/// <summary> /// Used to update information affecting the SkyMesh /// </summary> public void PrepareFrame(RenderFrame frame, ElapsedTime elapsedTime) { // Adjust dome position so the bottom edge is not visible Vector3 ViewerXNAPosition = new Vector3(MSTSSkyViewer.Camera.Location.X, MSTSSkyViewer.Camera.Location.Y - 100, -MSTSSkyViewer.Camera.Location.Z); Matrix XNASkyWorldLocation = Matrix.CreateTranslation(ViewerXNAPosition); if (mstsskyworldLoc == null) { // First time around, initialize the following items: mstsskyworldLoc = new WorldLatLon(); mstsskyoldClockTime = MSTSSkyViewer.Simulator.ClockTime % 86400; while (mstsskyoldClockTime < 0) { mstsskyoldClockTime += 86400; } step1 = step2 = (int)(mstsskyoldClockTime / 1200); step2 = step2 < maxSteps - 1 ? step2 + 1 : 0; // limit to max. steps in case activity starts near midnight // Get the current latitude and longitude coordinates mstsskyworldLoc.ConvertWTC(MSTSSkyViewer.Camera.TileX, MSTSSkyViewer.Camera.TileZ, MSTSSkyViewer.Camera.Location, ref mstsskylatitude, ref mstsskylongitude); if (mstsskyseasonType != (int)MSTSSkyViewer.Simulator.Season) { mstsskyseasonType = (int)MSTSSkyViewer.Simulator.Season; date.ordinalDate = mstsskylatitude >= 0 ? 82 + mstsskyseasonType * 91 : (82 + (mstsskyseasonType + 2) * 91) % 365; // TODO: Set the following three externally from ORTS route files (future) date.month = 1 + date.ordinalDate / 30; date.day = 21; date.year = 2017; } // Fill in the sun- and moon-position lookup tables for (int i = 0; i < maxSteps; i++) { mstsskysolarPosArray[i] = SunMoonPos.SolarAngle(mstsskylatitude, mstsskylongitude, ((float)i / maxSteps), date); mstsskylunarPosArray[i] = SunMoonPos.LunarAngle(mstsskylatitude, mstsskylongitude, ((float)i / maxSteps), date); } // Phase of the moon is generated at random mstsskymoonPhase = Viewer.Random.Next(8); if (mstsskymoonPhase == 6 && date.ordinalDate > 45 && date.ordinalDate < 330) { mstsskymoonPhase = 3; // Moon dog only occurs in winter } // Overcast factor: 0.0=almost no clouds; 0.1=wispy clouds; 1.0=total overcast //mstsskyovercastFactor = MSTSSkyViewer.World.WeatherControl.overcastFactor; mstsskyfogDistance = MSTSSkyViewer.Simulator.Weather.FogDistance; } MPManager manager = MPManager.Instance(); if (MPManager.IsClient() && manager.weatherChanged) { //received message about weather change if (manager.overcastFactor >= 0) { mstsskyovercastFactor = manager.overcastFactor; } //received message about weather change if (manager.fogDistance > 0) { mstsskyfogDistance = manager.fogDistance; } if (manager.overcastFactor >= 0 || manager.fogDistance > 0) { manager.weatherChanged = false; manager.overcastFactor = -1; manager.fogDistance = -1; } } ////////////////////// T E M P O R A R Y /////////////////////////// // The following keyboard commands are used for viewing sky and weather effects in "demo" mode. // Control- and Control+ for overcast, Shift- and Shift+ for fog and - and + for time. // Don't let multiplayer clients adjust the weather. if (!MPManager.IsClient()) { // Overcast ranges from 0 (completely clear) to 1 (completely overcast). if (UserInput.IsDown(UserCommand.DebugOvercastIncrease)) { mstsskyovercastFactor = MathHelper.Clamp(mstsskyovercastFactor + elapsedTime.RealSeconds / 10, 0, 1); } if (UserInput.IsDown(UserCommand.DebugOvercastDecrease)) { mstsskyovercastFactor = MathHelper.Clamp(mstsskyovercastFactor - elapsedTime.RealSeconds / 10, 0, 1); } // Fog ranges from 10m (can't see