OpenBve.TrainManager.CreateWorldCoordinates C# (CSharp) Method

CreateWorldCoordinates() static private method

static private CreateWorldCoordinates ( Train Train, int CarIndex, double relx, double rely, double relz, double &posx, double &posy, double &posz, double &dirx, double &diry, double &dirz ) : void
Train Train
CarIndex int
relx double
rely double
relz double
posx double
posy double
posz double
dirx double
diry double
dirz double
return void
		internal static void CreateWorldCoordinates(Train Train, int CarIndex, double relx, double rely, double relz, out double posx, out double posy, out double posz, out double dirx, out double diry, out double dirz) {
			posx = 0.0; posy = 0.0; posz = 0.0;
			dirx = 0.0; diry = 0.0; dirz = 1.0;
		}

Usage Example

Beispiel #1
0
        /// <summary>Updates the sound component. Should be called every frame.</summary>
        /// <param name="timeElapsed">The time in seconds that elapsed since the last call to this function.</param>
        private static void UpdateLinearModel(double timeElapsed)
        {
            /*
             * Set up the listener
             * */
            OpenBveApi.Math.Vector3D     listenerPosition    = World.AbsoluteCameraPosition;
            OpenBveApi.Math.Orientation3 listenerOrientation = new OpenBveApi.Math.Orientation3(World.AbsoluteCameraSide, World.AbsoluteCameraUp, World.AbsoluteCameraDirection);
            OpenBveApi.Math.Vector3D     listenerVelocity;
            if (World.CameraMode == World.CameraViewMode.Interior || World.CameraMode == World.CameraViewMode.InteriorLookAhead || World.CameraMode == World.CameraViewMode.Exterior)
            {
                TrainManager.Car         car  = TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar];
                OpenBveApi.Math.Vector3D diff = car.FrontAxle.Follower.WorldPosition - car.RearAxle.Follower.WorldPosition;
                listenerVelocity = car.Specs.CurrentSpeed * OpenBveApi.Math.Vector3D.Normalize(diff) + World.CameraAlignmentSpeed.Position;
            }
            else
            {
                listenerVelocity = World.CameraAlignmentSpeed.Position;
            }
            float[] vectors =
            {
                (float)listenerOrientation.Z.X,
                (float)listenerOrientation.Z.Y,
                (float)listenerOrientation.Z.Z,
                -(float)listenerOrientation.Y.X,
                -(float)listenerOrientation.Y.Y,
                -(float)listenerOrientation.Y.Z
            };
            AL.Listener(ALListener3f.Position, 0.0f, 0.0f, 0.0f);
            AL.Listener(ALListener3f.Velocity, (float)listenerVelocity.X, (float)listenerVelocity.Y, (float)listenerVelocity.Z);
            AL.Listener(ALListenerfv.Orientation, ref vectors);

            /*
             * Set up the atmospheric attributes
             * */
            double elevation      = World.AbsoluteCameraPosition.Y + Game.RouteInitialElevation;
            double airTemperature = Game.GetAirTemperature(elevation);
            double airPressure    = Game.GetAirPressure(elevation, airTemperature);
            // double airDensity = Game.GetAirDensity(airPressure, airTemperature);
            double speedOfSound = Game.GetSpeedOfSound(airPressure, airTemperature);

            try {
                AL.SpeedOfSound((float)speedOfSound);
            } catch { }

            /*
             * Update the sound sources
             * */
            int actuallyPlaying = 0;

