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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 22:39:18 +02:00

Merge branch 'milek-dev' into gfx-work

This commit is contained in:
milek7
2018-07-18 13:51:11 +02:00
85 changed files with 3834 additions and 8300 deletions

View File

@@ -15,7 +15,8 @@ http://mozilla.org/MPL/2.0/.
#include "uilayer.h"
#include "renderer.h"
#include "World.h"
#include "simulationtime.h"
#include "Logs.h"
namespace simulation {
@@ -33,9 +34,42 @@ lua Lua;
scene::basic_region *Region { nullptr };
bool
state_manager::deserialize( std::string const &Scenariofile ) {
return m_serializer.deserialize( Scenariofile );
}
// 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 );
}
// 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 );
}
bool
state_serializer::deserialize( std::string const &Scenariofile ) {
// TODO: move initialization to separate routine so we can reuse it
SafeDelete( Region );
Region = new scene::basic_region();
@@ -62,51 +96,34 @@ state_manager::deserialize( std::string const &Scenariofile ) {
return true;
}
// 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) {
// jeśli załączona jest pauza, to tylko obsłużyć ruch w kabinie trzeba
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 );
}
// restores class data from provided stream
void
state_manager::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) {
// prepare deserialization function table
// since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task
using deserializefunction = void(state_manager::*)(cParser &, scene::scratch_data &);
using deserializefunction = void( state_serializer::*)(cParser &, scene::scratch_data &);
std::vector<
std::pair<
std::string,
deserializefunction> > functionlist = {
{ "atmo", &state_manager::deserialize_atmo },
{ "camera", &state_manager::deserialize_camera },
{ "config", &state_manager::deserialize_config },
{ "description", &state_manager::deserialize_description },
{ "event", &state_manager::deserialize_event },
{ "lua", &state_manager::deserialize_lua },
{ "firstinit", &state_manager::deserialize_firstinit },
{ "light", &state_manager::deserialize_light },
{ "node", &state_manager::deserialize_node },
{ "origin", &state_manager::deserialize_origin },
{ "endorigin", &state_manager::deserialize_endorigin },
{ "rotate", &state_manager::deserialize_rotate },
{ "sky", &state_manager::deserialize_sky },
{ "test", &state_manager::deserialize_test },
{ "time", &state_manager::deserialize_time },
{ "trainset", &state_manager::deserialize_trainset },
{ "endtrainset", &state_manager::deserialize_endtrainset } };
{ "atmo", &state_serializer::deserialize_atmo },
{ "camera", &state_serializer::deserialize_camera },
{ "config", &state_serializer::deserialize_config },
{ "description", &state_serializer::deserialize_description },
{ "event", &state_serializer::deserialize_event },
{ "lua", &state_serializer::deserialize_lua },
{ "firstinit", &state_serializer::deserialize_firstinit },
{ "light", &state_serializer::deserialize_light },
{ "node", &state_serializer::deserialize_node },
{ "origin", &state_serializer::deserialize_origin },
{ "endorigin", &state_serializer::deserialize_endorigin },
{ "rotate", &state_serializer::deserialize_rotate },
{ "sky", &state_serializer::deserialize_sky },
{ "test", &state_serializer::deserialize_test },
{ "time", &state_serializer::deserialize_time },
{ "trainset", &state_serializer::deserialize_trainset },
{ "endtrainset", &state_serializer::deserialize_endtrainset } };
using deserializefunctionbind = std::function<void()>;
std::unordered_map<
std::string,
@@ -149,7 +166,7 @@ state_manager::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) {
}
void
state_manager::deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad ) {
// NOTE: parameter system needs some decent replacement, but not worth the effort if we're moving to built-in editor
// atmosphere color; legacy parameter, no longer used
@@ -181,7 +198,7 @@ state_manager::deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad
}
void
state_manager::deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad ) {
glm::dvec3 xyz, abc;
int i = -1, into = -1; // do której definicji kamery wstawić
@@ -235,21 +252,21 @@ state_manager::deserialize_camera( cParser &Input, scene::scratch_data &Scratchp
}
void
state_manager::deserialize_config( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_config( cParser &Input, scene::scratch_data &Scratchpad ) {
// config parameters (re)definition
Global.ConfigParse( Input );
}
void
state_manager::deserialize_description( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_description( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, never really used;
skip_until( Input, "enddescription" );
}
void
state_manager::deserialize_event( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_event( cParser &Input, scene::scratch_data &Scratchpad ) {
// TODO: refactor event class and its de/serialization. do offset and rotation after deserialization is done
auto *event = new TEvent();
@@ -267,7 +284,7 @@ state_manager::deserialize_event( cParser &Input, scene::scratch_data &Scratchpa
}
}
void state_manager::deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad )
void state_serializer::deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad )
{
Input.getTokens(1, false);
std::string file;
@@ -276,7 +293,7 @@ void state_manager::deserialize_lua( cParser &Input, scene::scratch_data &Scratc
}
void
state_manager::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
if( true == Scratchpad.initialized ) { return; }
@@ -290,14 +307,14 @@ state_manager::deserialize_firstinit( cParser &Input, scene::scratch_data &Scrat
}
void
state_manager::deserialize_light( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_light( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, no longer used nor supported;