anything) to 100km (clear arctic conditions). if (UserInput.IsDown(UserCommand.DebugFogIncrease)) { mstsskyfogDistance = MathHelper.Clamp(mstsskyfogDistance - elapsedTime.RealSeconds * mstsskyfogDistance, 10, 100000); } if (UserInput.IsDown(UserCommand.DebugFogDecrease)) { mstsskyfogDistance = MathHelper.Clamp(mstsskyfogDistance + elapsedTime.RealSeconds * mstsskyfogDistance, 10, 100000); } } // Don't let clock shift if multiplayer. if (!MPManager.IsMultiPlayer()) { // Shift the clock forwards or backwards at 1h-per-second. if (UserInput.IsDown(UserCommand.DebugClockForwards)) { MSTSSkyViewer.Simulator.ClockTime += elapsedTime.RealSeconds * 3600; } if (UserInput.IsDown(UserCommand.DebugClockBackwards)) { MSTSSkyViewer.Simulator.ClockTime -= elapsedTime.RealSeconds * 3600; } } // Server needs to notify clients of weather changes. if (MPManager.IsServer()) { if (UserInput.IsReleased(UserCommand.DebugOvercastIncrease) || UserInput.IsReleased(UserCommand.DebugOvercastDecrease) || UserInput.IsReleased(UserCommand.DebugFogIncrease) || UserInput.IsReleased(UserCommand.DebugFogDecrease)) { manager.SetEnvInfo(mstsskyovercastFactor, mstsskyfogDistance); MPManager.Notify(new MSGWeather(-1, mstsskyovercastFactor, -1, mstsskyfogDistance).ToString()); } } //////////////////////////////////////////////////////////////////// // Current solar and lunar position are calculated by interpolation in the lookup arrays. // Using the Lerp() function, so need to calculate the in-between differential float diff = (float)(MSTSSkyViewer.Simulator.ClockTime - mstsskyoldClockTime) / 1200; // The rest of this increments/decrements the array indices and checks for overshoot/undershoot. if (MSTSSkyViewer.Simulator.ClockTime >= (mstsskyoldClockTime + 1200)) // Plus key, or normal forward in time { step1++; step2++; mstsskyoldClockTime = MSTSSkyViewer.Simulator.ClockTime; diff = 0; if (step2 >= maxSteps) // Midnight. { step2 = 0; } if (step1 >= maxSteps) // Midnight. { step1 = 0; } } if (MSTSSkyViewer.Simulator.ClockTime <= (mstsskyoldClockTime - 1200)) // Minus key { step1--; step2--; mstsskyoldClockTime = MSTSSkyViewer.Simulator.ClockTime; diff = 0; if (step1 < 0) // Midnight. { step1 = maxSteps - 1; } if (step2 < 0) // Midnight. { step2 = maxSteps - 1; } } mstsskysolarDirection.X = MathHelper.Lerp(mstsskysolarPosArray[step1].X, mstsskysolarPosArray[step2].X, diff); mstsskysolarDirection.Y = MathHelper.Lerp(mstsskysolarPosArray[step1].Y, mstsskysolarPosArray[step2].Y, diff); mstsskysolarDirection.Z = MathHelper.Lerp(mstsskysolarPosArray[step1].Z, mstsskysolarPosArray[step2].Z, diff); mstsskylunarDirection.X = MathHelper.Lerp(mstsskylunarPosArray[step1].X, mstsskylunarPosArray[step2].X, diff); mstsskylunarDirection.Y = MathHelper.Lerp(mstsskylunarPosArray[step1].Y, mstsskylunarPosArray[step2].Y, diff); mstsskylunarDirection.Z = MathHelper.Lerp(mstsskylunarPosArray[step1].Z, mstsskylunarPosArray[step2].Z, diff); frame.AddPrimitive(MSTSSkyMaterial, MSTSSkyMesh, RenderPrimitiveGroup.Sky, ref XNASkyWorldLocation); }
