mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 03:09:18 +02:00
partial initial refactoring: events, memcells, tracks, models, traction; NOTE: debug mode broken, investigate
This commit is contained in:
521
simulation.cpp
Normal file
521
simulation.cpp
Normal file
@@ -0,0 +1,521 @@
|
||||
/*
|
||||
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 "globals.h"
|
||||
#include "logs.h"
|
||||
|
||||
namespace simulation {
|
||||
|
||||
state_manager State;
|
||||
event_manager Events;
|
||||
memory_manager Memory;
|
||||
path_table Paths;
|
||||
traction_table Traction;
|
||||
instance_manager Instances;
|
||||
light_array Lights;
|
||||
scene::basic_region Region;
|
||||
|
||||
bool
|
||||
state_manager::deserialize( std::string const &Scenariofile ) {
|
||||
|
||||
// TODO: check first for presence of serialized binary files
|
||||
// if this fails, fall back on the legacy text format
|
||||
cParser scenarioparser( Scenariofile, cParser::buffer_FILE, Global::asCurrentSceneryPath, Global::bLoadTraction );
|
||||
|
||||
if( false == scenarioparser.ok() ) { return false; }
|
||||
|
||||
deserialize( scenarioparser );
|
||||
// TODO: initialize links between loaded nodes
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// restores class data from provided stream
|
||||
void
|
||||
state_manager::deserialize( cParser &Input ) {
|
||||
|
||||
scene::scratch_data importscratchpad;
|
||||
// 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 &);
|
||||
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 },
|
||||
{ "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 } };
|
||||
using deserializefunctionbind = std::function<void()>;
|
||||
std::unordered_map<
|
||||
std::string,
|
||||
deserializefunctionbind> functionmap;
|
||||
for( auto &function : functionlist ) {
|
||||
functionmap.emplace( function.first, std::bind( function.second, this, std::ref( Input ), std::ref( importscratchpad ) ) );
|
||||
}
|
||||
// deserialize content from the provided input
|
||||
std::string token { Input.getToken<std::string>() };
|
||||
while( false == token.empty() ) {
|
||||
|
||||
auto lookup = functionmap.find( token );
|
||||
if( lookup != functionmap.end() ) {
|
||||
lookup->second();
|
||||
}
|
||||
else {
|
||||
ErrorLog( "Bad scenario: unexpected token \"" + token + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
|
||||
}
|
||||
|
||||
token = Input.getToken<std::string>();
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::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
|
||||
Input.getTokens( 3 );
|
||||
// fog range
|
||||
Input.getTokens( 2 );
|
||||
Input
|
||||
>> Global::fFogStart
|
||||
>> Global::fFogEnd;
|
||||
|
||||
if( Global::fFogEnd > 0.0 ) {
|
||||
// fog colour; optional legacy parameter, no longer used
|
||||
Input.getTokens( 3 );
|
||||
}
|
||||
|
||||
std::string token { Input.getToken<std::string>() };
|
||||
if( token != "endatmo" ) {
|
||||
// optional overcast parameter
|
||||
Global::Overcast = clamp( std::stof( token ), 0.f, 1.f );
|
||||
}
|
||||
while( ( false == token.empty() )
|
||||
&& ( token != "endatmo" ) ) {
|
||||
// anything else left in the section has no defined meaning
|
||||
token = Input.getToken<std::string>();
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
glm::dvec3 xyz, abc;
|
||||
int i = -1, into = -1; // do której definicji kamery wstawić
|
||||
std::string token;
|
||||
do { // opcjonalna siódma liczba określa numer kamery, a kiedyś były tylko 3
|
||||
Input.getTokens();
|
||||
Input >> token;
|
||||
switch( ++i ) { // kiedyś camera miało tylko 3 współrzędne
|
||||
case 0: { xyz.x = atof( token.c_str() ); break; }
|
||||
case 1: { xyz.y = atof( token.c_str() ); break; }
|
||||
case 2: { xyz.z = atof( token.c_str() ); break; }
|
||||
case 3: { abc.x = atof( token.c_str() ); break; }
|
||||
case 4: { abc.y = atof( token.c_str() ); break; }
|
||||
case 5: { abc.z = atof( token.c_str() ); break; }
|
||||
case 6: { into = atoi( token.c_str() ); break; } // takie sobie, bo można wpisać -1
|
||||
default: { break; }
|
||||
}
|
||||
} while( token.compare( "endcamera" ) != 0 );
|
||||
if( into < 0 )
|
||||
into = ++Global::iCameraLast;
|
||||
if( into < 10 ) { // przepisanie do odpowiedniego miejsca w tabelce
|
||||
Global::FreeCameraInit[ into ] = xyz;
|
||||
Global::FreeCameraInitAngle[ into ] =
|
||||
Math3D::vector3(
|
||||
glm::radians( abc.x ),
|
||||
glm::radians( abc.y ),
|
||||
glm::radians( abc.z ) );
|
||||
Global::iCameraLast = into; // numer ostatniej
|
||||
}
|
||||
/*
|
||||
// cleaned up version of the above.
