Reorganize source files into logical subdirectories

Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2026-03-14 19:01:57 +00:00
parent f981f81d55
commit 0531086bb9
221 changed files with 131 additions and 108 deletions

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simulation/simulation.cpp Normal file
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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "simulation.h"
#include "simulationtime.h"
#include "simulationenvironment.h"
#include "Globals.h"
#include "Event.h"
#include "MemCell.h"
#include "Track.h"
#include "Traction.h"
#include "TractionPower.h"
#include "sound.h"
#include "AnimModel.h"
#include "DynObj.h"
#include "lightarray.h"
#include "particles.h"
#include "scene.h"
#include "Train.h"
#include "application.h"
#include "Logs.h"
#include "Driver.h"
namespace simulation {
state_manager State;
event_manager Events;
memory_table Memory;
path_table Paths;
traction_table Traction;
powergridsource_table Powergrid;
instance_table Instances;
vehicle_table Vehicles;
train_table Trains;
light_array Lights;
particle_manager Particles;
#ifdef WITH_LUA
lua Lua;
#endif
scene::basic_region *Region { nullptr };
TTrain *Train { nullptr };
uint16_t prev_train_id { 0 };
bool is_ready { false };
std::shared_ptr<deserializer_state>
state_manager::deserialize_begin(std::string const &Scenariofile) {
return m_serializer.deserialize_begin( Scenariofile );
}
bool
state_manager::deserialize_continue(std::shared_ptr<deserializer_state> state) {
return m_serializer.deserialize_continue(state);
}
// stores class data in specified file, in legacy (text) format
void
state_manager::export_as_text( std::string const &Scenariofile ) const {
return m_serializer.export_as_text( Scenariofile );
}
void
state_manager::init_scripting_interface() {
// create scenario data memory cells
{
auto *memorycell = new TMemCell( {
0, -1,
"__simulation.weather",
"memcell" } );
simulation::Memory.insert( memorycell );
simulation::Region->insert( memorycell );
}
{
auto *memorycell = new TMemCell( {
0, -1,
"__simulation.time",
"memcell" } );
simulation::Memory.insert( memorycell );
simulation::Region->insert( memorycell );
}
{
auto *memorycell = new TMemCell( {
0, -1,
"__simulation.date",
"memcell" } );
simulation::Memory.insert( memorycell );
simulation::Region->insert( memorycell );
}
}
// legacy method, calculates changes in simulation state over specified time
void
state_manager::update( double const Deltatime, int Iterationcount ) {
// aktualizacja animacji krokiem FPS: dt=krok czasu [s], dt*iter=czas od ostatnich przeliczeń
if (Deltatime == 0.0) { return; }
auto const totaltime { Deltatime * Iterationcount };
// NOTE: we perform animations first, as they can determine factors like contact with powergrid
TAnimModel::AnimUpdate( totaltime ); // wykonanie zakolejkowanych animacji
simulation::Powergrid.update( totaltime );
simulation::Vehicles.update( Deltatime, Iterationcount );
}
void
state_manager::update_clocks() {
// Ra 2014-07: przeliczenie kąta czasu (do animacji zależnych od czasu)
auto const &time = simulation::Time.data();
Global.fTimeAngleDeg = time.wHour * 15.0 + time.wMinute * 0.25 + ( ( time.wSecond + 0.001 * time.wMilliseconds ) / 240.0 );
Global.fClockAngleDeg[ 0 ] = 36.0 * ( time.wSecond % 10 ); // jednostki sekund
Global.fClockAngleDeg[ 1 ] = 36.0 * ( time.wSecond / 10 ); // dziesiątki sekund
Global.fClockAngleDeg[ 2 ] = 36.0 * ( time.wMinute % 10 ); // jednostki minut
Global.fClockAngleDeg[ 3 ] = 36.0 * ( time.wMinute / 10 ); // dziesiątki minut
Global.fClockAngleDeg[ 4 ] = 36.0 * ( time.wHour % 10 ); // jednostki godzin
Global.fClockAngleDeg[ 5 ] = 36.0 * ( time.wHour / 10 ); // dziesiątki godzin
}
void
state_manager::update_scripting_interface() {
auto *weather{ Memory.find( "__simulation.weather" ) };
auto *time{ Memory.find( "__simulation.time" ) };
auto *date{ Memory.find( "__simulation.date" ) };
if( simulation::is_ready ) {
// potentially adjust weather
if( weather->Value1() != m_scriptinginterface.weather->Value1() ) {
Global.Overcast = clamp<float>( weather->Value1(), 0, 2 );
simulation::Environment.compute_weather();
}
if( weather->Value2() != m_scriptinginterface.weather->Value2() ) {
Global.fFogEnd = clamp<float>( weather->Value2(), 10, 25000 );
}
}
else {
m_scriptinginterface.weather = std::make_shared<TMemCell>( scene::node_data() );
m_scriptinginterface.date = std::make_shared<TMemCell>( scene::node_data() );
m_scriptinginterface.time = std::make_shared<TMemCell>( scene::node_data() );
}
// update scripting interface
weather->UpdateValues(
Global.Weather,
Global.Overcast,
Global.fFogEnd,