            for (int i = 0; i < SourceCount; i++)
            {
                if (Sources[i].State == SoundSourceState.StopPending)
                {
                    /*
                     * The sound is still playing but is to be stopped.
                     * Stop the sound, then remove it from the list of
                     * sound sources.
                     * */
                    AL.DeleteSources(1, ref Sources[i].OpenAlSourceName);
                    Sources[i].State            = SoundSourceState.Stopped;
                    Sources[i].OpenAlSourceName = 0;
                    Sources[i] = Sources[SourceCount - 1];
                    SourceCount--;
                    i--;
                }
                else if (Sources[i].State == SoundSourceState.Stopped)
                {
                    /*
                     * The sound was already stopped. Remove it from
                     * the list of sound sources.
                     * */
                    Sources[i] = Sources[SourceCount - 1];
                    SourceCount--;
                    i--;
                }
                else if (GlobalMute)
                {
                    /*
                     * The sound is playing or about to be played, but
                     * the global mute option is enabled. Stop the sound
                     * sound if necessary, then remove it from the list
                     * of sound sources if the sound is not looping.
                     * */
                    if (Sources[i].State == SoundSourceState.Playing)
                    {
                        AL.DeleteSources(1, ref Sources[i].OpenAlSourceName);
                        Sources[i].State            = SoundSourceState.PlayPending;
                        Sources[i].OpenAlSourceName = 0;
                    }
                    if (!Sources[i].Looped)
                    {
                        Sources[i].State            = SoundSourceState.Stopped;
                        Sources[i].OpenAlSourceName = 0;
                        Sources[i] = Sources[SourceCount - 1];
                        SourceCount--;
                        i--;
                    }
                }
                else
                {
                    /*
                     * The sound is to be played or is already playing.
                     * Calculate the sound gain.
                     * */
                    OpenBveApi.Math.Vector3D position;
                    OpenBveApi.Math.Vector3D velocity;
                    if (Sources[i].Train != null)
                    {
                        OpenBveApi.Math.Vector3D direction;
                        TrainManager.CreateWorldCoordinates(Sources[i].Train, Sources[i].Car, Sources[i].Position.X, Sources[i].Position.Y, Sources[i].Position.Z, out position.X, out position.Y, out position.Z, out direction.X, out direction.Y, out direction.Z);
                        velocity = Sources[i].Train.Cars[Sources[i].Car].Specs.CurrentSpeed * direction;
                    }
                    else
                    {
                        position = Sources[i].Position;
                        velocity = OpenBveApi.Math.Vector3D.Null;
                    }
                    OpenBveApi.Math.Vector3D positionDifference = position - listenerPosition;
                    double gain;
                    if (GlobalMute)
                    {
                        gain = 0.0;
                    }
                    else
                    {
                        double distance    = positionDifference.Norm();
                        double innerRadius = Sources[i].Radius;
                        if (World.CameraMode == World.CameraViewMode.Interior || World.CameraMode == World.CameraViewMode.InteriorLookAhead)
                        {
                            if (Sources[i].Train != TrainManager.PlayerTrain || Sources[i].Car != TrainManager.PlayerTrain.DriverCar)
                            {
                                innerRadius *= 0.5;
                            }
                        }
                        double outerRadius = OuterRadiusFactor * innerRadius;
                        if (distance < outerRadius)
                        {
                            if (distance <= innerRadius)
                            {
                                gain = Sources[i].Volume;
                            }
                            else
                            {
                                gain  = (distance - outerRadius) / (innerRadius - outerRadius);
                                gain *= Sources[i].Volume;
                            }
                            gain = 3.0 * gain * gain - 2.0 * gain * gain * gain;
                        }
                        else
                        {
                            gain = 0.0;
                        }
                    }
                    if (gain <= GainThreshold)
                    {
                        /*
                         * If the gain is too low to be audible, stop the sound.
                         * If the sound is not looping, stop it if necessary,
                         * then remove it from the list of sound sources.
                         * */
                        if (Sources[i].State == SoundSourceState.Playing)
                        {
                            AL.DeleteSources(1, ref Sources[i].OpenAlSourceName);
                            Sources[i].State            = SoundSourceState.PlayPending;
                            Sources[i].OpenAlSourceName = 0;
                        }
                        if (!Sources[i].Looped)
                        {
                            Sources[i].State            = SoundSourceState.Stopped;
                            Sources[i].OpenAlSourceName = 0;
                            Sources[i] = Sources[SourceCount - 1];
                            SourceCount--;
                            i--;
                        }
                    }
                    else
                    {
                        /*
                         * Play the sound and update position, velocity, pitch and gain.
                         * For non-looping sounds, check if the sound is still playing.
                         * */
                        gain = (gain - GainThreshold) / (1.0 - GainThreshold);
                        if (Sources[i].State != SoundSourceState.Playing)
                        {
                            LoadBuffer(Sources[i].Buffer);
                            if (Sources[i].Buffer.Loaded)
                            {
                                AL.GenSources(1, out Sources[i].OpenAlSourceName);
                                AL.Source(Sources[i].OpenAlSourceName, ALSourcei.Buffer, Sources[i].Buffer.OpenAlBufferName);
                            }
                            else
                            {
                                /*
                                 * We cannot play the sound because
                                 * the buffer could not be loaded.
                                 * */
                                Sources[i].State = SoundSourceState.Stopped;
                                continue;
                            }
                        }
                        AL.Source(Sources[i].OpenAlSourceName, ALSource3f.Position, (float)positionDifference.X, (float)positionDifference.Y, (float)positionDifference.Z);
                        AL.Source(Sources[i].OpenAlSourceName, ALSource3f.Velocity, (float)velocity.X, (float)velocity.Y, (float)velocity.Z);
                        AL.Source(Sources[i].OpenAlSourceName, ALSourcef.Pitch, (float)Sources[i].Pitch);
                        AL.Source(Sources[i].OpenAlSourceName, ALSourcef.Gain, (float)gain);
                        if (Sources[i].State != SoundSourceState.Playing)
                        {
                            AL.Source(Sources[i].OpenAlSourceName, ALSourceb.Looping, Sources[i].Looped);
                            AL.SourcePlay(Sources[i].OpenAlSourceName);
                            Sources[i].State = SoundSourceState.Playing;
                        }
                        if (!Sources[i].Looped)
                        {
                            int state;
                            AL.GetSource(Sources[i].OpenAlSourceName, ALGetSourcei.SourceState, out state);
                            if (state != (int)ALSourceState.Initial && state != (int)ALSourceState.Playing)
                            {
                                /*
                                 * The sound is not playing any longer.
                                 * Remove it from the list of sound sources.
                                 * */
                                AL.DeleteSources(1, ref Sources[i].OpenAlSourceName);
                                Sources[i].State            = SoundSourceState.Stopped;
                                Sources[i].OpenAlSourceName = 0;
                                Sources[i] = Sources[SourceCount - 1];
                                SourceCount--;
                                i--;
                            }
                            else
                            {
                                actuallyPlaying++;
                            }
                        }
                        else
                        {
                            actuallyPlaying++;
                        }
                    }
                }
            }