|
||||
// NOTE: no longer supports legacy mode where some parameters were optional
|
||||
Input.getTokens( 7 );
|
||||
glm::vec3
|
||||
position,
|
||||
rotation;
|
||||
int index;
|
||||
Input
|
||||
>> position.x
|
||||
>> position.y
|
||||
>> position.z
|
||||
>> rotation.x
|
||||
>> rotation.y
|
||||
>> rotation.z
|
||||
>> index;
|
||||
|
||||
skip_until( Input, "endcamera" );
|
||||
|
||||
// TODO: finish this
|
||||
*/
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::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 ) {
|
||||
|
||||
// legacy section, never really used;
|
||||
skip_until( Input, "enddescription" );
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::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();
|
||||
Math3D::vector3 offset = (
|
||||
Scratchpad.location_offset.empty() ?
|
||||
Math3D::vector3() :
|
||||
Math3D::vector3(
|
||||
Scratchpad.location_offset.top().x,
|
||||
Scratchpad.location_offset.top().y,
|
||||
Scratchpad.location_offset.top().z ) );
|
||||
event->Load( &Input, offset );
|
||||
|
||||
if( false == simulation::Events.insert( event ) ) {
|
||||
delete event;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
// TODO: implement
|
||||
simulation::Paths.InitTracks();
|
||||
simulation::Traction.InitTraction();
|
||||
simulation::Events.InitEvents();
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::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 ) {
|
||||
|
||||
scene::node_data nodedata;
|
||||
// common data and node type indicator
|
||||
Input.getTokens( 4 );
|
||||
Input
|
||||
>> nodedata.range_max
|
||||
>> nodedata.range_min
|
||||
>> nodedata.name
|
||||
>> nodedata.type;
|
||||
// type-based deserialization. not elegant but it'll do
|
||||
if( nodedata.type == "dynamic" ) {
|
||||
// TODO: implement
|
||||
skip_until( Input, "enddynamic" );
|
||||
}
|
||||
else if( nodedata.type == "track" ) {
|
||||
|
||||
auto const inputline = Input.Line(); // cache in case we need to report error
|
||||
|
||||
auto *path { deserialize_path( Input, Scratchpad, nodedata ) };
|
||||
// duplicates of named tracks are currently experimentally allowed
|
||||
if( simulation::Paths.insert( path ) ) {
|
||||
simulation::Region.insert_path( path, Scratchpad );
|
||||
}
|
||||
else {
|
||||
ErrorLog( "Bad scenario: track with duplicate name, \"" + path->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
||||
/*
|
||||
delete path;
|
||||
delete pathnode;
|
||||
*/
|
||||
}
|
||||
}
|
||||
else if( nodedata.type == "traction" ) {
|
||||
|
||||
auto const inputline = Input.Line(); // cache in case we need to report error
|
||||
|
||||
auto *traction { deserialize_traction( Input, Scratchpad, nodedata ) };
|
||||
// duplicates of named tracks are currently discarded
|
||||
if( simulation::Traction.insert( traction ) ) {
|
||||
simulation::Region.insert_traction( traction, Scratchpad );
|
||||
}
|
||||
else {
|
||||
ErrorLog( "Bad scenario: traction piece with duplicate name, \"" + traction->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
||||
}
|
||||
}
|
||||
else if( nodedata.type == "tractionpowersource" ) {
|
||||
// TODO: implement
|
||||
skip_until( Input, "end" );
|
||||
}
|
||||
else if( nodedata.type == "model" ) {
|
||||
|
||||
if( nodedata.range_min < 0.0 ) {
|
||||
// convert and import 3d terrain
|
||||
}
|
||||
else {
|
||||
// regular instance of 3d mesh
|
||||
auto const inputline = Input.Line(); // cache in case we need to report error
|
||||
|
||||
auto *instance { deserialize_model( Input, Scratchpad, nodedata ) };
|
||||
// model import can potentially fail
|
||||
if( instance == nullptr ) { return; }
|
||||
|
||||
if( simulation::Instances.insert( instance ) ) {
|
||||
simulation::Region.insert_instance( instance, Scratchpad );
|
||||
}
|
||||
else {
|
||||
ErrorLog( "Bad scenario: 3d model instance with duplicate name, \"" + instance->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
||||
}
|
||||
}
|
||||
}
|
||||
else if( ( nodedata.type == "triangles" )
|
||||
|| ( nodedata.type == "triangle_strip" )
|
||||
|| ( nodedata.type == "triangle_fan" ) ) {
