWheelRadiusM = 0.0f; // Radius of driven wheels

            if (MSTSWagon.IsDriveable && MSTSWagon.Simulator.UseAdvancedAdhesion)
            {
                //TODO: next code line has been modified to flip trainset physics in order to get viewing direction coincident with loco direction when using rear cab.
                // To achieve the same result with other means, without flipping trainset physics, the line should be changed as follows:
                //                                distanceTravelledM = MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;

                if (Car.EngineType == Orts.Simulation.RollingStocks.TrainCar.EngineTypes.Steam) // Steam locomotive so set up different speeds for different driver and non-driver wheels
                {
                    distanceTravelledM       = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;
                    distanceTravelledDrivenM = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedSlipMpS * elapsedTime.ClockSeconds;
                    // Set values of wheel radius - assume that drive wheel and non driven wheel are different sizes
                    AnimationWheelRadiusM      = MSTSWagon.WheelRadiusM;
                    AnimationDriveWheelRadiusM = MSTSWagon.DriverWheelRadiusM;
                }
                else  // Other driveable rolling stock - all wheels have same speed.
                {
                    distanceTravelledM       = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;
                    distanceTravelledDrivenM = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;
                    // Set values of wheel radius - assume that drive wheel and non driven wheel are same sizes
                    AnimationWheelRadiusM      = MSTSWagon.WheelRadiusM;
                    AnimationDriveWheelRadiusM = MSTSWagon.WheelRadiusM;
                }
            }
            else // set values for simple adhesion
            {
                distanceTravelledM       = ((MSTSWagon.IsDriveable && MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.SpeedMpS * elapsedTime.ClockSeconds;
                distanceTravelledDrivenM = ((MSTSWagon.IsDriveable && MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.SpeedMpS * elapsedTime.ClockSeconds;
                // Set values of wheel radius - assume that drive wheel and non driven wheel are same sizes
                if (Car.EngineType == Orts.Simulation.RollingStocks.TrainCar.EngineTypes.Steam) // set values for steam stock
                {
                    AnimationWheelRadiusM      = MSTSWagon.WheelRadiusM;
                    AnimationDriveWheelRadiusM = MSTSWagon.DriverWheelRadiusM;
                }
                else // set values for non-driveable stock, eg wagons, and driveable stock such as diesels, electric locomotives
                {
                    AnimationWheelRadiusM      = MSTSWagon.WheelRadiusM;
                    AnimationDriveWheelRadiusM = MSTSWagon.WheelRadiusM;
                }
            }

            if (Car.BrakeSkid) // if car wheels are skidding because of brakes lockin wheels up then stop wheels rotating.
            {
                distanceTravelledM       = 0.0f;
                distanceTravelledDrivenM = 0.0f;
            }

            // Running gear and drive wheel rotation (animation) in steam locomotives
            if (!RunningGear.Empty() && AnimationDriveWheelRadiusM > 0.001)
            {
                RunningGear.UpdateLoop(distanceTravelledDrivenM / MathHelper.TwoPi / AnimationDriveWheelRadiusM);
            }


            // Wheel rotation (animation) - for non-drive wheels in steam locomotives and all wheels in other stock
            if (WheelPartIndexes.Count > 0)
            {
                var wheelCircumferenceM = MathHelper.TwoPi * AnimationWheelRadiusM;
                var rotationalDistanceR = MathHelper.TwoPi * distanceTravelledM / wheelCircumferenceM;  // in radians
                WheelRotationR = MathHelper.WrapAngle(WheelRotationR - rotationalDistanceR);
                var wheelRotationMatrix = Matrix.CreateRotationX(WheelRotationR);
                foreach (var iMatrix in WheelPartIndexes)
                {
                    TrainCarShape.XNAMatrices[iMatrix] = wheelRotationMatrix * TrainCarShape.SharedShape.Matrices[iMatrix];
                }
            }

#if DEBUG_WHEEL_ANIMATION
            Trace.TraceInformation("========================== Debug Animation in MSTSWagonViewer.cs ==========================================");
            Trace.TraceInformation("Slip speed - Car ID: {0} WheelDistance: {1} SlipWheelDistance: {2}", Car.CarID, distanceTravelledM, distanceTravelledDrivenM);
            Trace.TraceInformation("Wag Speed - Wheelspeed: {0} Slip: {1} Train: {2}", MSTSWagon.WheelSpeedMpS, MSTSWagon.WheelSpeedSlipMpS, MSTSWagon.SpeedMpS);
            Trace.TraceInformation("Wheel Radius - DriveWheel: {0} NonDriveWheel: {1}", AnimationDriveWheelRadiusM, AnimationWheelRadiusM);
#endif

