コード例 #1
0
ファイル: MainLoop.cs プロジェクト: caiomaioral/OpenBVE
        internal static void UpdateMouseGrab(double TimeElapsed)
        {
            if (MainLoop.MouseGrabEnabled)
            {
                double factor;
                if (Program.Renderer.Camera.CurrentMode == CameraViewMode.Interior | Program.Renderer.Camera.CurrentMode == CameraViewMode.InteriorLookAhead)
                {
                    factor = 1.0;
                }
                else
                {
                    factor = 3.0;
                }

                Program.Renderer.Camera.AlignmentDirection.Yaw   += factor * MouseGrabTarget.X;
                Program.Renderer.Camera.AlignmentDirection.Pitch -= factor * MouseGrabTarget.Y;
                MouseGrabTarget = OpenBveApi.Math.Vector2.Null;
            }
        }
コード例 #2
0
ファイル: MainLoop.cs プロジェクト: cwfitzgerald/OpenBVE
        internal static void UpdateMouse(double TimeElapsed)
        {
            if (Game.CurrentInterface != Game.InterfaceType.Menu)
            {
                timeSinceLastMouseEvent += TimeElapsed;
            }
            else
            {
                timeSinceLastMouseEvent = 0;                 //Always show the mouse in the menu
            }

            if (Interface.CurrentOptions.CursorHideDelay > 0 && timeSinceLastMouseEvent > Interface.CurrentOptions.CursorHideDelay)
            {
                Program.currentGameWindow.CursorVisible = false;
            }
            else
            {
                Program.currentGameWindow.CursorVisible = true;
            }

            if (MainLoop.MouseGrabEnabled)
            {
                double factor;
                if (Program.Renderer.Camera.CurrentMode == CameraViewMode.Interior | Program.Renderer.Camera.CurrentMode == CameraViewMode.InteriorLookAhead)
                {
                    factor = 1.0;
                }
                else
                {
                    factor = 3.0;
                }

                Program.Renderer.Camera.AlignmentDirection.Yaw   += factor * MouseGrabTarget.X;
                Program.Renderer.Camera.AlignmentDirection.Pitch -= factor * MouseGrabTarget.Y;
                MouseGrabTarget = OpenBveApi.Math.Vector2.Null;
            }
        }
コード例 #3
0
ファイル: MainLoop.cs プロジェクト: cwfitzgerald/OpenBVE
        internal static void ProcessKeyboard()
        {
            if (Interface.CurrentOptions.UseJoysticks)
            {
                for (int k = 0; k < JoystickManager.AttachedJoysticks.Length; k++)
                {
                    JoystickManager.AttachedJoysticks[k].Poll();
                }
            }
            if (Game.CurrentInterface == Game.InterfaceType.Menu && Game.Menu.IsCustomizingControl())
            {
                if (Interface.CurrentOptions.UseJoysticks)
                {
                    for (int k = 0; k < JoystickManager.AttachedJoysticks.Length; k++)
                    {
                        int axes = JoystickManager.AttachedJoysticks[k].AxisCount();
                        for (int i = 0; i < axes; i++)
                        {
                            double aa = JoystickManager.AttachedJoysticks[k].GetAxis(i);
                            if (aa < -0.75)
                            {
                                Game.Menu.SetControlJoyCustomData(k, Interface.JoystickComponent.Axis, i, -1);
                                return;
                            }
                            if (aa > 0.75)
                            {
                                Game.Menu.SetControlJoyCustomData(k, Interface.JoystickComponent.Axis, i, 1);
                                return;
                            }
                        }
                        int buttons = JoystickManager.AttachedJoysticks[k].ButtonCount();
                        for (int i = 0; i < buttons; i++)
                        {
                            if (JoystickManager.AttachedJoysticks[k].GetButton(i) == ButtonState.Pressed)
                            {
                                Game.Menu.SetControlJoyCustomData(k, Interface.JoystickComponent.Button, i, 1);
                                return;
                            }
                        }
                        int hats = JoystickManager.AttachedJoysticks[k].HatCount();
                        for (int i = 0; i < hats; i++)
                        {
                            JoystickHatState hat = JoystickManager.AttachedJoysticks[k].GetHat(i);
                            if (hat.Position != HatPosition.Centered)
                            {
                                Game.Menu.SetControlJoyCustomData(k, Interface.JoystickComponent.Hat, i, (int)hat.Position);
                                return;
                            }
                        }
                    }
                }
                return;
            }
            if (MouseGrabEnabled)
            {
                previousMouseState = currentMouseState;
                currentMouseState  = Mouse.GetState();
                if (previousMouseState != currentMouseState)
                {
                    if (MouseGrabIgnoreOnce)
                    {
                        MouseGrabIgnoreOnce = false;
                    }
                    else if (MouseGrabEnabled)
                    {
                        MouseGrabTarget = new OpenBveApi.Math.Vector2(currentMouseState.X - previousMouseState.X, currentMouseState.Y - previousMouseState.Y);
                    }
                }
            }