basic_event::flags::text | basic_event::flags::value1 | basic_event::flags::value2 );
time->UpdateValues(
Global.Period,
Time.data().wHour,
Time.data().wMinute,
basic_event::flags::text | basic_event::flags::value1 | basic_event::flags::value2 );
date->UpdateValues(
Global.Season,
Time.year_day(),
0,
basic_event::flags::text | basic_event::flags::value1 );
// cache cell state to detect potential script-issued changes on next cycle
*m_scriptinginterface.weather = *weather;
*m_scriptinginterface.time = *time;
*m_scriptinginterface.date = *date;
}
void state_manager::process_commands() {
command_data commanddata;
while( Commands.pop( commanddata, (uint32_t)command_target::simulation )) {
if (commanddata.command == user_command::consistreleaser) {
TDynamicObject *found_vehicle = simulation::Vehicles.find(commanddata.payload);
TDynamicObject *vehicle = found_vehicle;
while (vehicle) {
vehicle->MoverParameters->Hamulec->Releaser(commanddata.action != GLFW_RELEASE ? 1 : 0);
vehicle = vehicle->Next();
}
vehicle = found_vehicle;
while (vehicle) {
vehicle->MoverParameters->Hamulec->Releaser(commanddata.action != GLFW_RELEASE ? 1 : 0);
vehicle = vehicle->Prev();
}
}
if (commanddata.action == GLFW_RELEASE) {
if (commanddata.command == user_command::debugtoggle)
DebugModeFlag = !DebugModeFlag;
if (commanddata.command == user_command::pausetoggle) {
if( Global.iPause & 1 ) {
// jeśli pauza startowa
// odpauzowanie, gdy po wczytaniu miało nie startować
Global.iPause ^= 1;
}
else {
Global.iPause ^= 2; // zmiana stanu zapauzowania
}
}
continue;
}
if (commanddata.command == user_command::focuspauseset) {
if( commanddata.param1 == 1.0 )
Global.iPause &= ~4; // odpauzowanie, gdy jest na pierwszym planie
else
Global.iPause |= 4; // włączenie pauzy, gdy nieaktywy
}
if (commanddata.command == user_command::entervehicle) {
// przesiadka do innego pojazdu
if( commanddata.payload == "ghostview" ) {
continue;
}
if (!commanddata.freefly)
// only available in free fly mode
continue;
// NOTE: because malformed scenario can have vehicle name duplicates we first try to locate vehicle in world, with name search as fallback
TDynamicObject *targetvehicle = std::get<TDynamicObject *>( simulation::Region->find_vehicle( commanddata.location, 50, false, false ) );
if( ( targetvehicle == nullptr ) || ( targetvehicle->name() != commanddata.payload ) ) {
targetvehicle = simulation::Vehicles.find( commanddata.payload );
}
if (!targetvehicle)
continue;
auto *senderlocaltrain { simulation::Trains.find_id( static_cast<std::uint16_t>( commanddata.param2 ) ) };
if( senderlocaltrain ) {
auto *currentvehicle { senderlocaltrain->Dynamic() };
auto const samevehicle { currentvehicle == targetvehicle };
if( samevehicle ) {
// we already control desired vehicle so don't overcomplicate things
continue;
}
auto const sameconsist{
( targetvehicle->ctOwner == currentvehicle->Mechanik )
|| ( targetvehicle->ctOwner == currentvehicle->ctOwner ) };
auto const isincharge{ currentvehicle->Mechanik->primary() };
auto const aidriveractive{ currentvehicle->Mechanik->AIControllFlag };
// TODO: support for primary mode request passed as commanddata.param1
if( !sameconsist && isincharge ) {
// oddajemy dotychczasowy AI
if (currentvehicle->Mechanik != nullptr)
currentvehicle->Mechanik->TakeControl( true );
}
if( sameconsist && !aidriveractive ) {
// since we're consist owner we can simply move to the destination vehicle
senderlocaltrain->MoveToVehicle( targetvehicle );
if (senderlocaltrain->Dynamic()->Mechanik != nullptr)
senderlocaltrain->Dynamic()->Mechanik->TakeControl( false, true );
}
}
auto *train { simulation::Trains.find( targetvehicle->name() ) };
if (train)
continue;
train = new TTrain();
if (train->Init(targetvehicle)) {
simulation::Trains.insert(train);
}
else {
delete train;
train = nullptr;
if( targetvehicle->name() == Global.local_start_vehicle ) {
ErrorLog( "Failed to initialize player train, \"" + Global.local_start_vehicle + "\"" );
Global.local_start_vehicle = "ghostview";
}
}
}
if (commanddata.command == user_command::queueevent) {
std::istringstream ss(commanddata.payload);
std::string event_name;
std::string vehicle_name;
std::getline(ss, event_name, '%');
std::getline(ss, vehicle_name, '%');
basic_event *ev = Events.FindEvent(event_name);
TDynamicObject *vehicle = nullptr;
if (!vehicle_name.empty())
vehicle = simulation::Vehicles.find(vehicle_name);
if (ev)
Events.AddToQuery(ev, vehicle);
}
if (commanddata.command == user_command::setlight) {
int light = std::round(commanddata.param1);
float state = commanddata.param2;
TAnimModel *model = simulation::Instances.find(commanddata.payload);
if (model)
model->LightSet(light, state);
}
if (commanddata.command == user_command::setdatetime) {