            // truck angle animation
            foreach (var p in Car.Parts)
            {
                if (p.iMatrix <= 0)
                {
                    continue;
                }
                Matrix m = Matrix.Identity;
                m.Translation = TrainCarShape.SharedShape.Matrices[p.iMatrix].Translation;
                m.M11         = p.Cos;
                m.M13         = p.Sin;
                m.M31         = -p.Sin;
                m.M33         = p.Cos;

                // To cancel out any vibration, apply the inverse here. If no vibration is present, this matrix will be Matrix.Identity.
                TrainCarShape.XNAMatrices[p.iMatrix] = Car.VibrationInverseMatrix * m;
            }


            // Applies MSTS style freight animation for coal load on the locomotive, crews, and other static animations.
            // Takes the form of FreightAnim ( A B C )
            // MSTS allowed crew figures to be inserted into the tender WAG file and thus be displayed on the locomotive.
            // It appears that only one MSTS type FA can be used per vehicle (to be confirmed?)
            // For coal load variation, C should be absent (set to 1 when read in WAG file) or >0 - sets FreightAnimFlag; and A > B
            // To disable coal load variation and insert a static (crew) shape on the tender breech, one of the conditions indicated above
            if (FreightShape != null && !(Viewer.Camera.AttachedCar == this.MSTSWagon && Viewer.Camera.Style == Camera.Styles.ThreeDimCab))
            {
                // Define default position of shape
                FreightShape.Location.XNAMatrix = Car.WorldPosition.XNAMatrix;
                FreightShape.Location.TileX     = Car.WorldPosition.TileX;
                FreightShape.Location.TileZ     = Car.WorldPosition.TileZ;

                bool  SteamAnimShape      = false;
                float FuelControllerLevel = 0.0f;

                // For coal load variation on locomotives determine the current fuel level - and whether locomotive is a tender or tank type locomotive.
                if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender || MSTSWagon is MSTSSteamLocomotive)
                {
                    var NonTenderSteamLocomotive = MSTSWagon as MSTSSteamLocomotive;

                    if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender || MSTSWagon is MSTSLocomotive && (MSTSWagon.EngineType == TrainCar.EngineTypes.Steam && NonTenderSteamLocomotive.IsTenderRequired == 0.0))
                    {
                        if (MSTSWagon.TendersSteamLocomotive == null)
                        {
                            MSTSWagon.FindTendersSteamLocomotive();
                        }

                        if (MSTSWagon.TendersSteamLocomotive != null)
                        {
                            FuelControllerLevel = MSTSWagon.TendersSteamLocomotive.FuelController.CurrentValue;
                            SteamAnimShape      = true;
                        }
                        else if (NonTenderSteamLocomotive != null)
                        {
                            FuelControllerLevel = NonTenderSteamLocomotive.FuelController.CurrentValue;
                            SteamAnimShape      = true;
                        }
                    }
                }

                // Set height of FAs - if relevant conditions met, use default position co-ords defined above
                if (FreightShape.XNAMatrices.Length > 0)
                {
                    // For tender coal load animation
                    if (MSTSWagon.FreightAnimFlag > 0 && MSTSWagon.FreightAnimMaxLevelM > MSTSWagon.FreightAnimMinLevelM && SteamAnimShape)
                    {
                        FreightShape.XNAMatrices[0].M42 = MSTSWagon.FreightAnimMinLevelM + FuelControllerLevel * (MSTSWagon.FreightAnimMaxLevelM - MSTSWagon.FreightAnimMinLevelM);
                    }
                    // reproducing MSTS strange behavior; used to display loco crew when attached to tender
                    else if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender)
                    {
                        FreightShape.Location.XNAMatrix.M42 += MSTSWagon.FreightAnimMaxLevelM;
                    }
                }
                // Display Animation Shape
                FreightShape.PrepareFrame(frame, elapsedTime);
            }