skip_until( Input, "endlight" );
}
void
state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad ) {
auto const inputline = Input.Line(); // cache in case we need to report error
@@ -338,7 +355,7 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
delete pathnode;
*/
}
simulation::Region->insert_path( path, Scratchpad );
simulation::Region->insert_and_register( path );
}
else if( nodedata.type == "traction" ) {
@@ -349,7 +366,7 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
if( false == simulation::Traction.insert( traction ) ) {
ErrorLog( "Bad scenario: traction piece with duplicate name \"" + traction->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
simulation::Region->insert_traction( traction, Scratchpad );
simulation::Region->insert_and_register( traction );
}
else if( nodedata.type == "tractionpowersource" ) {
@@ -378,14 +395,14 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
auto const cellcount = instance->TerrainCount() + 1; // zliczenie submodeli
for( auto i = 1; i < cellcount; ++i ) {
auto *submodel = instance->TerrainSquare( i - 1 );
simulation::Region->insert_shape(
simulation::Region->insert(
scene::shape_node().convert( submodel ),
Scratchpad,
false );
// if there's more than one group of triangles in the cell they're held as children of the primary submodel
submodel = submodel->ChildGet();
while( submodel != nullptr ) {
simulation::Region->insert_shape(
simulation::Region->insert(
scene::shape_node().convert( submodel ),
Scratchpad,
false );
@@ -409,7 +426,7 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
if( false == simulation::Instances.insert( instance ) ) {
ErrorLog( "Bad scenario: 3d model instance with duplicate name \"" + instance->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
simulation::Region->insert_instance( instance, Scratchpad );
simulation::Region->insert( instance );
}
}
else if( ( nodedata.type == "triangles" )
@@ -418,7 +435,7 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
if( false == Scratchpad.binary.terrain ) {
simulation::Region->insert_shape(
simulation::Region->insert(
scene::shape_node().import(
Input, nodedata ),
Scratchpad,
@@ -435,7 +452,7 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
if( false == Scratchpad.binary.terrain ) {
simulation::Region->insert_lines(
simulation::Region->insert(
scene::lines_node().import(
Input, nodedata ),
Scratchpad );
@@ -451,10 +468,7 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
if( false == simulation::Memory.insert( memorycell ) ) {
ErrorLog( "Bad scenario: memory memorycell with duplicate name \"" + memorycell->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
/*
// TODO: implement this
simulation::Region.insert_memorycell( memorycell, Scratchpad );
*/
simulation::Region->insert( memorycell );
}
else if( nodedata.type == "eventlauncher" ) {
@@ -468,7 +482,7 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
simulation::Events.queue( eventlauncher );
}
else {
simulation::Region->insert_launcher( eventlauncher, Scratchpad );
simulation::Region->insert( eventlauncher );
}
}
else if( nodedata.type == "sound" )
@@ -477,13 +491,13 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
if( false == simulation::Sounds.insert( sound ) ) {
ErrorLog( "Bad scenario: sound node with duplicate name \"" + sound->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
simulation::Region->insert_sound( sound, Scratchpad );
simulation::Region->insert( sound );
}
}
void
state_manager::deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad ) {
glm::dvec3 offset;
Input.getTokens( 3 );
@@ -500,7 +514,7 @@ state_manager::deserialize_origin( cParser &Input, scene::scratch_data &Scratchp
}
void
state_manager::deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad ) {
if( false == Scratchpad.location.offset.empty() ) {
Scratchpad.location.offset.pop();
@@ -511,7 +525,7 @@ state_manager::deserialize_endorigin( cParser &Input, scene::scratch_data &Scrat
}
void
state_manager::deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad ) {
Input.getTokens( 3 );
Input
@@ -521,7 +535,7 @@ state_manager::deserialize_rotate( cParser &Input, scene::scratch_data &Scratchp
}
void
state_manager::deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad ) {
// sky model
Input.getTokens( 1 );
@@ -532,14 +546,14 @@ state_manager::deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad
}
void
state_manager::deserialize_test( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_test( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, no longer supported;
skip_until( Input, "endtest" );
}
void
state_manager::deserialize_time( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_time( cParser &Input, scene::scratch_data &Scratchpad ) {
// current scenario time
cParser timeparser( Input.getToken<std::string>() );
@@ -562,7 +576,7 @@ state_manager::deserialize_time( cParser &Input, scene::scratch_data &Scratchpad
}
void
state_manager::deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad ) {
if( true == Scratchpad.trainset.is_open ) {
// shouldn't happen but if it does wrap up currently open trainset and report an error
@@ -582,7 +596,7 @@ state_manager::deserialize_trainset( cParser &Input, scene::scratch_data &Scratc
}
void
state_manager::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
if( ( false == Scratchpad.trainset.is_open )
|| ( true == Scratchpad.trainset.vehicles.empty() ) ) {
@@ -630,24 +644,24 @@ state_manager::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scr
// creates path and its wrapper, restoring class data from provided stream
TTrack *
state_manager::deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
state_serializer::deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
auto *track = new TTrack( Nodedata );
Math3D::vector3 offset = (
auto const offset { (
Scratchpad.location.offset.empty() ?
