Exemple #1
0
            internal override void CreateObject(Vector3 Position, World.Transformation BaseTransformation, World.Transformation AuxTransformation,
                                                int SectionIndex, bool AccurateObjectDisposal, double StartingDistance, double EndingDistance, double BlockLength,
                                                double TrackPosition, double Brightness, bool DuplicateMaterials)
            {
                bool[] free    = new bool[Objects.Length];
                bool   anyfree = false;
                bool   allfree = true;

                for (int i = 0; i < Objects.Length; i++)
                {
                    free[i] = Objects[i].IsFreeOfFunctions();
                    if (free[i])
                    {
                        anyfree = true;
                    }
                    else
                    {
                        allfree = false;
                    }
                }
                if (anyfree && !allfree && Objects.Length > 1)
                {
                    var X = new Vector3(1.0, 0.0, 0.0);
                    var Y = new Vector3(0.0, 1.0, 0.0);
                    var Z = new Vector3(0.0, 0.0, 1.0);
                    //Optimise a little: If *all* are free of functions, this can safely be converted into a static object without regard to below
                    if (AuxTransformation.X != X || AuxTransformation.Y != Y || AuxTransformation.Z != Z)
                    {
                        //HACK:
                        //An animated object containing a mix of functions and non-functions and using yaw, pitch or roll must not be converted into a mix
                        //of animated and static objects, as this causes rounding differences....
                        anyfree = false;
                    }
                }
                if (anyfree)
                {
                    for (int i = 0; i < Objects.Length; i++)
                    {
                        if (Objects[i].States.Length != 0)
                        {
                            if (free[i])
                            {
                                Vector3 p = Position;
                                World.Transformation t = new OpenBve.World.Transformation(BaseTransformation, AuxTransformation);
                                Vector3 s = t.X;
                                Vector3 u = t.Y;
                                Vector3 d = t.Z;
                                p.X += Objects[i].States[0].Position.X * s.X + Objects[i].States[0].Position.Y * u.X + Objects[i].States[0].Position.Z * d.X;
                                p.Y += Objects[i].States[0].Position.X * s.Y + Objects[i].States[0].Position.Y * u.Y + Objects[i].States[0].Position.Z * d.Y;
                                p.Z += Objects[i].States[0].Position.X * s.Z + Objects[i].States[0].Position.Y * u.Z + Objects[i].States[0].Position.Z * d.Z;
                                double zOffset = Objects[i].States[0].Position.Z;
                                CreateStaticObject(Objects[i].States[0].Object, p, BaseTransformation, AuxTransformation, AccurateObjectDisposal, zOffset, StartingDistance, EndingDistance, BlockLength, TrackPosition, Brightness, DuplicateMaterials);
                            }
                            else
                            {
                                Objects[i].CreateObject(Position, BaseTransformation, AuxTransformation, SectionIndex, TrackPosition, Brightness);
                            }
                        }
                    }
                }
                else
                {
                    for (int i = 0; i < Objects.Length; i++)
                    {
                        if (Objects[i].States.Length != 0)
                        {
                            Objects[i].CreateObject(Position, BaseTransformation, AuxTransformation, SectionIndex, TrackPosition, Brightness);
                        }
                    }
                }
                if (this.Sounds == null)
                {
                    return;
                }
                for (int i = 0; i < Sounds.Length; i++)
                {
                    if (this.Sounds[i] == null)
                    {
                        continue;
                    }
                    var snd = this.Sounds[i] as WorldSound;
                    if (snd != null)
                    {
                        snd.CreateSound(Sounds[i].Position, BaseTransformation, AuxTransformation, SectionIndex, TrackPosition);
                    }
                    var snd2 = this.Sounds[i] as AnimatedWorldObjectStateSound;
                    if (snd2 != null)
                    {
                        snd2.Create(Position, BaseTransformation, AuxTransformation, SectionIndex, TrackPosition, Brightness);
                    }
                }
            }
Exemple #2
0