            if (FreightAnimations != null)
            {
                foreach (var freightAnim in FreightAnimations.Animations)
                {
                    if (freightAnim.Animation is FreightAnimationStatic)
                    {
                        var animation = freightAnim.Animation as FreightAnimationStatic;
                        if (!((animation.Visibility[(int)FreightAnimationStatic.VisibleFrom.Cab3D] &&
                               Viewer.Camera.AttachedCar == this.MSTSWagon && Viewer.Camera.Style == Camera.Styles.ThreeDimCab) ||
                              (animation.Visibility[(int)FreightAnimationStatic.VisibleFrom.Cab2D] &&
                               Viewer.Camera.AttachedCar == this.MSTSWagon && Viewer.Camera.Style == Camera.Styles.Cab) ||
                              (animation.Visibility[(int)FreightAnimationStatic.VisibleFrom.Outside] && (Viewer.Camera.AttachedCar != this.MSTSWagon ||
                                                                                                         (Viewer.Camera.Style != Camera.Styles.ThreeDimCab && Viewer.Camera.Style != Camera.Styles.Cab)))))
                        {
                            continue;
                        }
                    }
                    if (freightAnim.FreightShape != null && !((freightAnim.Animation is FreightAnimationContinuous) && (freightAnim.Animation as FreightAnimationContinuous).LoadPerCent == 0))
                    {
                        freightAnim.FreightShape.Location.XNAMatrix = Car.WorldPosition.XNAMatrix;
                        freightAnim.FreightShape.Location.TileX     = Car.WorldPosition.TileX; freightAnim.FreightShape.Location.TileZ = Car.WorldPosition.TileZ;
                        if (freightAnim.FreightShape.XNAMatrices.Length > 0)
                        {
                            if (freightAnim.Animation is FreightAnimationContinuous)
                            {
                                var continuousFreightAnim = freightAnim.Animation as FreightAnimationContinuous;
                                if (MSTSWagon.FreightAnimations.IsGondola)
                                {
                                    freightAnim.FreightShape.XNAMatrices[0] = TrainCarShape.XNAMatrices[1];
                                }
                                freightAnim.FreightShape.XNAMatrices[0].M42 = continuousFreightAnim.MinHeight +
                                                                              continuousFreightAnim.LoadPerCent / 100 * (continuousFreightAnim.MaxHeight - continuousFreightAnim.MinHeight);
                            }
                            if (freightAnim.Animation is FreightAnimationStatic)
                            {
                                var staticFreightAnim = freightAnim.Animation as FreightAnimationStatic;
                                freightAnim.FreightShape.XNAMatrices[0].M41 = staticFreightAnim.XOffset;
                                freightAnim.FreightShape.XNAMatrices[0].M42 = staticFreightAnim.YOffset;
                                freightAnim.FreightShape.XNAMatrices[0].M43 = staticFreightAnim.ZOffset;
                            }
                        }
                        // Forcing rotation of freight shape
                        freightAnim.FreightShape.PrepareFrame(frame, elapsedTime);
                    }
                }
            }



            // Control visibility of passenger cabin when inside it
            if (Viewer.Camera.AttachedCar == this.MSTSWagon
                &&  //( Viewer.ViewPoint == Viewer.ViewPoints.Cab ||  // TODO, restore when we complete cab views -
                Viewer.Camera.Style == Camera.Styles.Passenger)
            {
                // We are in the passenger cabin
                if (InteriorShape != null)
                {
                    InteriorShape.PrepareFrame(frame, elapsedTime);
                }
                else
                {
                    TrainCarShape.PrepareFrame(frame, elapsedTime);
                }
            }
            else
            {
                // Skip drawing if 2D or 3D Cab view - Cab view already drawn - by GeorgeS changed by DennisAT
                if (Viewer.Camera.AttachedCar == this.MSTSWagon &&
                    (Viewer.Camera.Style == Camera.Styles.Cab || Viewer.Camera.Style == Camera.Styles.ThreeDimCab))
                {
                    return;
                }