            /*
             * Adjust the outer radius factor / the clamp factor.
             * */
            if (actuallyPlaying >= Options.Current.SoundNumber - 2)
            {
                /*
                 * Too many sounds are playing.
                 * Reduce the outer radius factor.
                 * */
                OuterRadiusFactorSpeed -= timeElapsed;
                if (OuterRadiusFactorSpeed < -OuterRadiusFactorMaximumSpeed)
                {
                    OuterRadiusFactorSpeed = -OuterRadiusFactorMaximumSpeed;
                }
            }
            else if (actuallyPlaying <= Options.Current.SoundNumber - 6)
            {
                /*
                 * Only few sounds are playing.
                 * Increase the outer radius factor.
                 * */
                OuterRadiusFactorSpeed += timeElapsed;
                if (OuterRadiusFactorSpeed > OuterRadiusFactorMaximumSpeed)
                {
                    OuterRadiusFactorSpeed = OuterRadiusFactorMaximumSpeed;
                }
            }
            else
            {
                /*
                 * Neither too many nor too few sounds are playing.
                 * Stabilize the outer radius factor.
                 * */
                if (OuterRadiusFactorSpeed < 0.0)
                {
                    OuterRadiusFactorSpeed += timeElapsed;
                    if (OuterRadiusFactorSpeed > 0.0)
                    {
                        OuterRadiusFactorSpeed = 0.0;
                    }
                }
                else
                {
                    OuterRadiusFactorSpeed -= timeElapsed;
                    if (OuterRadiusFactorSpeed < 0.0)
                    {
                        OuterRadiusFactorSpeed = 0.0;
                    }
                }
            }
            OuterRadiusFactor += OuterRadiusFactorSpeed * timeElapsed;
            if (OuterRadiusFactor < OuterRadiusFactorMinimum)
            {
                OuterRadiusFactor      = OuterRadiusFactorMinimum;
                OuterRadiusFactorSpeed = 0.0;
            }
            else if (OuterRadiusFactor > OuterRadiusFactorMaximum)
            {
                OuterRadiusFactor      = OuterRadiusFactorMaximum;
                OuterRadiusFactorSpeed = 0.0;
            }
        }
All Usage Examples Of OpenBve.TrainManager::CreateWorldCoordinates