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simulation.h
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92
simulation.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "parser.h"
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#include "scene.h"
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#include "event.h"
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#include "MemCell.h"
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#include "EvLaunch.h"
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#include "Track.h"
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#include "Traction.h"
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#include "TractionPower.h"
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#include "sound.h"
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#include "AnimModel.h"
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#include "DynObj.h"
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#include "Driver.h"
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#include "lightarray.h"
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#include "Event.h"
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#include "lua.h"
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namespace simulation {
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class state_manager {
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public:
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// types
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// methods
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// legacy method, calculates changes in simulation state over specified time
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void
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update( double dt, int iter );
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bool
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deserialize( std::string const &Scenariofile );
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private:
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// methods
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// restores class data from provided stream
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void deserialize( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_config( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_description( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_event( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_light( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_node( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_test( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_time( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad );
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TTrack * deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TTraction * deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TTractionPowerSource * deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TMemCell * deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TEventLauncher * deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TAnimModel * deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TDynamicObject * deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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sound * deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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// skips content of stream until specified token
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void skip_until( cParser &Input, std::string const &Token );
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// transforms provided location by specifed rotation and offset
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glm::dvec3 transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad );
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};
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extern state_manager State;
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extern event_manager Events;
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extern memory_table Memory;
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extern path_table Paths;
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extern traction_table Traction;
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extern powergridsource_table Powergrid;
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extern instance_table Instances;
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extern vehicle_table Vehicles;
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extern light_array Lights;
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extern lua Lua;
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extern scene::basic_region *Region;
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} // simulation
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//---------------------------------------------------------------------------
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