int yearday = std::round(commanddata.param1);
int minute = std::round(commanddata.param2);
simulation::Time.set_time(yearday, minute);
auto const weather { Global.Weather };
simulation::Environment.compute_season(yearday);
if( weather != Global.Weather ) {
// HACK: force re-calculation of precipitation
Global.Overcast = clamp( Global.Overcast - 0.0001f, 0.0f, 2.0f );
}
simulation::Environment.update_moon();
}
if (commanddata.command == user_command::setweather) {
Global.fFogEnd = commanddata.param1;
Global.Overcast = commanddata.param2;
simulation::Environment.compute_weather();
}
if (commanddata.command == user_command::settemperature) {
Global.AirTemperature = commanddata.param1;
Global.Overcast = commanddata.param2;
simulation::Environment.compute_weather();
}
if (commanddata.command == user_command::insertmodel) {
std::istringstream ss(commanddata.payload);
std::string name;
std::string data;
std::getline(ss, name, ':');
std::getline(ss, data, ':');
TAnimModel *model = simulation::State.create_model(data, name, commanddata.location);
simulation::State.create_eventlauncher("node -1 0 launcher eventlauncher 0 0 0 0.8 none -10000.0 obstacle_collision traintriggered end", name + "_snd", commanddata.location);
}
if (commanddata.command == user_command::deletemodel) {
simulation::State.delete_model(simulation::Instances.find(commanddata.payload));
simulation::State.delete_eventlauncher(simulation::Events.FindEventlauncher(commanddata.payload + "_snd"));
}
if (commanddata.command == user_command::globalradiostop) {
simulation::Region->RadioStop( commanddata.location );
}
if (commanddata.command == user_command::resetconsist) {
TDynamicObject *found_vehicle = simulation::Vehicles.find(commanddata.payload);
TDynamicObject *vehicle = found_vehicle;
while (vehicle) {
if (vehicle->Next())
vehicle = vehicle->Next();
else
break;
}
while (vehicle) {
vehicle->MoverParameters->DamageFlag = 0;
vehicle->MoverParameters->EngDmgFlag = 0;
vehicle->MoverParameters->V = 0.000001; // HACK: force vehicle position re-calculation
vehicle->MoverParameters->DistCounter = 0.0;
vehicle->MoverParameters->WheelFlat = 0.0;
vehicle->MoverParameters->AlarmChainFlag = false;
vehicle->MoverParameters->OffsetTrackH = 0.0;
vehicle->MoverParameters->OffsetTrackV = 0.0;
// pantographs
for( auto idx = 0; idx < vehicle->iAnimType[ ANIM_PANTS ]; ++idx ) {
auto &pantograph { *( vehicle->pants[ idx ].fParamPants ) };
if( pantograph.PantWys >= 0.0 ) // negative value means pantograph is broken
continue;
pantograph.fAngleL = pantograph.fAngleL0;
pantograph.fAngleU = pantograph.fAngleU0;
pantograph.PantWys =
pantograph.fLenL1 * std::sin( pantograph.fAngleL )
+ pantograph.fLenU1 * std::sin( pantograph.fAngleU )
+ pantograph.fHeight;
vehicle->MoverParameters->EnginePowerSource.CollectorParameters.CollectorsNo;
}
vehicle = vehicle->Prev();
}
}
if (commanddata.command == user_command::fillcompressor) {
TDynamicObject *vehicle = simulation::Vehicles.find(commanddata.payload);
vehicle->MoverParameters->CompressedVolume = 8.0f * vehicle->MoverParameters->VeselVolume;
}
if (commanddata.command == user_command::dynamicmove) {
TDynamicObject *vehicle = simulation::Vehicles.find(commanddata.payload);
if (vehicle)
vehicle->move_set(commanddata.param1);
}
if (commanddata.command == user_command::consistteleport) {
std::istringstream ss(commanddata.payload);
std::string track_name;
std::string vehicle_name;
std::getline(ss, vehicle_name, '%');
std::getline(ss, track_name, '%');
TTrack *track = simulation::Paths.find(track_name);
TDynamicObject *vehicle = simulation::Vehicles.find(vehicle_name);
while (vehicle) {
if (vehicle->Next())
vehicle = vehicle->Next();
else
break;
}
double offset = 0.0;
while (vehicle) {
offset += vehicle->MoverParameters->Dim.L;
vehicle->place_on_track(track, offset, false);
vehicle = vehicle->Prev();
}
}
if (commanddata.command == user_command::spawntrainset) {
}
if (commanddata.command == user_command::pullalarmchain) {
TDynamicObject *vehicle = simulation::Vehicles.find(commanddata.payload);
if (vehicle)
vehicle->MoverParameters->AlarmChainSwitch(true);
}
if (commanddata.command == user_command::sendaicommand) {
std::istringstream ss(commanddata.payload);
std::string vehicle_name;
std::string command;
std::getline(ss, vehicle_name, '%');
std::getline(ss, command, '%');
TDynamicObject *vehicle = simulation::Vehicles.find(vehicle_name);
glm::dvec3 location = commanddata.location;
if (vehicle && vehicle->Mechanik)
vehicle->Mechanik->PutCommand(command, commanddata.param1, commanddata.param2, &location);
}
if (commanddata.command == user_command::quitsimulation) {
// TBD: allow clients to go into offline mode?