            //Traverse the controls array
            for (int i = 0; i < Interface.CurrentControls.Length; i++)
            {
                int currentDevice = Interface.CurrentControls[i].Device;
                //Check to see if our device is currently available
                switch (Interface.CurrentControls[i].Method)
                {
                case Interface.ControlMethod.Joystick:
                    if (JoystickManager.AttachedJoysticks.Length == 0 || !Joystick.GetCapabilities(Interface.CurrentControls[i].Device).IsConnected)
                    {
                        //Not currently connected
                        continue;
                    }
                    break;

                case Interface.ControlMethod.RailDriver:
                    if (JoystickManager.RailDriverIndex == -1)
                    {
                        //Not currently connected
                        continue;
                    }
                    currentDevice = JoystickManager.RailDriverIndex;
                    break;

                default:
                    //Not a joystick / RD
                    continue;
                }


                switch (Interface.CurrentControls[i].Component)
                {
                case Interface.JoystickComponent.Axis:
                    var axisState = JoystickManager.GetAxis(currentDevice, Interface.CurrentControls[i].Element);
                    if (axisState.ToString(CultureInfo.InvariantCulture) != Interface.CurrentControls[i].LastState)
                    {
                        Interface.CurrentControls[i].LastState = axisState.ToString(CultureInfo.InvariantCulture);
                        if (Interface.CurrentControls[i].InheritedType == Translations.CommandType.AnalogHalf)
                        {
                            if (Math.Sign(axisState) == Math.Sign(Interface.CurrentControls[i].Direction))
                            {
                                axisState = Math.Abs(axisState);
                                if (axisState < Interface.CurrentOptions.JoystickAxisThreshold)
                                {
                                    Interface.CurrentControls[i].AnalogState = 0.0;
                                }
                                else if (Interface.CurrentOptions.JoystickAxisThreshold != 1.0)
                                {
                                    Interface.CurrentControls[i].AnalogState = (axisState - Interface.CurrentOptions.JoystickAxisThreshold) / (1.0 - Interface.CurrentOptions.JoystickAxisThreshold);
                                }
                                else
                                {
                                    Interface.CurrentControls[i].AnalogState = 1.0;
                                }
                            }
                        }
                        else if (Interface.CurrentControls[i].InheritedType == Translations.CommandType.AnalogFull)
                        {
                            axisState *= (float)Interface.CurrentControls[i].Direction;
                            if (axisState > -Interface.CurrentOptions.JoystickAxisThreshold & axisState < Interface.CurrentOptions.JoystickAxisThreshold)
                            {
                                Interface.CurrentControls[i].AnalogState = 0.0;
                            }
                            else if (Interface.CurrentOptions.JoystickAxisThreshold != 1.0)
                            {
                                if (axisState < 0.0)
                                {
                                    Interface.CurrentControls[i].AnalogState = (axisState + Interface.CurrentOptions.JoystickAxisThreshold) / (1.0 - Interface.CurrentOptions.JoystickAxisThreshold);
                                }
                                else if (axisState > 0.0)
                                {
                                    Interface.CurrentControls[i].AnalogState = (axisState - Interface.CurrentOptions.JoystickAxisThreshold) / (1.0 - Interface.CurrentOptions.JoystickAxisThreshold);
                                }
                                else
                                {
                                    Interface.CurrentControls[i].AnalogState = 0.0;
                                }
                            }
                            else
                            {
                                Interface.CurrentControls[i].AnalogState = (double)Math.Sign(axisState);
                            }
                        }
                        else
                        {
                            if (Math.Sign(axisState) == Math.Sign(Interface.CurrentControls[i].Direction))
                            {
                                axisState = Math.Abs(axisState);
                                if (axisState < Interface.CurrentOptions.JoystickAxisThreshold)
                                {
                                    axisState = 0.0f;
                                }
                                else if (Interface.CurrentOptions.JoystickAxisThreshold != 1.0)
                                {
                                    axisState = (float)((axisState - Interface.CurrentOptions.JoystickAxisThreshold) / (1.0 - Interface.CurrentOptions.JoystickAxisThreshold));
                                }
                                else
                                {
                                    axisState = 1.0f;
                                }
                                if (Interface.CurrentControls[i].DigitalState == Interface.DigitalControlState.Released | Interface.CurrentControls[i].DigitalState == Interface.DigitalControlState.ReleasedAcknowledged)
                                {
                                    if (axisState > 0.67)
                                    {
                                        Interface.CurrentControls[i].DigitalState = Interface.DigitalControlState.Pressed;
                                    }
                                }
                                else
                                {
                                    if (axisState < 0.33)
                                    {
                                        Interface.CurrentControls[i].DigitalState = Interface.DigitalControlState.Released;
                                    }
                                }
                            }
                        }
                    }
                    break;

                case Interface.JoystickComponent.Button:
                    //Load the current state
                    var buttonState = JoystickManager.GetButton(currentDevice, Interface.CurrentControls[i].Element);
                    //Test whether the state is the same as the last frame
                    if (buttonState.ToString() != Interface.CurrentControls[i].LastState)
                    {
                        if (buttonState == ButtonState.Pressed)
                        {
                            Interface.CurrentControls[i].AnalogState  = 1.0;
                            Interface.CurrentControls[i].DigitalState = Interface.DigitalControlState.Pressed;
                            AddControlRepeat(i);
                        }
                        else
                        {
                            Interface.CurrentControls[i].AnalogState  = 0.0;
                            Interface.CurrentControls[i].DigitalState = Interface.DigitalControlState.Released;
                            RemoveControlRepeat(i);
                        }
                        //Store the state
                        Interface.CurrentControls[i].LastState = buttonState.ToString();
                    }
                    break;

                case Interface.JoystickComponent.Hat:
                    //Load the current state
                    var hatState = JoystickManager.GetHat(currentDevice, Interface.CurrentControls[i].Element).Position;
                    //Test if the state is the same as last frame
                    if (hatState.ToString() != Interface.CurrentControls[i].LastState)
                    {
                        if ((int)hatState == Interface.CurrentControls[i].Direction)
                        {
                            Interface.CurrentControls[i].AnalogState  = 1.0;
                            Interface.CurrentControls[i].DigitalState = Interface.DigitalControlState.Pressed;
                            AddControlRepeat(i);
                        }
                        else
                        {
                            Interface.CurrentControls[i].AnalogState  = 0.0;
                            Interface.CurrentControls[i].DigitalState = Interface.DigitalControlState.Released;
                            RemoveControlRepeat(i);
                        }
                        //Store the state
                        Interface.CurrentControls[i].LastState = hatState.ToString();
                    }
                    break;
                }
            }
        }
コード例 #4
0
ファイル: ObjectGrid.cs プロジェクト: sladen/openbve2
            /// <summary>Creates or updates the display list for the static objects. If the display list already exists, it is recreated.</summary>
            internal void CreateOrUpdateDisplayList()
            {
                /*
                 * Load all textures used by the objects in this leaf node.
                 * */
                this.LoadTextures();
                /*
                 * Begin rendering to the display list.
                 * */
                Renderer.OpenGlState state;
                this.DisplayList.Begin(out state);
                /*
                 * Render all attached static objects.
                 * */
                Renderer.RenderStaticOpaqueObjects(this.StaticOpaqueObjects, this.StaticOpaqueObjectCount, ref state);
                if (Program.CurrentOptions.ShowGrid) {
                    /*
                     * Render the rectangle and bounding rectangle for debugging purposes.
                     * */
                    OpenBveApi.Color.ColorRGB brightColor = new OpenBveApi.Color.ColorRGB(
                        (float)Program.RandomNumberGenerator.NextDouble(),
                        (float)Program.RandomNumberGenerator.NextDouble(),
                        (float)Program.RandomNumberGenerator.NextDouble()
                    );
                    OpenBveApi.Color.ColorRGB darkColor = new OpenBveApi.Color.ColorRGB(
                        0.5f * brightColor.R,
                        0.5f * brightColor.G,
                        0.5f * brightColor.B
                    );
                    { /* Render the rectangle. */
                        double x = 0.5 * (this.Rectangle.Right - this.Rectangle.Left);
                        double z = 0.5 * (this.Rectangle.Far - this.Rectangle.Near);
                        OpenBveApi.Math.Vector3[] vertices = new OpenBveApi.Math.Vector3[] {
                            new OpenBveApi.Math.Vector3(-x, -1.1, -z),
                            new OpenBveApi.Math.Vector3(-x, -1.1, z),
                            new OpenBveApi.Math.Vector3(x, -1.1, z),
                            new OpenBveApi.Math.Vector3(x, -1.1, -z)
                        };
                        Renderer.RenderPolygonFromVertices(vertices, darkColor, OpenBveApi.Color.ColorRGB.Black, ref state);
                    }
                    { /* Render the bounding rectangle. */
                        OpenBveApi.Math.Vector2 center = new OpenBveApi.Math.Vector2(
                            0.5 * (this.Rectangle.Left + this.Rectangle.Right),
                            0.5 * (this.Rectangle.Near + this.Rectangle.Far)
                        );
                        OpenBveApi.Math.Vector2 nearLeft = new OpenBveApi.Math.Vector2(
                            this.BoundingRectangle.Left - center.X,
                            this.BoundingRectangle.Near - center.Y
                        );
                        OpenBveApi.Math.Vector2 nearRight = new OpenBveApi.Math.Vector2(
                            this.BoundingRectangle.Right - center.X,
                            this.BoundingRectangle.Near - center.Y
                        );
                        OpenBveApi.Math.Vector2 farLeft = new OpenBveApi.Math.Vector2(
                            this.BoundingRectangle.Left - center.X,
                            this.BoundingRectangle.Far - center.Y
                        );
                        OpenBveApi.Math.Vector2 farRight = new OpenBveApi.Math.Vector2(
                            this.BoundingRectangle.Right - center.X,
                            this.BoundingRectangle.Far - center.Y
                        );
                        OpenBveApi.Math.Vector3[] vertices = new OpenBveApi.Math.Vector3[] {
                            new OpenBveApi.Math.Vector3(nearLeft.X, -1.0, nearLeft.Y),
                            new OpenBveApi.Math.Vector3(farLeft.X, -1.0, farLeft.Y),
                            new OpenBveApi.Math.Vector3(farRight.X, -1.0, farRight.Y),
                            new OpenBveApi.Math.Vector3(nearRight.X, -1.0, nearRight.Y)
                        };
                        Renderer.RenderPolygonFromVertices(vertices, brightColor, OpenBveApi.Color.ColorRGB.Black, ref state);
                    }
                }

                /*
                 * End rendering to the display list.
                 * */
                this.DisplayList.End(ref state);
            }
コード例 #5
0
 // constructors
 /// <summary>Creates a new instance of this class.</summary>
 /// <param name="points">An array of three points that describe the triangle.</param>
 internal Triangle(OpenBveApi.Math.Vector2[] points)
 {
     this.PointA = points[0];
     this.PointB = points[1];
     this.PointC = points[2];
     this.BoundingRectangle = ObjectGrid.GridBounds.Uninitialized;
     for (int i = 0; i < 3; i++) {
         if (points[i].X < this.BoundingRectangle.Left) {
             this.BoundingRectangle.Left = points[i].X;
         }
         if (points[i].X > this.BoundingRectangle.Right) {
             this.BoundingRectangle.Right = points[i].X;
         }
         if (points[i].Y < this.BoundingRectangle.Near) {
             this.BoundingRectangle.Near = points[i].Y;
         }
         if (points[i].Y > this.BoundingRectangle.Far) {
             this.BoundingRectangle.Far = points[i].Y;
         }
     }
     this.CrossAB = OpenBveApi.Math.Vector2.Cross(this.PointB - this.PointA);
     this.CrossBC = OpenBveApi.Math.Vector2.Cross(this.PointC - this.PointB);
     this.CrossCA = OpenBveApi.Math.Vector2.Cross(this.PointA - this.PointC);
 }
コード例 #6
0
 private static void InitializeBlockClipping(out Triangle[] triangles)
 {
     /*
      * Set up the four corners of the screen in screen coordinates.
      * */
     OpenBveApi.Math.Vector2[] corners = new OpenBveApi.Math.Vector2[] {
         new OpenBveApi.Math.Vector2(-1.0, -1.0),
         new OpenBveApi.Math.Vector2(1.0, -1.0),
         new OpenBveApi.Math.Vector2(1.0, 1.0),
         new OpenBveApi.Math.Vector2(-1.0, 1.0)
     };
     /*
      * Project the corners into world coordinates by
      * extending them by the viewing distance.
      * Incorporate the position of the camera as
      * a fifth projected point.
      * */
     double width = Math.Tan(0.5 * Camera.Viewport.HorizontalViewingAngle);
     double height = Math.Tan(0.5 * Camera.Viewport.VerticalViewingAngle);
     OpenBveApi.Math.Vector2[] projections = new OpenBveApi.Math.Vector2[5];
     for (int i = 0; i < 4; i++) {
         OpenBveApi.Math.Vector3 direction = width * corners[i].X * Camera.Orientation.X + height * corners[i].Y * Camera.Orientation.Y + Camera.Orientation.Z;
         OpenBveApi.Math.Vector3 vector = Camera.Position + Camera.Viewport.FarClippingPlane * direction;
         projections[i] = new OpenBveApi.Math.Vector2(vector.X, vector.Z);
     }
     projections[4] = new OpenBveApi.Math.Vector2(Camera.Position.X, Camera.Position.Z);
     /*
      * Determine the convex hull of the five points.
      * The algorithm used is Graham Scan, but with
      * practical problems such as floating-point
      * imprecisions and coindicing points taken into
      * account.
      * */
     int first = 0;
     for (int i = 1; i < projections.Length; i++) {
         const double threshold = 0.00000001;
         double deltaY = projections[i].Y - projections[first].Y;
         if (deltaY < -threshold | deltaY >= -threshold & deltaY <= threshold & projections[i].X < projections[first].X) {
             first = i;
         }
     }
     double[] angles = new double[projections.Length];
     for (int i = 0; i < projections.Length; i++) {
         if (i == first) {
             angles[i] = double.MinValue;
         } else {
             double dx = projections[i].X - projections[first].X;
             double dy = projections[i].Y - projections[first].Y;
             if (dy < 0.0) {
                 dy = -dy;
             }
             if (dy <= 0.00000001) {
                 angles[i] = -1e200 + (1e200 * Math.Atan(dx / 4096.0));
             } else {
                 angles[i] = -dx / dy;
             }
         }
     }
     Array.Sort<double, OpenBveApi.Math.Vector2>(angles, projections);
     OpenBveApi.Math.Vector2[] hull = new OpenBveApi.Math.Vector2[projections.Length];
     hull[0] = projections[0];
     hull[1] = projections[1];
     int count = 2;
     for (int i = 2; i < projections.Length; i++) {
         while (count >= 2) {
             const double c = 0.000000001;
             double d = (hull[count - 1].X - hull[count - 2].X) * (projections[i].Y - hull[count - 2].Y) - (hull[count - 1].Y - hull[count - 2].Y) * (projections[i].X - hull[count - 2].X);
             if (d <= c) {
                 count--;
             } else {
                 break;
             }
         }
         hull[count] = projections[i];
         count++;
     }
     /*
      * Divide the convex hull into triangles.
      * */
     if (count == 3) {
         triangles = new Triangle[] {
             new Triangle(new OpenBveApi.Math.Vector2[] { hull[0], hull[1], hull[2] })
         };
     } else if (count == 4) {
         triangles = new Triangle[] {
             new Triangle(new OpenBveApi.Math.Vector2[] { hull[0], hull[1], hull[2] }),
             new Triangle(new OpenBveApi.Math.Vector2[] { hull[0], hull[2], hull[3] })
         };
     } else if (count == 5) {
         triangles = new Triangle[] {
             new Triangle(new OpenBveApi.Math.Vector2[] { hull[0], hull[1], hull[2] }),
             new Triangle(new OpenBveApi.Math.Vector2[] { hull[0], hull[2], hull[3] }),
             new Triangle(new OpenBveApi.Math.Vector2[] { hull[0], hull[3], hull[4] })
         };
     } else {
         triangles = new Triangle[] { };
     }
 }
コード例 #7
0
ファイル: Events.cs プロジェクト: tsdworks/RAGLINK
 private static void RenderCube(Vector3 Position, Vector3 Direction, Vector3 Up, Vector3 Side, double Size, double CameraX, double CameraY, double CameraZ, Texture TextureIndex)
 {
     Vector3[] v = new Vector3[8];
     v[0] = new Vector3(Size, Size, -Size);
     v[1] = new Vector3(Size, -Size, -Size);
     v[2] = new Vector3(-Size, -Size, -Size);
     v[3] = new Vector3(-Size, Size, -Size);
     v[4] = new Vector3(Size, Size, Size);
     v[5] = new Vector3(Size, -Size, Size);
     v[6] = new Vector3(-Size, -Size, Size);
     v[7] = new Vector3(-Size, Size, Size);
     for (int i = 0; i < 8; i++)
     {
         v[i].Rotate(Direction, Up, Side);
         v[i].X += Position.X - CameraX;
         v[i].Y += Position.Y - CameraY;
         v[i].Z += Position.Z - CameraZ;
     }
     int[][] Faces = new int[6][];
     Faces[0] = new int[] { 0, 1, 2, 3 };
     Faces[1] = new int[] { 0, 4, 5, 1 };
     Faces[2] = new int[] { 0, 3, 7, 4 };
     Faces[3] = new int[] { 6, 5, 4, 7 };
     Faces[4] = new int[] { 6, 7, 3, 2 };
     Faces[5] = new int[] { 6, 2, 1, 5 };
     if (TextureIndex == null || !Textures.LoadTexture(TextureIndex, OpenGlTextureWrapMode.ClampClamp))
     {
         if (TexturingEnabled)
         {
             GL.Disable(EnableCap.Texture2D);
             TexturingEnabled = false;
         }
         for (int i = 0; i < 6; i++)
         {
             GL.Begin(PrimitiveType.Quads);
             GL.Color3(1.0, 1.0, 1.0);
             for (int j = 0; j < 4; j++)
             {
                 GL.Vertex3(v[Faces[i][j]].X, v[Faces[i][j]].Y, v[Faces[i][j]].Z);
             }
             GL.End();
         }
         return;
     }
     else
     {
         TexturingEnabled = true;
         GL.Enable(EnableCap.Texture2D);
     }
     GL.BindTexture(TextureTarget.Texture2D, TextureIndex.OpenGlTextures[(int)OpenGlTextureWrapMode.ClampClamp].Name);
     Vector2[][] t = new Vector2[6][];
     t[0] = new Vector2[] { new Vector2(1.0, 0.0), new Vector2(1.0, 1.0), new Vector2(0.0, 1.0), new Vector2(0.0, 0.0) };
     t[1] = new Vector2[] { new Vector2(0.0, 0.0), new Vector2(1.0, 0.0), new Vector2(1.0, 1.0), new Vector2(0.0, 1.0) };
     t[2] = new Vector2[] { new Vector2(1.0, 1.0), new Vector2(0.0, 1.0), new Vector2(0.0, 0.0), new Vector2(1.0, 0.0) };
     t[3] = new Vector2[] { new Vector2(1.0, 1.0), new Vector2(0.0, 1.0), new Vector2(0.0, 0.0), new Vector2(1.0, 0.0) };
     t[4] = new Vector2[] { new Vector2(0.0, 1.0), new Vector2(0.0, 0.0), new Vector2(1.0, 0.0), new Vector2(1.0, 1.0) };
     t[5] = new Vector2[] { new Vector2(0.0, 1.0), new Vector2(0.0, 0.0), new Vector2(1.0, 0.0), new Vector2(1.0, 1.0) };
     for (int i = 0; i < 6; i++)
     {
         GL.Begin(PrimitiveType.Quads);
         GL.Color3(1.0, 1.0, 1.0);
         for (int j = 0; j < 4; j++)
         {
             GL.TexCoord2(t[i][j].X, t[i][j].Y);
             GL.Vertex3(v[Faces[i][j]].X, v[Faces[i][j]].Y, v[Faces[i][j]].Z);
         }
         GL.End();
     }
 }