                // We are outside the passenger cabin
                TrainCarShape.PrepareFrame(frame, elapsedTime);
            }
        }
Beispiel #3
0
        private void UpdateAnimation(RenderFrame frame, ElapsedTime elapsedTime)
        {
            float distanceTravelledM         = 0.0f; // Distance travelled by non-driven wheels
            float distanceTravelledDrivenM   = 0.0f; // Distance travelled by driven wheels
            float AnimationWheelRadiusM      = 0.0f; // Radius of non driven wheels
            float AnimationDriveWheelRadiusM = 0.0f; // Radius of driven wheels

            if (MSTSWagon.IsDriveable && MSTSWagon.Simulator.UseAdvancedAdhesion)
            {
                //TODO: next code line has been modified to flip trainset physics in order to get viewing direction coincident with loco direction when using rear cab.
                // To achieve the same result with other means, without flipping trainset physics, the line should be changed as follows:
                //                                distanceTravelledM = MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;

                if (Car.EngineType == Orts.Simulation.RollingStocks.TrainCar.EngineTypes.Steam) // Steam locomotive so set up different speeds for different driver and non-driver wheels
                {
                    distanceTravelledM       = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;
                    distanceTravelledDrivenM = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedSlipMpS * elapsedTime.ClockSeconds;
                    // Set values of wheel radius - assume that drive wheel and non driven wheel are different sizes
                    AnimationWheelRadiusM      = MSTSWagon.WheelRadiusM;
                    AnimationDriveWheelRadiusM = MSTSWagon.DriverWheelRadiusM;
                }
                else  // Other driveable rolling stock - all wheels have same speed.
                {
                    distanceTravelledM       = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;
                    distanceTravelledDrivenM = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;
                    // Set values of wheel radius - assume that drive wheel and non driven wheel are same sizes
                    AnimationWheelRadiusM      = MSTSWagon.WheelRadiusM;
                    AnimationDriveWheelRadiusM = MSTSWagon.WheelRadiusM;
                }
            }
            else // set values for simple adhesion
            {
                distanceTravelledM       = MSTSWagon.SpeedMpS * elapsedTime.ClockSeconds;
                distanceTravelledDrivenM = MSTSWagon.SpeedMpS * elapsedTime.ClockSeconds;
                // Set values of wheel radius - assume that drive wheel and non driven wheel are same sizes
                if (Car.EngineType == Orts.Simulation.RollingStocks.TrainCar.EngineTypes.Steam) // set values for steam stock
                {
                    AnimationWheelRadiusM      = MSTSWagon.WheelRadiusM;
                    AnimationDriveWheelRadiusM = MSTSWagon.DriverWheelRadiusM;
                }
                else // set values for non-driveable stock, eg wagons, and driveable stock such as diesels, electric locomotives
                {
                    AnimationWheelRadiusM      = MSTSWagon.WheelRadiusM;
                    AnimationDriveWheelRadiusM = MSTSWagon.WheelRadiusM;
                }
            }

            if (Car.BrakeSkid) // if car wheels are skidding because of brakes lockin wheels up then stop wheels rotating.
            {
                distanceTravelledM       = 0.0f;
                distanceTravelledDrivenM = 0.0f;
            }

            // Running gear and drive wheel rotation (animation) in steam locomotives
            if (!RunningGear.Empty() && AnimationDriveWheelRadiusM > 0.001)
            {
                RunningGear.UpdateLoop(distanceTravelledDrivenM / MathHelper.TwoPi / AnimationDriveWheelRadiusM);
            }


            // Wheel rotation (animation) - for non-drive wheels in steam locomotives and all wheels in other stock
            if (WheelPartIndexes.Count > 0)
            {
                var wheelCircumferenceM = MathHelper.TwoPi * AnimationWheelRadiusM;
                var rotationalDistanceR = MathHelper.TwoPi * distanceTravelledM / wheelCircumferenceM;  // in radians
                WheelRotationR = MathHelper.WrapAngle(WheelRotationR - rotationalDistanceR);
                var wheelRotationMatrix = Matrix.CreateRotationX(WheelRotationR);
                foreach (var iMatrix in WheelPartIndexes)
                {
                    TrainCarShape.XNAMatrices[iMatrix] = wheelRotationMatrix * TrainCarShape.SharedShape.Matrices[iMatrix];
                }
            }

#if DEBUG_WHEEL_ANIMATION
            Trace.TraceInformation("========================== Debug Animation in MSTSWagonViewer.cs ==========================================");
            Trace.TraceInformation("Slip speed - Car ID: {0} WheelDistance: {1} SlipWheelDistance: {2}", Car.CarID, distanceTravelledM, distanceTravelledDrivenM);
            Trace.TraceInformation("Wag Speed - Wheelspeed: {0} Slip: {1} Train: {2}", MSTSWagon.WheelSpeedMpS, MSTSWagon.WheelSpeedSlipMpS, MSTSWagon.SpeedMpS);
            Trace.TraceInformation("Wheel Radius - DriveWheel: {0} NonDriveWheel: {1}", AnimationDriveWheelRadiusM, AnimationWheelRadiusM);
#endif