Math3D::vector3() :
Math3D::vector3(
Scratchpad.location.offset.top().x,
Scratchpad.location.offset.top().y,
Scratchpad.location.offset.top().z ) );
glm::dvec3 { 0.0 } :
glm::dvec3 {
Scratchpad.location.offset.top().x,
Scratchpad.location.offset.top().y,
Scratchpad.location.offset.top().z } ) };
track->Load( &Input, offset );
return track;
}
TTraction *
state_manager::deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
state_serializer::deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Global.bLoadTraction ) {
skip_until( Input, "endtraction" );
@@ -665,7 +679,7 @@ state_manager::deserialize_traction( cParser &Input, scene::scratch_data &Scratc
}
TTractionPowerSource *
state_manager::deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
state_serializer::deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Global.bLoadTraction ) {
skip_until( Input, "end" );
@@ -681,7 +695,7 @@ state_manager::deserialize_tractionpowersource( cParser &Input, scene::scratch_d
}
TMemCell *
state_manager::deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
state_serializer::deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
auto *memorycell = new TMemCell( Nodedata );
memorycell->Load( &Input );
@@ -692,7 +706,7 @@ state_manager::deserialize_memorycell( cParser &Input, scene::scratch_data &Scra
}
TEventLauncher *
state_manager::deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
state_serializer::deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
Input.getTokens( 3 );
@@ -709,7 +723,7 @@ state_manager::deserialize_eventlauncher( cParser &Input, scene::scratch_data &S
}
TAnimModel *
state_manager::deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
state_serializer::deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
glm::vec3 rotation;
@@ -721,7 +735,7 @@ state_manager::deserialize_model( cParser &Input, scene::scratch_data &Scratchpa
>> rotation.y;
auto *instance = new TAnimModel( Nodedata );
instance->RaAnglesSet( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
instance->Angles( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
if( instance->Load( &Input, false ) ) {
instance->location( transform( location, Scratchpad ) );
@@ -735,7 +749,7 @@ state_manager::deserialize_model( cParser &Input, scene::scratch_data &Scratchpa
}
TDynamicObject *
state_manager::deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
state_serializer::deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Scratchpad.trainset.is_open ) {
// part of trainset data is used when loading standalone vehicles, so clear it just in case
@@ -865,7 +879,7 @@ state_manager::deserialize_dynamic( cParser &Input, scene::scratch_data &Scratch
}
sound_source *
state_manager::deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
state_serializer::deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
Input.getTokens( 3 );
@@ -888,7 +902,7 @@ state_manager::deserialize_sound( cParser &Input, scene::scratch_data &Scratchpa
// skips content of stream until specified token
void
state_manager::skip_until( cParser &Input, std::string const &Token ) {
state_serializer::skip_until( cParser &Input, std::string const &Token ) {
std::string token { Input.getToken<std::string>() };
while( ( false == token.empty() )
@@ -900,7 +914,7 @@ state_manager::skip_until( cParser &Input, std::string const &Token ) {
// transforms provided location by specifed rotation and offset
glm::dvec3
state_manager::transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad ) {
state_serializer::transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad ) {
if( Scratchpad.location.rotation != glm::vec3( 0, 0, 0 ) ) {
auto const rotation = glm::radians( Scratchpad.location.rotation );
@@ -915,7 +929,7 @@ state_manager::transform( glm::dvec3 Location, scene::scratch_data const &Scratc
// stores class data in specified file, in legacy (text) format
void
state_manager::export_as_text( std::string const &Scenariofile ) const {
state_serializer::export_as_text( std::string const &Scenariofile ) const {
if( Scenariofile == "$.scn" ) {
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );