示例#1
0
        internal override void BeginRender(RenderFrame frame)
        {
            // Do this here (instead of RenderProcess) because we only want to measure/time the running game.
            if (Game.Settings.Profiling)
            {
                if ((Game.Settings.ProfilingFrameCount > 0 && ++ProfileFrames > Game.Settings.ProfilingFrameCount) || (Game.Settings.ProfilingTime > 0 && Viewer != null && Viewer.RealTime >= Game.Settings.ProfilingTime))
                {
                    Game.PopState();
                }
            }

            if (FirstFrame)
            {
                // Turn off the 10FPS fixed-time-step and return to running as fast as we can.
                Game.IsFixedTimeStep   = false;
                Game.InactiveSleepTime = TimeSpan.Zero;

                // We must create these forms on the main thread (Render) or they won't pump events correctly.

                if (MPManager.IsMultiPlayer() || Game.Settings.ViewDispatcher)
                {
                    Program.DebugViewer = new DispatchViewer(Viewer.Simulator, Viewer);
                    Program.DebugViewer.Hide();
                    Viewer.DebugViewerEnabled = false;
                }

                Program.SoundDebugForm = new SoundDebugForm(Viewer);
                Program.SoundDebugForm.Hide();
                Viewer.SoundDebugFormEnabled = false;

                FirstFrame = false;
            }
            Viewer.BeginRender(frame);
        }
示例#2
0
 //================================================================================================//
 /// <summary>
 ///  check if linked route is set
 /// </summary>
 public int VerifyRouteSet()
 {
     // call route_set routine from main signal
     if (TrackJunctionNode > 0)
     {
         return(MainSignal.CheckRouteSet(JunctionMainNode, TrackJunctionNode) ? 1 : 0);
     }
     //added by JTang
     else if (MPManager.IsMultiPlayer())
     {
         TrackNode node = Simulator.Instance.TDB.TrackDB.TrackNodes[MainSignal.TrackNode];
         if (!(node is TrackJunctionNode) && node.TrackPins != null && (int)MainSignal.TrackCircuitDirection < node.TrackPins.Length)
         {
             node = Simulator.Instance.TDB.TrackDB.TrackNodes[node.TrackPins[(int)MainSignal.TrackCircuitDirection].Link];
             if (!(node is TrackJunctionNode junctionNode))
             {
                 return(0);
             }
             for (int pin = junctionNode.InPins; pin < junctionNode.InPins + junctionNode.OutPins; pin++)
             {
                 if (junctionNode.TrackPins[pin].Link == MainSignal.TrackNode && pin - junctionNode.InPins != junctionNode.SelectedRoute)
                 {
                     return(0);
                 }
             }
         }
     }
     return(1);
 }
示例#3
0
        private void ShowDispatchControls(bool dispatchView)
        {
            var multiPlayer = MPManager.IsMultiPlayer() && dispatchView;

            F.msgAll.Visible             = multiPlayer;
            F.msgSelected.Visible        = multiPlayer;
            F.composeMSG.Visible         = multiPlayer;
            F.MSG.Visible                = multiPlayer;
            F.messages.Visible           = multiPlayer;
            F.AvatarView.Visible         = multiPlayer;
            F.composeMSG.Visible         = multiPlayer;
            F.reply2Selected.Visible     = multiPlayer;
            F.chkShowAvatars.Visible     = multiPlayer;
            F.chkAllowUserSwitch.Visible = multiPlayer;
            F.chkAllowNew.Visible        = multiPlayer;
            F.chkBoxPenalty.Visible      = multiPlayer;
            F.chkPreferGreen.Visible     = multiPlayer;
            F.btnAssist.Visible          = multiPlayer;
            F.btnNormal.Visible          = multiPlayer;
            F.rmvButton.Visible          = multiPlayer;

            if (multiPlayer)
            {
                F.chkShowAvatars.Checked = Program.Simulator.Settings.ShowAvatar;
                F.pbCanvas.Location      = new System.Drawing.Point(F.pbCanvas.Location.X, F.label1.Location.Y + 18);
                F.refreshButton.Text     = "View Self";
            }

            F.chkDrawPath.Visible      = dispatchView;
            F.chkPickSignals.Visible   = dispatchView;
            F.chkPickSwitches.Visible  = dispatchView;
            F.btnSeeInGame.Visible     = dispatchView;
            F.btnFollow.Visible        = dispatchView;
            F.windowSizeUpDown.Visible = dispatchView;
            F.label1.Visible           = dispatchView;
            F.resLabel.Visible         = dispatchView;
            F.refreshButton.Visible    = dispatchView;
        }
示例#4
0
        /// <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);
        }
示例#5
0
        /// <summary>
        /// SkyDrawer constructor
        /// </summary>
        public MSTSSkyDrawer(Viewer viewer)
        {
            MSTSSkyViewer   = viewer;
            MSTSSkyMaterial = viewer.MaterialManager.Load("MSTSSky");
            // Instantiate classes
            MSTSSkyMesh    = new MSTSSkyMesh(MSTSSkyViewer.RenderProcess);
            MSTSSkyVectors = new SunMoonPos();

            //viewer.World.MSTSSky.MSTSSkyMaterial.Viewer.MaterialManager.sunDirection.Y < 0
            // Set default values
            mstsskyseasonType = (int)MSTSSkyViewer.Simulator.Season;
            date.ordinalDate  = 82 + mstsskyseasonType * 91;
            // TODO: Set the following three externally from ORTS route files (future)
            date.month = 1 + date.ordinalDate / 30;
            date.day   = 21;
            date.year  = 2010;
            // Default wind speed and direction
            mstsskywindSpeed     = 5.0f; // m/s (approx 11 mph)
            mstsskywindDirection = 4.7f; // radians (approx 270 deg, i.e. westerly)

            // 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).
                viewer.UserCommandController.AddEvent(UserCommand.DebugOvercastIncrease, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    mstsskyovercastFactor = (float)MathHelperD.Clamp(mstsskyovercastFactor + gameTIme.ElapsedGameTime.TotalSeconds / 10, 0, 1);
                });
                viewer.UserCommandController.AddEvent(UserCommand.DebugOvercastDecrease, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    mstsskyovercastFactor = (float)MathHelperD.Clamp(mstsskyovercastFactor - gameTIme.ElapsedGameTime.TotalSeconds / 10, 0, 1);
                });
                // Fog ranges from 10m (can't see anything) to 100km (clear arctic conditions).
                viewer.UserCommandController.AddEvent(UserCommand.DebugFogIncrease, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    mstsskyfogDistance = (float)MathHelperD.Clamp(mstsskyfogDistance - gameTIme.ElapsedGameTime.TotalSeconds * mstsskyfogDistance, 10, 100000);
                });
                viewer.UserCommandController.AddEvent(UserCommand.DebugFogDecrease, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    mstsskyfogDistance = (float)MathHelperD.Clamp(mstsskyfogDistance + gameTIme.ElapsedGameTime.TotalSeconds * mstsskyfogDistance, 10, 100000);
                });
            }
            // Don't let clock shift if multiplayer.
            if (!MPManager.IsMultiPlayer())
            {
                // Shift the clock forwards or backwards at 1h-per-second.
                viewer.UserCommandController.AddEvent(UserCommand.DebugClockForwards, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    MSTSSkyViewer.Simulator.ClockTime += gameTIme.ElapsedGameTime.TotalSeconds * 3600;
                });
                viewer.UserCommandController.AddEvent(UserCommand.DebugClockBackwards, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    MSTSSkyViewer.Simulator.ClockTime -= gameTIme.ElapsedGameTime.TotalSeconds * 3600;
                });
            }
            // Server needs to notify clients of weather changes.
            if (MPManager.IsServer())
            {
                viewer.UserCommandController.AddEvent(UserCommand.DebugOvercastIncrease, KeyEventType.KeyReleased, SendMultiPlayerSkyChangeNotification);
                viewer.UserCommandController.AddEvent(UserCommand.DebugOvercastDecrease, KeyEventType.KeyReleased, SendMultiPlayerSkyChangeNotification);
                viewer.UserCommandController.AddEvent(UserCommand.DebugFogIncrease, KeyEventType.KeyReleased, SendMultiPlayerSkyChangeNotification);
                viewer.UserCommandController.AddEvent(UserCommand.DebugFogDecrease, KeyEventType.KeyReleased, SendMultiPlayerSkyChangeNotification);
            }
        }