            // truck angle animation
            foreach (var p in Car.Parts)
            {
                if (p.iMatrix <= 0)
                {
                    continue;
                }
                Matrix m = Matrix.Identity;
                m.Translation = TrainCarShape.SharedShape.Matrices[p.iMatrix].Translation;
                m.M11         = p.Cos;
                m.M13         = p.Sin;
                m.M31         = -p.Sin;
                m.M33         = p.Cos;

                // To cancel out any vibration, apply the inverse here. If no vibration is present, this matrix will be Matrix.Identity.
                TrainCarShape.XNAMatrices[p.iMatrix] = Car.VibrationInverseMatrix * m;
            }

            if (FreightShape != null)
            {
                FreightShape.Location.XNAMatrix = Car.WorldPosition.XNAMatrix;
                FreightShape.Location.TileX     = Car.WorldPosition.TileX; FreightShape.Location.TileZ = Car.WorldPosition.TileZ;

                if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender)
                {
                    if (MSTSWagon.TendersSteamLocomotive == null)
                    {
                        MSTSWagon.FindTendersSteamLocomotive();
                    }
                    if (FreightShape.XNAMatrices.Length > 0 && MSTSWagon.TendersSteamLocomotive != null)
                    {
                        if (MSTSWagon.FreightAnimFlag > 0 && MSTSWagon.FreightAnimMaxLevelM > MSTSWagon.FreightAnimMinLevelM)
                        {
                            FreightShape.XNAMatrices[0].M42 = MSTSWagon.FreightAnimMinLevelM + MSTSWagon.TendersSteamLocomotive.FuelController.CurrentValue * (MSTSWagon.FreightAnimMaxLevelM - MSTSWagon.FreightAnimMinLevelM);
                        }
                        else
                        // reproducing MSTS strange behavior; used to display loco crew
                        {
                            FreightShape.Location.XNAMatrix.M42 += MSTSWagon.FreightAnimMaxLevelM;
                        }
                    }
                }
                FreightShape.PrepareFrame(frame, elapsedTime);
            }

            if (FreightAnimations != null)
            {
                foreach (var freightAnim in FreightAnimations.Animations)
                {
                    if (freightAnim.FreightShape != null && !((freightAnim.Animation is FreightAnimationContinuous) && (freightAnim.Animation as FreightAnimationContinuous).LoadPerCent == 0))
                    {
                        freightAnim.FreightShape.Location.XNAMatrix = Car.WorldPosition.XNAMatrix;
                        freightAnim.FreightShape.Location.TileX     = Car.WorldPosition.TileX; freightAnim.FreightShape.Location.TileZ = Car.WorldPosition.TileZ;
                        if (freightAnim.FreightShape.XNAMatrices.Length > 0)
                        {
                            if (freightAnim.Animation is FreightAnimationContinuous)
                            {
                                var continuousFreightAnim = freightAnim.Animation as FreightAnimationContinuous;
                                if (MSTSWagon.FreightAnimations.IsGondola)
                                {
                                    freightAnim.FreightShape.XNAMatrices[0] = TrainCarShape.XNAMatrices[1];
                                }
                                freightAnim.FreightShape.XNAMatrices[0].M42 = continuousFreightAnim.MinHeight +
                                                                              continuousFreightAnim.LoadPerCent / 100 * (continuousFreightAnim.MaxHeight - continuousFreightAnim.MinHeight);
                            }
                            if (freightAnim.Animation is FreightAnimationStatic)
                            {
                                var staticFreightAnim = freightAnim.Animation as FreightAnimationStatic;
                                freightAnim.FreightShape.XNAMatrices[0].M41 = staticFreightAnim.XOffset;
                                freightAnim.FreightShape.XNAMatrices[0].M42 = staticFreightAnim.YOffset;
                                freightAnim.FreightShape.XNAMatrices[0].M43 = staticFreightAnim.ZOffset;
                            }
                        }
                        // Forcing rotation of freight shape
                        freightAnim.FreightShape.PrepareFrame(frame, elapsedTime);
                    }
                }
            }