Application.queue_quit(true);
}
if (DebugModeFlag) {
if (commanddata.command == user_command::timejump) {
Time.update(commanddata.param1);
}
else if (commanddata.command == user_command::timejumplarge) {
Time.update(20.0 * 60.0);
}
else if (commanddata.command == user_command::timejumpsmall) {
Time.update(5.0 * 60.0);
}
}
}
}
TAnimModel * state_manager::create_model(const std::string &src, const std::string &name, const glm::dvec3 &position) {
return m_serializer.create_model(src, name, position);
}
TEventLauncher * state_manager::create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position) {
return m_serializer.create_eventlauncher(src, name, position);
}
void state_manager::delete_model(TAnimModel *model) {
Region->erase(model);
Instances.purge(model);
}
void state_manager::delete_eventlauncher(TEventLauncher *launcher) {
launcher->dRadius = 0.0f; // disable it
}
// passes specified sound to all vehicles within range as a radio message broadcasted on specified channel
void
radio_message( sound_source *Message, int const Channel ) {
if( Train != nullptr ) {
Train->radio_message( Message, Channel );
}
}
} // simulation
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "simulationstateserializer.h"
#include "Classes.h"
#include "Event.h"
#include "Train.h"
#include "particles.h"
#ifdef WITH_LUA
#include "lua.h"
#endif
namespace simulation {
class state_manager {
public:
// methods
void
init_scripting_interface();
// legacy method, calculates changes in simulation state over specified time
void
update( double Deltatime, int Iterationcount );
void
update_clocks();
void
update_scripting_interface();
// process input commands
void
process_commands();
// create model from node string
TAnimModel *
create_model(const std::string &src, const std::string &name, const glm::dvec3 &position);
// create eventlauncher from node string
TEventLauncher *
create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position);
// delete TAnimModel instance
void
delete_model(TAnimModel *model);
// delete TEventLauncher instance
void
delete_eventlauncher(TEventLauncher *launcher);
// starts deserialization from specified file, returns context pointer on success, throws otherwise
std::shared_ptr<deserializer_state>
deserialize_begin(std::string const &Scenariofile);
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
deserialize_continue(std::shared_ptr<deserializer_state> state);
// stores class data in specified file, in legacy (text) format
void
export_as_text( std::string const &Scenariofile ) const;
private:
// members
state_serializer m_serializer;
struct {
std::shared_ptr<TMemCell> weather, time, date;
} m_scriptinginterface;
};
// passes specified sound to all vehicles within range as a radio message broadcasted on specified channel
void radio_message( sound_source *Message, int const Channel );
extern state_manager State;
extern event_manager Events;
extern memory_table Memory;
extern path_table Paths;
extern traction_table Traction;
extern powergridsource_table Powergrid;
extern instance_table Instances;
extern vehicle_table Vehicles;
extern train_table Trains;
extern light_array Lights;
extern sound_table Sounds;
extern particle_manager Particles;
#ifdef WITH_LUA
extern lua Lua;
#endif
extern scene::basic_region *Region;
extern TTrain *Train;
extern uint16_t prev_train_id;
extern bool is_ready;
struct deserializer_state;
} // simulation
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "simulationenvironment.h"
#include "simulationsounds.h"
#include "Globals.h"
#include "Timer.h"
namespace simulation {
world_environment Environment;
} // simulation
void
world_environment::on_daylight_change() {
if( Global.FakeLight ) {
// for fake daylight enter fixed hour
time( 10, 30, 0 );
}
else {
// local clock based calculation
time();
}
}
// calculates current season of the year based on set simulation date
void
world_environment::compute_season( int const Yearday ) {
using dayseasonpair = std::pair<int, std::string>;
std::vector<dayseasonpair> seasonsequence {
{ 65, "winter:" },
{ 158, "spring:" },
{ 252, "summer:" },
{ 341, "autumn:" },
{ 366, "winter:" } };
auto const lookup =
std::lower_bound(
std::begin( seasonsequence ), std::end( seasonsequence ),
clamp( Yearday, 1, seasonsequence.back().first ),
[]( dayseasonpair const &Left, const int Right ) {
return Left.first < Right; } );
Global.Season = lookup->second;
// season can affect the weather so if it changes, re-calculate weather as well
compute_weather();
}
// calculates current weather
void
world_environment::compute_weather() {
Global.Weather = (
Global.Overcast <= 0.10 ? "clear:" :
Global.Overcast <= 0.50 ? "scattered:" :
Global.Overcast <= 0.90 ? "broken:" :
Global.Overcast <= 1.00 ? "overcast:" :
(Global.AirTemperature > 1 ? "rain:" :
"snow:" ) );
Global.fTurbidity = (
Global.Overcast <= 0.10 ? 3 :
Global.Overcast <= 0.20 ? 4 :
Global.Overcast <= 0.30 ? 5 :
Global.Overcast <= 0.40 ? 5 :
Global.Overcast <= 0.50 ? 5 :
Global.Overcast <= 0.60 ? 5 :
Global.Overcast <= 0.70 ? 6 :
Global.Overcast <= 0.80 ? 7 :
Global.Overcast <= 0.90 ? 8 :
Global.Overcast > 0.90 ? 9 :
9
);
}
void
world_environment::init() {
m_sun.init();
m_moon.init();
m_stars.init();
m_clouds.Init();
m_precipitation.init();
{
auto const rainsoundoverride { simulation::Sound_overrides.find( "weather.rainsound:" ) };
m_rainsound.deserialize(
( rainsoundoverride != simulation::Sound_overrides.end() ?
rainsoundoverride->second :
"rain-sound-loop" ),
sound_type::single );
}
m_wind = basic_wind{
static_cast<float>( Random( 0, 360 ) ),
static_cast<float>( Random( -5, 5 ) ),
static_cast<float>( Random( -2, 4 ) ),
static_cast<float>( Random( -1, 1 ) ),
static_cast<float>( Random( 5, 20 ) ),
{} };
}
void
world_environment::update() {
// move celestial bodies...
m_sun.update();
m_moon.update();
// ...determine source of key light and adjust global state accordingly...
// diffuse (sun) intensity goes down after twilight, and reaches minimum 18 degrees below horizon
float twilightfactor = clamp( -m_sun.getAngle(), 0.0f, 18.0f ) / 18.0f;
// NOTE: sun light receives extra padding to prevent moon from kicking in too soon
auto const sunlightlevel = m_sun.getIntensity() + 0.05f * ( 1.f - twilightfactor );
auto const moonlightlevel = m_moon.getIntensity() * 0.65f; // scaled down by arbitrary factor, it's pretty bright otherwise
// ...update skydome to match the current sun position as well...
// twilight factor can be reset later down, so we do it here while it's still reflecting state of the sun
// turbidity varies from 2-3 during the day based on overcast, 3-4 after sunset to deal with sunlight bleeding too much into the sky from below horizon
m_skydome.SetTurbidity(
2.25f
+ clamp( Global.Overcast, 0.f, 1.f )
+ interpolate( 0.f, 1.f, clamp( twilightfactor * 1.5f, 0.f, 1.f ) ) );
m_skydome.SetOvercastFactor( Global.Overcast );
m_skydome.Update( m_sun.getDirection() );
float keylightintensity;
glm::vec3 keylightcolor;
Global.SunAngle = m_sun.getAngle();
if ((moonlightlevel > sunlightlevel) && (Global.SunAngle <(-20)))
{
// rare situations when the moon is brighter than the sun, typically at night
Global.SunAngle = m_moon.getAngle();
Global.DayLight.position = m_moon.getDirection();
Global.DayLight.direction = -1.0f * m_moon.getDirection();
keylightintensity = moonlightlevel;
m_lightintensity = moonlightlevel;
// if the moon is up, it overrides the twilight
twilightfactor = 0.0f;
keylightcolor = glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 202.0f / 255.0f );
}
else {
// regular situation with sun as the key light
Global.SunAngle = m_sun.getAngle();
Global.DayLight.position = m_sun.getDirection();
Global.DayLight.direction = -1.0f * m_sun.getDirection();
keylightintensity = sunlightlevel;
m_lightintensity = 1.0f;
// include 'golden hour' effect in twilight lighting
float const duskfactor = 1.25f - clamp( Global.SunAngle, 0.0f, 18.0f ) / 18.0f;
keylightcolor = interpolate(
glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
glm::vec3( 235.0f / 255.0f, 120.0f / 255.0f, 36.0f / 255.0f ),
duskfactor );
}
// ...retrieve current sky colour and brightness...
auto const skydomecolour = m_skydome.GetAverageColor();
auto const skydomehsv = colors::RGBtoHSV( skydomecolour );
// sun strength is reduced by overcast level
keylightintensity *= ( 1.0f - std::min( 1.f, Global.Overcast ) * 0.65f );
// intensity combines intensity of the sun and the light reflected by the sky dome
// it'd be more technically correct to have just the intensity of the sun here,
// but whether it'd _look_ better is something to be tested
auto const intensity = std::min( 1.15f * ( 0.05f + keylightintensity + skydomehsv.z ), 1.25f );
// the impact of sun component is reduced proportionally to overcast level, as overcast increases role of ambient light
auto const diffuselevel = interpolate( keylightintensity, intensity * ( 1.0f - twilightfactor ), 1.0f - std::min( 1.f, Global.Overcast ) * 0.75f );
// ...update light colours and intensity.
keylightcolor = keylightcolor * diffuselevel;
Global.DayLight.diffuse = glm::vec4( keylightcolor, Global.DayLight.diffuse.a );
Global.DayLight.specular = glm::vec4( keylightcolor * 0.85f, diffuselevel );
// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
// (this is pure conjecture, aimed more to 'look right' than be accurate)
float const ambienttone = clamp( 1.0f - ( Global.SunAngle / 90.0f ), 0.0f, 1.0f );
float const ambientintensitynightfactor = 1.f - 0.75f * clamp( -m_sun.getAngle(), 0.0f, 18.0f ) / 18.0f;
Global.DayLight.ambient[ 0 ] = interpolate( skydomehsv.z, skydomecolour.r, ambienttone ) * ambientintensitynightfactor;
Global.DayLight.ambient[ 1 ] = interpolate( skydomehsv.z, skydomecolour.g, ambienttone ) * ambientintensitynightfactor;
Global.DayLight.ambient[ 2 ] = interpolate( skydomehsv.z, skydomecolour.b, ambienttone ) * ambientintensitynightfactor;
Global.fLuminance = intensity;
// update the fog. setting it to match the average colour of the sky dome is cheap
// but quite effective way to make the distant items blend with background better
Global.FogColor = ((m_skydome.GetAverageHorizonColor()) * keylightcolor) *
clamp<float>(Global.fLuminance, 0.0f, 1.f);
// weather-related simulation factors
Global.FrictionWeatherFactor = (
Global.Weather == "rain:" ? 0.85f :
Global.Weather == "snow:" ? 0.75f :
1.0f );
Global.Period = (
m_sun.getAngle() > -12.0f ?
"day:" :
"night:" );
if( ( true == ( FreeFlyModeFlag || Global.CabWindowOpen ) )
&& ( Global.Weather == "rain:" ) ) {
if( m_rainsound.is_combined() ) {
m_rainsound.pitch( Global.Overcast - 1.0 );
}
m_rainsound
.gain( m_rainsound.m_amplitudeoffset + m_rainsound.m_amplitudefactor * 1.f )
.play( sound_flags::exclusive | sound_flags::looping );
}
else {
m_rainsound.stop();
}
update_wind();
}
void
world_environment::update_precipitation() {
m_precipitation.update();
}
void
world_environment::update_moon() {
m_moon.update( true );
}
void
world_environment::update_wind() {
auto const timedelta{ static_cast<float>( Timer::GetDeltaTime() ) };
m_wind.change_time -= timedelta;
if( m_wind.change_time < 0 ) {
m_wind.change_time = Random( 5, 15 );
m_wind.velocity_change = Random( -0.2, 0.2 );
if( Random() < 0.05 ) {
// changes in wind direction should be less frequent than changes in wind speed
// TBD, TODO: configuration-driven direction change frequency
m_wind.azimuth_change = Random( -5, 5 );
}
else {
// keep direction change periods short, to avoid too drastic changes in direction
m_wind.azimuth_change = 0.0;
}
}
// TBD, TODO: wind configuration
m_wind.azimuth = clamp_circular( m_wind.azimuth + m_wind.azimuth_change * timedelta );
// HACK: negative part of range allows for some quiet periods, without active wind
m_wind.velocity = clamp<float>( m_wind.velocity + m_wind.velocity_change * timedelta, -2, 4 );
// convert to force vector
auto const polarangle { glm::radians( 90.f ) }; // theta
auto const azimuthalangle{ glm::radians( m_wind.azimuth ) }; // phi
// convert spherical coordinates to opengl coordinates
m_wind.vector =
std::max( 0.f, m_wind.velocity )
* glm::vec3(
std::sin( polarangle ) * std::sin( azimuthalangle ) * -1,
std::cos( polarangle ),
std::sin( polarangle ) * std::cos( azimuthalangle ) );
}
void
world_environment::time( int const Hour, int const Minute, int const Second ) {
m_sun.setTime( Hour, Minute, Second );
}
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "sky.h"
#include "sun.h"
#include "moon.h"
#include "stars.h"
#include "skydome.h"
#include "precipitation.h"
#include "sound.h"
class opengl_renderer;
class opengl33_renderer;
// wrapper for environment elements -- sky, sun, stars, clouds etc
class world_environment {
friend opengl_renderer;
friend opengl33_renderer;
public:
// methods
void init();
void update();
void update_precipitation();
void update_moon();
void time( int const Hour = -1, int const Minute = -1, int const Second = -1 );
// switches between static and dynamic daylight calculation
void on_daylight_change();
// calculates current season of the year based on set simulation date
void compute_season( int const Yearday );
// calculates current weather
void compute_weather();
// data access
inline auto const &
sun() const {
return m_sun; }
inline auto const &
moon() const {
return m_moon; }
inline auto const &
light_intensity() const {
return m_lightintensity; }
inline auto const &
skydome() const {
return m_skydome; }
inline auto &
skydome() {
return m_skydome; }
inline auto const &
precipitation() const {
return m_precipitation; }
inline auto const &
wind() const {
return m_wind.vector; }
inline auto const &
wind_azimuth() const {
return m_wind.azimuth; }
private:
// types
struct basic_wind {
// internal state data
float azimuth;
float azimuth_change;
float velocity;
float velocity_change;
float change_time;
// output
glm::vec3 vector;
};
// methods
void update_wind();
// members
CSkyDome m_skydome;
cStars m_stars;
cSun m_sun;
cMoon m_moon;
float m_lightintensity { 1.f };
TSky m_clouds;
basic_precipitation m_precipitation;
sound_source m_rainsound { sound_placement::external, -1 };
basic_wind m_wind;
};
namespace simulation {
extern world_environment Environment;
} // simulation
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "simulationsounds.h"
#include "utilities.h"
namespace simulation {
sound_overridemap Sound_overrides;
sound_table Sounds;
} // simulation
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "sound.h"
namespace simulation {
using sound_overridemap = std::unordered_map<std::string, std::string>;
extern sound_overridemap Sound_overrides;
extern sound_table Sounds;
} // simulation
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "parser.h"
#include "scene.h"
namespace simulation {
struct deserializer_state {
std::string scenariofile;
cParser input;
scene::scratch_data scratchpad;
using deserializefunctionbind = std::function<void()>;
std::unordered_map<
std::string,
deserializefunctionbind> functionmap;
deserializer_state(std::string const &File, cParser::buffertype const Type, const std::string &Path, bool const Loadtraction)
: scenariofile(File), input(File, Type, Path, Loadtraction) { }
};
class state_serializer {
public:
// methods
// starts deserialization from specified file, returns context pointer on success, throws otherwise
std::shared_ptr<deserializer_state>
deserialize_begin(std::string const &Scenariofile);
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
deserialize_continue(std::shared_ptr<deserializer_state> state);
// stores class data in specified file, in legacy (text) format
void
export_as_text( std::string const &Scenariofile ) const;
// create new model from node stirng