public void Update(ElapsedTime elapsedTime) { if (MPManager.IsClient() && MPManager.Instance().weatherChanged) { // Multiplayer weather has changed so we need to update our state to match weather, overcastFactor, pricipitationIntensity and fogDistance. if (MPManager.Instance().weather >= 0 && MPManager.Instance().weather != (int)Viewer.Simulator.WeatherType) { Viewer.Simulator.WeatherType = (Orts.Formats.Msts.WeatherType)MPManager.Instance().weather; UpdateWeatherParameters(); } if (MPManager.Instance().overcastFactor >= 0) { Weather.OvercastFactor = MPManager.Instance().overcastFactor; } if (MPManager.Instance().pricipitationIntensity >= 0) { Weather.PricipitationIntensityPPSPM2 = MPManager.Instance().pricipitationIntensity; UpdateVolume(); } if (MPManager.Instance().fogDistance >= 0) { Weather.FogDistance = MPManager.Instance().fogDistance; } // Reset the message now that we've applied all the changes. try { if ((MPManager.Instance().weather >= 0 && MPManager.Instance().weather != (int)Viewer.Simulator.WeatherType) || MPManager.Instance().overcastFactor >= 0 || MPManager.Instance().pricipitationIntensity >= 0 || MPManager.Instance().fogDistance >= 0) { MPManager.Instance().weatherChanged = false; MPManager.Instance().weather = -1; MPManager.Instance().overcastFactor = -1; MPManager.Instance().pricipitationIntensity = -1; MPManager.Instance().fogDistance = -1; } } catch { } } if (!MPManager.IsClient()) { // The user is able to change the weather for debugging. This will cycle through clear, rain and snow. if (UserInput.IsPressed(UserCommands.DebugWeatherChange)) { switch (Viewer.Simulator.WeatherType) { case Orts.Formats.Msts.WeatherType.Clear: Viewer.Simulator.WeatherType = Orts.Formats.Msts.WeatherType.Rain; break; case Orts.Formats.Msts.WeatherType.Rain: Viewer.Simulator.WeatherType = Orts.Formats.Msts.WeatherType.Snow; break; case Orts.Formats.Msts.WeatherType.Snow: Viewer.Simulator.WeatherType = Orts.Formats.Msts.WeatherType.Clear; break; } // block dynamic weather change after a manual weather change operation weatherChangeOn = false; if (dynamicWeather != null) { dynamicWeather.ResetWeatherTargets(); } UpdateWeatherParameters(); // If we're a multiplayer server, send out the new weather to all clients. if (MPManager.IsServer()) { MPManager.Notify((new MSGWeather((int)Viewer.Simulator.WeatherType, -1, -1, -1)).ToString()); } } // Overcast ranges from 0 (completely clear) to 1 (completely overcast). if (UserInput.IsDown(UserCommands.DebugOvercastIncrease)) { Weather.OvercastFactor = MathHelper.Clamp(Weather.OvercastFactor + elapsedTime.RealSeconds / 10, 0, 1); weatherChangeOn = false; if (dynamicWeather != null) { dynamicWeather.ORTSOvercast = -1; } } if (UserInput.IsDown(UserCommands.DebugOvercastDecrease)) { Weather.OvercastFactor = MathHelper.Clamp(Weather.OvercastFactor - elapsedTime.RealSeconds / 10, 0, 1); weatherChangeOn = false; if (dynamicWeather != null) { dynamicWeather.ORTSOvercast = -1; } } // Pricipitation ranges from 0 to max PrecipitationViewer.MaxIntensityPPSPM2 if 32bit. // 16bit uses PrecipitationViewer.MaxIntensityPPSPM2_16 if (Viewer.GraphicsDevice.GraphicsDeviceCapabilities.MaxVertexIndex > 0xFFFF) // 0xFFFF represents 65535 which is the max for 16bit devices. { if (UserInput.IsDown(UserCommands.DebugPrecipitationIncrease)) { Weather.PricipitationIntensityPPSPM2 = MathHelper.Clamp(Weather.PricipitationIntensityPPSPM2 * 1.05f, PrecipitationViewer.MinIntensityPPSPM2, PrecipitationViewer.MaxIntensityPPSPM2); weatherChangeOn = false; if (dynamicWeather != null) { dynamicWeather.ORTSPrecipitationIntensity = -1; } } if (UserInput.IsDown(UserCommands.DebugPrecipitationDecrease)) { Weather.PricipitationIntensityPPSPM2 = MathHelper.Clamp(Weather.PricipitationIntensityPPSPM2 / 1.05f, PrecipitationViewer.MinIntensityPPSPM2, PrecipitationViewer.MaxIntensityPPSPM2); weatherChangeOn = false; if (dynamicWeather != null) { dynamicWeather.ORTSPrecipitationIntensity = -1; } } if (UserInput.IsDown(UserCommands.DebugPrecipitationIncrease) || UserInput.IsDown(UserCommands.DebugPrecipitationDecrease)) { UpdateVolume(); } } else { if (UserInput.IsDown(UserCommands.DebugPrecipitationIncrease)) { Weather.PricipitationIntensityPPSPM2 = MathHelper.Clamp(Weather.PricipitationIntensityPPSPM2 * 1.05f, PrecipitationViewer.MinIntensityPPSPM2, PrecipitationViewer.MaxIntensityPPSPM2_16); weatherChangeOn = false; if (dynamicWeather != null) { dynamicWeather.ORTSPrecipitationIntensity = -1; } } if (UserInput.IsDown(UserCommands.DebugPrecipitationDecrease)) { Weather.PricipitationIntensityPPSPM2 = MathHelper.Clamp(Weather.PricipitationIntensityPPSPM2 / 1.05f, PrecipitationViewer.MinIntensityPPSPM2, PrecipitationViewer.MaxIntensityPPSPM2_16); weatherChangeOn = false; if (dynamicWeather != null) { dynamicWeather.ORTSPrecipitationIntensity = -1; } } if (UserInput.IsDown(UserCommands.DebugPrecipitationIncrease) || UserInput.IsDown(UserCommands.DebugPrecipitationDecrease)) { UpdateVolume(); } } // Fog ranges from 10m (can't see anything) to 100km (clear arctic conditions). if (UserInput.IsDown(UserCommands.DebugFogIncrease)) { Weather.FogDistance = MathHelper.Clamp(Weather.FogDistance - elapsedTime.RealSeconds * Weather.FogDistance, 10, 100000); weatherChangeOn = false; if (dynamicWeather != null) { dynamicWeather.ORTSFog = -1; } } if (UserInput.IsDown(UserCommands.DebugFogDecrease)) { Weather.FogDistance = MathHelper.Clamp(Weather.FogDistance + elapsedTime.RealSeconds * Weather.FogDistance, 10, 100000); if (dynamicWeather != null) { dynamicWeather.ORTSFog = -1; } weatherChangeOn = false; } UpdateWind(elapsedTime); } if (!Orts.MultiPlayer.MPManager.IsMultiPlayer()) { // Shift the clock forwards or backwards at 1h-per-second. if (UserInput.IsDown(UserCommands.DebugClockForwards)) { Viewer.Simulator.ClockTime += elapsedTime.RealSeconds * 3600; } if (UserInput.IsDown(UserCommands.DebugClockBackwards)) { Viewer.Simulator.ClockTime -= elapsedTime.RealSeconds * 3600; } } // If we're a multiplayer server, send out the new overcastFactor, pricipitationIntensity and fogDistance to all clients. if (MPManager.IsServer()) { if (UserInput.IsReleased(UserCommands.DebugOvercastIncrease) || UserInput.IsReleased(UserCommands.DebugOvercastDecrease) || UserInput.IsReleased(UserCommands.DebugPrecipitationIncrease) || UserInput.IsReleased(UserCommands.DebugPrecipitationDecrease) || UserInput.IsReleased(UserCommands.DebugFogIncrease) || UserInput.IsReleased(UserCommands.DebugFogDecrease)) { MPManager.Instance().SetEnvInfo(Weather.OvercastFactor, Weather.FogDistance); MPManager.Notify((new MSGWeather(-1, Weather.OvercastFactor, Weather.PricipitationIntensityPPSPM2, Weather.FogDistance)).ToString()); } } if (Program.Simulator != null && Program.Simulator.ActivityRun != null && Program.Simulator.ActivityRun.triggeredEvent != null && Program.Simulator.ActivityRun.triggeredEvent.ORTSWeatherChange != null) // Start a weather change sequence in activity mode { // if not yet weather changes, create the instance if (dynamicWeather == null) { dynamicWeather = new DynamicWeather(); } dynamicWeather.WeatherChange_Init(Program.Simulator.ActivityRun.triggeredEvent.ORTSWeatherChange, this); Program.Simulator.ActivityRun.triggeredEvent = null; } if (weatherChangeOn) // manage the weather change sequence { dynamicWeather.WeatherChange_Update(elapsedTime, this); } }