            // Control visibility of passenger cabin when inside it
            if (Viewer.Camera.AttachedCar == this.MSTSWagon
                &&  //( Viewer.ViewPoint == Viewer.ViewPoints.Cab ||  // TODO, restore when we complete cab views -
                Viewer.Camera.Style == Camera.Styles.Passenger)
            {
                // We are in the passenger cabin
                if (InteriorShape != null)
                {
                    InteriorShape.PrepareFrame(frame, elapsedTime);
                }
                else
                {
                    TrainCarShape.PrepareFrame(frame, elapsedTime);
                }
            }
            else
            {
                // Skip drawing if CAB view - draw 2D view instead - by GeorgeS
                if (Viewer.Camera.AttachedCar == this.MSTSWagon &&
                    Viewer.Camera.Style == Camera.Styles.Cab)
                {
                    return;
                }

                // We are outside the passenger cabin
                TrainCarShape.PrepareFrame(frame, elapsedTime);
            }
        }
Beispiel #4
0
        public MSTSWagonViewer(Viewer viewer, MSTSWagon car)
            : base(viewer, car)
        {
            var wagonFolderSlash = Path.GetDirectoryName(car.WagFilePath) + @"\";

            TrainCarShape = car.MainShapeFileName != string.Empty
                ? new PoseableShape(viewer, wagonFolderSlash + car.MainShapeFileName + '\0' + wagonFolderSlash, car.WorldPosition, ShapeFlags.ShadowCaster)
                : new PoseableShape(viewer, null, car.WorldPosition);

            if (car.FreightShapeFileName != null)
            {
                car.HasFreightAnim = true;
                FreightShape       = new AnimatedShape(viewer, wagonFolderSlash + car.FreightShapeFileName + '\0' + wagonFolderSlash, new WorldPosition(car.WorldPosition), ShapeFlags.ShadowCaster);
                // Reproducing MSTS "bug" of not allowing tender animation in case both minLevel and maxLevel are 0 or maxLevel <  minLevel
                if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender && MSTSWagon.FreightAnimMaxLevelM != 0 && MSTSWagon.FreightAnimFlag > 0 && MSTSWagon.FreightAnimMaxLevelM > MSTSWagon.FreightAnimMinLevelM)
                {
                    // Force allowing animation:
                    if (FreightShape.SharedShape.LodControls.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives[0].Hierarchy.Length > 0)
                    {
                        FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives[0].Hierarchy[0] = 1;
                    }
                }
            }
            if (car.InteriorShapeFileName != null)
            {
                InteriorShape = new AnimatedShape(viewer, wagonFolderSlash + car.InteriorShapeFileName + '\0' + wagonFolderSlash, car.WorldPosition, ShapeFlags.Interior, 30.0f);
            }

            RunningGear    = new AnimatedPart(TrainCarShape);
            Pantograph1    = new AnimatedPart(TrainCarShape);
            Pantograph2    = new AnimatedPart(TrainCarShape);
            LeftDoor       = new AnimatedPart(TrainCarShape);
            RightDoor      = new AnimatedPart(TrainCarShape);
            Mirrors        = new AnimatedPart(TrainCarShape);
            Wipers         = new AnimatedPart(TrainCarShape);
            UnloadingParts = new AnimatedPart(TrainCarShape);

            if (car.FreightAnimations != null)
            {
                FreightAnimations = new FreightAnimationsViewer(viewer, car, wagonFolderSlash);
            }

            LoadCarSounds(wagonFolderSlash);
            //if (!(MSTSWagon is MSTSLocomotive))
            //    LoadTrackSounds();
            Viewer.SoundProcess.AddSoundSource(this, new TrackSoundSource(MSTSWagon, Viewer));

            // Determine if it has first pantograph. So we can match unnamed panto parts correctly
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.SharedShape.MatrixNames[i].Contains('1'))
                {
                    if (TrainCarShape.SharedShape.MatrixNames[i].ToUpper().StartsWith("PANTO"))
                    {
                        HasFirstPanto = true; break;
                    }
                }
            }