TAnimModel * create_model(std::string const &src, std::string const &name, const glm::dvec3 &position);
// create new eventlauncher from node stirng
TEventLauncher * create_eventlauncher(std::string const &src, std::string const &name, const glm::dvec3 &position);
private:
// methods
// restores class data from provided stream
void deserialize_area( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_isolated( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_assignment( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_config( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_description( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_event( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_group( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_light( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_node( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_test( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_time( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_terrain( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad );
TTrack * deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TTraction * deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TTractionPowerSource * deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TMemCell * deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TEventLauncher * deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TAnimModel * deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TDynamicObject * deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
sound_source * deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
void init_time();
// skips content of stream until specified token
void skip_until( cParser &Input, std::string const &Token );
// transforms provided location by specifed rotation and offset
glm::dvec3 transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad );
void export_nodes_to_stream( std::ostream &, bool Dirty ) const;
};
} // simulation
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "simulationtime.h"
#include "Globals.h"
#include "utilities.h"
namespace simulation {
scenario_time Time;
} // simulation
void
scenario_time::init(std::time_t timestamp) {
char monthdaycounts[ 2 ][ 13 ] = {
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 } };
::memcpy( m_monthdaycounts, monthdaycounts, sizeof( monthdaycounts ) );
// potentially adjust scenario clock
auto const requestedtime { clamp_circular<int>( m_time.wHour * 60 + m_time.wMinute + Global.ScenarioTimeOffset * 60, 24 * 60 ) };
auto const requestedhour { ( requestedtime / 60 ) % 24 };
auto const requestedminute { requestedtime % 60 };
// cache requested elements, if any
std::tm *tms = std::gmtime(&timestamp);
m_time.wYear = tms->tm_year + 1900;
m_time.wMonth = tms->tm_mon + 1;
m_time.wDayOfWeek = tms->tm_wday;
m_time.wDay = tms->tm_mday;
m_time.wHour = tms->tm_hour;
m_time.wMinute = tms->tm_min;
m_time.wSecond = tms->tm_sec;
m_time.wMilliseconds = 0;
if( Global.fMoveLight > 0.0 ) {
// day and month of the year can be overriden by scenario setup
daymonth( m_time.wDay, m_time.wMonth, m_time.wYear, static_cast<WORD>( Global.fMoveLight ) );
}
if( requestedhour != -1 ) { m_time.wHour = static_cast<WORD>( clamp( requestedhour, 0, 23 ) ); }
if( requestedminute != -1 ) { m_time.wMinute = static_cast<WORD>( clamp( requestedminute, 0, 59 ) ); }
// if the time is taken from the local clock leave the seconds intact, otherwise set them to zero
if( ( requestedhour != -1 )
|| ( requestedminute != 1 ) ) {
m_time.wSecond = 0;
}
m_yearday = year_day( m_time.wDay, m_time.wMonth, m_time.wYear );
// calculate time zone bias
// retrieve relevant time zone info from system registry (or fall back on supplied default)
// TODO: select timezone matching defined geographic location and/or country
struct registry_time_zone_info {
long Bias;
long StandardBias;
long DaylightBias;
SYSTEMTIME StandardDate;
SYSTEMTIME DaylightDate;
} timezoneinfo = { -60, 0, -60, { 0, 10, 0, 5, 3, 0, 0, 0 }, { 0, 3, 0, 5, 2, 0, 0, 0 } };
convert_transition_time( timezoneinfo.StandardDate );
convert_transition_time( timezoneinfo.DaylightDate );
auto zonebias { timezoneinfo.Bias };
if( m_yearday < year_day( timezoneinfo.DaylightDate.wDay, timezoneinfo.DaylightDate.wMonth, m_time.wYear ) ) {
zonebias += timezoneinfo.StandardBias;
}
else if( m_yearday < year_day( timezoneinfo.StandardDate.wDay, timezoneinfo.StandardDate.wMonth, m_time.wYear ) ) {
zonebias += timezoneinfo.DaylightBias;
}
else {
zonebias += timezoneinfo.StandardBias;
}
m_timezonebias = ( zonebias / 60.0 );
}
void
scenario_time::update( double const Deltatime ) {
m_milliseconds += ( 1000.0 * Deltatime );
while( m_milliseconds >= 1000.0 ) {
++m_time.wSecond;
m_milliseconds -= 1000.0;
}
m_time.wMilliseconds = std::floor( m_milliseconds );
while( m_time.wSecond >= 60 ) {
++m_time.wMinute;
m_time.wSecond -= 60;
}
while( m_time.wMinute >= 60 ) {
++m_time.wHour;
m_time.wMinute -= 60;
}
while( m_time.wHour >= 24 ) {
++m_time.wDay;
++m_time.wDayOfWeek;
if( m_time.wDayOfWeek >= 7 ) {
m_time.wDayOfWeek -= 7;
}
m_time.wHour -= 24;
}
int leap { is_leap( m_time.wYear ) };
while( m_time.wDay > m_monthdaycounts[ leap ][ m_time.wMonth ] ) {
m_time.wDay -= m_monthdaycounts[ leap ][ m_time.wMonth ];
++m_time.wMonth;
// unlikely but we might've entered a new year
if( m_time.wMonth > 12 ) {