 internal static void CreateAnimatedWorldObjects(AnimatedObject[] Prototypes, Vector3 Position, World.Transformation BaseTransformation, World.Transformation AuxTransformation, int SectionIndex, bool AccurateObjectDisposal, double StartingDistance, double EndingDistance, double BlockLength, double TrackPosition, double Brightness, bool DuplicateMaterials)
 {
     bool[] free = new bool[Prototypes.Length];
     bool anyfree = false;
     for (int i = 0; i < Prototypes.Length; i++) {
         free[i] = Prototypes[i].IsFreeOfFunctions();
         if (free[i]) anyfree = true;
     }
     if (anyfree) {
         for (int i = 0; i < Prototypes.Length; i++) {
             if (Prototypes[i].States.Length != 0) {
                 if (free[i]) {
                     Vector3 p = Position;
                     World.Transformation t = new OpenBve.World.Transformation(BaseTransformation, AuxTransformation);
                     Vector3 s = t.X;
                     Vector3 u = t.Y;
                     Vector3 d = t.Z;
                     p.X += Prototypes[i].States[0].Position.X * s.X + Prototypes[i].States[0].Position.Y * u.X + Prototypes[i].States[0].Position.Z * d.X;
                     p.Y += Prototypes[i].States[0].Position.X * s.Y + Prototypes[i].States[0].Position.Y * u.Y + Prototypes[i].States[0].Position.Z * d.Y;
                     p.Z += Prototypes[i].States[0].Position.X * s.Z + Prototypes[i].States[0].Position.Y * u.Z + Prototypes[i].States[0].Position.Z * d.Z;
                     double zOffset = Prototypes[i].States[0].Position.Z;
                     CreateStaticObject(Prototypes[i].States[0].Object, p, BaseTransformation, AuxTransformation, AccurateObjectDisposal, zOffset, StartingDistance, EndingDistance, BlockLength, TrackPosition, Brightness, DuplicateMaterials);
                 } else {
                     CreateAnimatedWorldObject(Prototypes[i], Position, BaseTransformation, AuxTransformation, SectionIndex, TrackPosition, Brightness);
                 }
             }
         }
     } else {
         for (int i = 0; i < Prototypes.Length; i++) {
             if (Prototypes[i].States.Length != 0) {
                 CreateAnimatedWorldObject(Prototypes[i], Position, BaseTransformation, AuxTransformation, SectionIndex, TrackPosition, Brightness);
             }
         }
     }
 }
Exemple #3
0
		internal static void CreateAnimatedWorldObjects(AnimatedObject[] Prototypes, Vector3 Position, World.Transformation BaseTransformation, World.Transformation AuxTransformation, int SectionIndex, bool AccurateObjectDisposal, double StartingDistance, double EndingDistance, double BlockLength, double TrackPosition, double Brightness, bool DuplicateMaterials) {
			bool[] free = new bool[Prototypes.Length];
			bool anyfree = false;
			bool allfree = true;
			for (int i = 0; i < Prototypes.Length; i++) {
				free[i] = Prototypes[i].IsFreeOfFunctions();
				if (free[i])
				{
					anyfree = true;
				}
				else
				{
					allfree = false;
				}
			}
			if (anyfree && !allfree && Prototypes.Length > 1)
			{
				var X = new Vector3(1.0, 0.0, 0.0);
				var Y = new Vector3(0.0, 1.0, 0.0);
				var Z = new Vector3(0.0, 0.0, 1.0);
				//Optimise a little: If *all* are free of functions, this can safely be converted into a static object without regard to below
				if (AuxTransformation.X != X|| AuxTransformation.Y != Y || AuxTransformation.Z != Z)
				{
					//HACK:
					//An animated object containing a mix of functions and non-functions and using yaw, pitch or roll must not be converted into a mix
					//of animated and static objects, as this causes rounding differences....
					anyfree = false;
				}
			}
			if (anyfree) {
				for (int i = 0; i < Prototypes.Length; i++) {
					if (Prototypes[i].States.Length != 0) {
						if (free[i]) {
							Vector3 p = Position;
							World.Transformation t = new OpenBve.World.Transformation(BaseTransformation, AuxTransformation);
							Vector3 s = t.X;
							Vector3 u = t.Y;
							Vector3 d = t.Z;
							p.X += Prototypes[i].States[0].Position.X * s.X + Prototypes[i].States[0].Position.Y * u.X + Prototypes[i].States[0].Position.Z * d.X;
							p.Y += Prototypes[i].States[0].Position.X * s.Y + Prototypes[i].States[0].Position.Y * u.Y + Prototypes[i].States[0].Position.Z * d.Y;
							p.Z += Prototypes[i].States[0].Position.X * s.Z + Prototypes[i].States[0].Position.Y * u.Z + Prototypes[i].States[0].Position.Z * d.Z;
							double zOffset = Prototypes[i].States[0].Position.Z;
							CreateStaticObject(Prototypes[i].States[0].Object, p, BaseTransformation, AuxTransformation, AccurateObjectDisposal, zOffset, StartingDistance, EndingDistance, BlockLength, TrackPosition, Brightness, DuplicateMaterials);
						} else {
							CreateAnimatedWorldObject(Prototypes[i], Position, BaseTransformation, AuxTransformation, SectionIndex, TrackPosition, Brightness);
						}
					}
				}
			} else {
				for (int i = 0; i < Prototypes.Length; i++) {
					if (Prototypes[i].States.Length != 0) {
						CreateAnimatedWorldObject(Prototypes[i], Position, BaseTransformation, AuxTransformation, SectionIndex, TrackPosition, Brightness);
					}
				}
			}
		}