            // Check bogies and wheels to find out what we have.
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE1"))
                {
                    bogieMatrix1 = i;
                    numBogie1   += 1;
                }
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE2"))
                {
                    bogieMatrix2 = i;
                    numBogie2   += 1;
                }
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE"))
                {
                    bogieMatrix1 = i;
                    numBogie    += 1;
                }
                // For now, the total axle count consisting of axles that are part of the bogie are being counted.
                if (TrainCarShape.SharedShape.MatrixNames[i].Contains("WHEELS"))
                {
                    if (TrainCarShape.SharedShape.MatrixNames[i].Length == 8)
                    {
                        var tpmatrix = TrainCarShape.SharedShape.GetParentMatrix(i);
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS11") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS12") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS13") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS22") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS23") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }

                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS11") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS12") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS13") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS23") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                    }
                }
            }

            // Match up all the matrices with their parts.
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.Hierarchy[i] == -1)
                {
                    MatchMatrixToPart(car, i, 0);
                }
            }

            car.SetUpWheels();

            // If we have two pantographs, 2 is the forwards pantograph, unlike when there's only one.
            if (!car.Flipped && !Pantograph1.Empty() && !Pantograph2.Empty())
            {
                AnimatedPart.Swap(ref Pantograph1, ref Pantograph2);
            }

            Pantograph1.SetState(MSTSWagon.Pantographs[1].CommandUp);
            Pantograph2.SetState(MSTSWagon.Pantographs[2].CommandUp);
            LeftDoor.SetState(MSTSWagon.DoorLeftOpen);
            RightDoor.SetState(MSTSWagon.DoorRightOpen);
            Mirrors.SetState(MSTSWagon.MirrorOpen);
            UnloadingParts.SetState(MSTSWagon.UnloadingPartsOpen);

            InitializeUserInputCommands();
        }
        private void UpdateAnimation(RenderFrame frame, ElapsedTime elapsedTime)
        {
            float distanceTravelledM;

            if (MSTSWagon.IsDriveable && MSTSWagon.Simulator.UseAdvancedAdhesion)
            {
                //TODO: next code line has been modified to flip trainset physics in order to get viewing direction coincident with loco direction when using rear cab.
                // To achieve the same result with other means, without flipping trainset physics, the line should be changed as follows:
                //                                distanceTravelledM = MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;
                distanceTravelledM = ((MSTSWagon.Train != null && MSTSWagon.Train.IsPlayerDriven && ((MSTSLocomotive)MSTSWagon).UsingRearCab) ? -1 : 1) * MSTSWagon.WheelSpeedMpS * elapsedTime.ClockSeconds;
            }
            else
            {
                distanceTravelledM = MSTSWagon.SpeedMpS * elapsedTime.ClockSeconds;
            }

            // Running gear animation
            if (!RunningGear.Empty() && MSTSWagon.DriverWheelRadiusM > 0.001)
            {
                RunningGear.UpdateLoop(distanceTravelledM / MathHelper.TwoPi / MSTSWagon.DriverWheelRadiusM);
            }

            // Wheel animation
            if (WheelPartIndexes.Count > 0)
            {
                var wheelCircumferenceM = MathHelper.TwoPi * MSTSWagon.WheelRadiusM;
                var rotationalDistanceR = MathHelper.TwoPi * distanceTravelledM / wheelCircumferenceM;  // in radians
                WheelRotationR = MathHelper.WrapAngle(WheelRotationR - rotationalDistanceR);
                var wheelRotationMatrix = Matrix.CreateRotationX(WheelRotationR);
                foreach (var iMatrix in WheelPartIndexes)
                {
                    TrainCarShape.XNAMatrices[iMatrix] = wheelRotationMatrix * TrainCarShape.SharedShape.Matrices[iMatrix];
                }
            }

            // truck angle animation
            foreach (var p in Car.Parts)
            {
                if (p.iMatrix <= 0)
                {
                    continue;
                }
                Matrix m = Matrix.Identity;
                m.Translation = TrainCarShape.SharedShape.Matrices[p.iMatrix].Translation;
                m.M11         = p.Cos;
                m.M13         = p.Sin;
                m.M31         = -p.Sin;
                m.M33         = p.Cos;