++m_time.wYear;
leap = is_leap( m_time.wYear );
m_time.wMonth -= 12;
}
}
}
int
scenario_time::year_day( int Day, const int Month, const int Year ) const {
char const daytab[ 2 ][ 13 ] = {
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }
};
int const leap { is_leap( Year ) };
for( int i = 1; i < Month; ++i )
Day += daytab[ leap ][ i ];
return Day;
}
void
scenario_time::daymonth( WORD &Day, WORD &Month, WORD const Year, WORD const Yearday ) {
WORD daytab[ 2 ][ 13 ] = {
{ 0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334, 365 },
{ 0, 31, 60, 91, 121, 152, 182, 213, 244, 274, 305, 335, 366 }
};
int const leap { is_leap( Year ) };
WORD idx = 1;
while( ( idx < 13 ) && ( Yearday >= daytab[ leap ][ idx ] ) ) {
++idx;
}
Month = idx;
Day = Yearday - daytab[ leap ][ idx - 1 ];
}
int
scenario_time::julian_day() const {
int yy = ( m_time.wYear < 0 ? m_time.wYear + 1 : m_time.wYear ) - std::floor( ( 12 - m_time.wMonth ) / 10.f );
int mm = m_time.wMonth + 9;
if( mm >= 12 ) { mm -= 12; }
int K1 = std::floor( 365.25 * ( yy + 4712 ) );
int K2 = std::floor( 30.6 * mm + 0.5 );
// for dates in Julian calendar
int JD = K1 + K2 + m_time.wDay + 59;
// for dates in Gregorian calendar; 2299160 is October 15th, 1582
const int gregorianswitchday = 2299160;
if( JD > gregorianswitchday ) {
int K3 = std::floor( std::floor( ( yy * 0.01 ) + 49 ) * 0.75 ) - 38;
JD -= K3;
}
return JD;
}
void scenario_time::set_time(int yearday, int minute) {
m_yearday = yearday;
daymonth(m_time.wDay, m_time.wMonth, m_time.wYear, m_yearday);
m_time.wHour = minute / 60;
m_time.wMinute = minute % 60;
}
// calculates day of week for provided date
int
scenario_time::day_of_week( int const Day, int const Month, int const Year ) const {
// using Zeller's congruence, http://en.wikipedia.org/wiki/Zeller%27s_congruence
int const q = Day;
int const m = Month > 2 ? Month : Month + 12;
int const y = Month > 2 ? Year : Year - 1;
int const h = ( q + ( 26 * ( m + 1 ) / 10 ) + y + ( y / 4 ) + 6 * ( y / 100 ) + ( y / 400 ) ) % 7;
/* return ( (h + 5) % 7 ) + 1; // iso week standard, with monday = 1
*/ return ( (h + 6) % 7 ) + 1; // sunday = 1 numbering method, used in north america, japan
}
// calculates day of month for specified weekday of specified month of the year
int
scenario_time::day_of_month( int const Week, int const Weekday, int const Month, int const Year ) const {
int day = 0;
int dayoffset = weekdays( day_of_week( 1, Month, Year ), Weekday );
day = ( Week - 1 ) * 7 + 1 + dayoffset;
if( Week == 5 ) {
// 5th week potentially indicates last week in the month, not necessarily actual 5th
char const daytab[ 2 ][ 13 ] = {
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }
};
int const leap { is_leap( Year ) };
while( day > daytab[ leap ][ Month ] ) {
day -= 7;
}
}
return day;
}
// returns number of days between specified days of week
int
scenario_time::weekdays( int const First, int const Second ) const {
if( Second >= First ) { return Second - First; }
else { return 7 - First + Second; }
}
// helper, converts provided time transition date to regular date
void
scenario_time::convert_transition_time( SYSTEMTIME &Time ) const {
// NOTE: windows uses 0-6 range for days of week numbering, our methods use 1-7
Time.wDay = day_of_month( Time.wDay, Time.wDayOfWeek + 1, Time.wMonth, m_time.wYear );
}
bool
scenario_time::is_leap( int const Year ) const {
return ( ( Year % 4 == 0 ) && ( ( Year % 100 != 0 ) || ( Year % 400 == 0 ) ) );
}
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <string>
#include "winheaders.h"
// wrapper for scenario time
class scenario_time {
public:
scenario_time() {
m_time.wHour = 10; m_time.wMinute = 30; }
void
init(time_t timestamp = 0);
void
update( double const Deltatime );
inline
SYSTEMTIME &
data() {
return m_time; }
inline
SYSTEMTIME const &
data() const {
return m_time; }
inline
double
second() const {
return ( m_time.wMilliseconds * 0.001 + m_time.wSecond ); }
inline
int
year_day() const {
return m_yearday; }
int
julian_day() const;
inline
double
zone_bias() const {
return m_timezonebias; }
void
set_time(int yearday, int minute);
/** Returns std::string in format: `"mm:ss"`. */
operator std::string();
private:
// converts provided time transition date to regular date
void
convert_transition_time( SYSTEMTIME &Time ) const;
// calculates day and month from given day of year
void
daymonth( WORD &Day, WORD &Month, WORD const Year, WORD const Yearday );
// calculates day of year from given date
int
year_day( int Day, int const Month, int const Year ) const;
// calculates day of week for provided date
int
day_of_week( int const Day, int const Month, int const Year ) const;
// calculates day of month for specified weekday of specified month of the year
int
day_of_month( int const Week, int const Weekday, int const Month, int const Year ) const;
// returns number of days between specified days of week
int
weekdays( int const First, int const Second ) const;
// returns true if specified year is a leap year, false otherwise
bool
is_leap( int const Year ) const;
SYSTEMTIME m_time;
double m_milliseconds{ 0.0 };
int m_yearday;
char m_monthdaycounts[ 2 ][ 13 ];
double m_timezonebias{ 0.0 };
};
namespace simulation {
extern scenario_time Time;
} // simulation
//---------------------------------------------------------------------------