                // To cancel out any vibration, apply the inverse here. If no vibration is present, this matrix will be Matrix.Identity.
                TrainCarShape.XNAMatrices[p.iMatrix] = Car.VibrationInverseMatrix * m;
            }

            if (FreightShape != null)
            {
                FreightShape.Location.XNAMatrix = Car.WorldPosition.XNAMatrix;
                FreightShape.Location.TileX     = Car.WorldPosition.TileX; FreightShape.Location.TileZ = Car.WorldPosition.TileZ;

                if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender)
                {
                    if (MSTSWagon.TendersSteamLocomotive == null)
                    {
                        MSTSWagon.FindTendersSteamLocomotive();
                    }
                    if (FreightShape.XNAMatrices.Length > 0 && MSTSWagon.TendersSteamLocomotive != null)
                    {
                        if (MSTSWagon.FreightAnimFlag > 0 && MSTSWagon.FreightAnimMaxLevelM > MSTSWagon.FreightAnimMinLevelM)
                        {
                            FreightShape.XNAMatrices[0].M42 = MSTSWagon.FreightAnimMinLevelM + MSTSWagon.TendersSteamLocomotive.FuelController.CurrentValue * (MSTSWagon.FreightAnimMaxLevelM - MSTSWagon.FreightAnimMinLevelM);
                        }
                        else
                        // reproducing MSTS strange behavior; used to display loco crew
                        {
                            FreightShape.Location.XNAMatrix.M42 += MSTSWagon.FreightAnimMaxLevelM;
                        }
                    }
                }
                FreightShape.PrepareFrame(frame, elapsedTime);
            }

            if (FreightAnimations != null)
            {
                foreach (var freightAnim in FreightAnimations.Animations)
                {
                    if (freightAnim.FreightShape != null && !((freightAnim.Animation is FreightAnimationContinuous) && (freightAnim.Animation as FreightAnimationContinuous).LoadPerCent == 0))
                    {
                        freightAnim.FreightShape.Location.XNAMatrix = Car.WorldPosition.XNAMatrix;
                        freightAnim.FreightShape.Location.TileX     = Car.WorldPosition.TileX; freightAnim.FreightShape.Location.TileZ = Car.WorldPosition.TileZ;
                        if (freightAnim.FreightShape.XNAMatrices.Length > 0)
                        {
                            if (freightAnim.Animation is FreightAnimationContinuous)
                            {
                                var continuousFreightAnim = freightAnim.Animation as FreightAnimationContinuous;
                                if (MSTSWagon.FreightAnimations.IsGondola)
                                {
                                    freightAnim.FreightShape.XNAMatrices[0] = TrainCarShape.XNAMatrices[1];
                                }
                                freightAnim.FreightShape.XNAMatrices[0].M42 = continuousFreightAnim.MinHeight +
                                                                              continuousFreightAnim.LoadPerCent / 100 * (continuousFreightAnim.MaxHeight - continuousFreightAnim.MinHeight);
                            }
                            if (freightAnim.Animation is FreightAnimationStatic)
                            {
                                var staticFreightAnim = freightAnim.Animation as FreightAnimationStatic;
                                freightAnim.FreightShape.XNAMatrices[0].M41 = staticFreightAnim.XOffset;
                                freightAnim.FreightShape.XNAMatrices[0].M42 = staticFreightAnim.YOffset;
                                freightAnim.FreightShape.XNAMatrices[0].M43 = staticFreightAnim.ZOffset;
                            }
                        }
                        // Forcing rotation of freight shape
                        freightAnim.FreightShape.PrepareFrame(frame, elapsedTime);
                    }
                }
            }



            // Control visibility of passenger cabin when inside it
            if (Viewer.Camera.AttachedCar == this.MSTSWagon
                &&  //( Viewer.ViewPoint == Viewer.ViewPoints.Cab ||  // TODO, restore when we complete cab views -
                Viewer.Camera.Style == Camera.Styles.Passenger)
            {
                // We are in the passenger cabin
                if (InteriorShape != null)
                {
                    InteriorShape.PrepareFrame(frame, elapsedTime);
                }
                else
                {
                    TrainCarShape.PrepareFrame(frame, elapsedTime);
                }
            }
            else
            {
                // Skip drawing if CAB view - draw 2D view instead - by GeorgeS
                if (Viewer.Camera.AttachedCar == this.MSTSWagon &&
                    Viewer.Camera.Style == Camera.Styles.Cab)
                {
                    return;
                }

                // We are outside the passenger cabin
                TrainCarShape.PrepareFrame(frame, elapsedTime);
            }
        }