|
||||
|
||||
simulation::Region.insert_shape( scene::shape_node().deserialize( Input, nodedata ), Scratchpad );
|
||||
}
|
||||
else if( ( nodedata.type == "lines" )
|
||||
|| ( nodedata.type == "line_strip" )
|
||||
|| ( nodedata.type == "line_loop" ) ) {
|
||||
|
||||
// TODO: implement
|
||||
skip_until( Input, "endline" );
|
||||
}
|
||||
else if( nodedata.type == "memcell" ) {
|
||||
|
||||
auto const inputline = Input.Line(); // cache in case we need to report error
|
||||
|
||||
auto *memorycell { deserialize_memorycell( Input, Scratchpad, nodedata ) };
|
||||
// duplicates of named tracks are currently discarded
|
||||
if( simulation::Memory.insert( memorycell ) ) {
|
||||
/*
|
||||
// TODO: implement this
|
||||
simulation::Region.insert_memorycell( memorycell, Scratchpad );
|
||||
*/
|
||||
}
|
||||
else {
|
||||
ErrorLog( "Bad scenario: memory cell with duplicate name, \"" + memorycell->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
||||
/*
|
||||
delete memorycell;
|
||||
delete memorycellnode;
|
||||
*/
|
||||
}
|
||||
}
|
||||
else if( nodedata.type == "eventlauncher" ) {
|
||||
// TODO: implement
|
||||
skip_until( Input, "end" );
|
||||
}
|
||||
else if( nodedata.type == "sound" ) {
|
||||
// TODO: implement
|
||||
skip_until( Input, "endsound" );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
glm::dvec3 offset;
|
||||
Input.getTokens( 3 );
|
||||
Input
|
||||
>> offset.x
|
||||
>> offset.y
|
||||
>> offset.z;
|
||||
// sumowanie całkowitego przesunięcia
|
||||
Scratchpad.location_offset.emplace(
|
||||
offset + (
|
||||
Scratchpad.location_offset.empty() ?
|
||||
glm::dvec3() :
|
||||
Scratchpad.location_offset.top() ) );
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
if( false == Scratchpad.location_offset.empty() ) {
|
||||
Scratchpad.location_offset.pop();
|
||||
}
|
||||
else {
|
||||
ErrorLog( "Bad origin: endorigin instruction with empty origin stack in file \"" + Input.Name() + "\" (line " + to_string( Input.Line() - 1 ) + ")" );
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
Input.getTokens( 3 );
|
||||
Input
|
||||
>> Scratchpad.location_rotation.x
|
||||
>> Scratchpad.location_rotation.y
|
||||
>> Scratchpad.location_rotation.z;
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
// sky model
|
||||
Input.getTokens( 1 );
|
||||
Input
|
||||
>> Global::asSky;
|
||||
// anything else left in the section has no defined meaning
|
||||
skip_until( Input, "endsky" );
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::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 ) {
|
||||
|
||||
// current scenario time
|
||||
cParser timeparser( Input.getToken<std::string>() );
|
||||
timeparser.getTokens( 2, false, ":" );
|
||||
auto &time = simulation::Time.data();
|
||||
timeparser
|
||||
>> time.wHour
|
||||
>> time.wMinute;
|
||||
|
||||
// remaining sunrise and sunset parameters are no longer used, as they're now calculated dynamically
|
||||
// anything else left in the section has no defined meaning
|
||||
skip_until( Input, "endtime" );
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
// TODO: implement
|
||||
skip_until( Input, "endtrainset" );
|
||||
}
|
||||
|
||||
void
|
||||
state_manager::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
|
||||
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
// 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 ) {
|
||||
|
||||
// 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 = (
|
||||
Scratchpad.location_offset.empty() ?
|
||||
Math3D::vector3() :
|
||||
Math3D::vector3(
|
||||
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 ) {
|
||||
|
||||
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
|
||||
auto *traction = new TTraction( Nodedata );
|
||||
auto offset = (
|
||||
Scratchpad.location_offset.empty() ?
|
||||
glm::dvec3() :
|
||||
Scratchpad.location_offset.top() );
|
||||
traction->Load( &Input, offset );
|
||||
|
||||
return traction;
|
||||
}
|
||||
|
||||
TMemCell *
|
||||
state_manager::deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
||||
|
||||
auto *memorycell = new TMemCell( Nodedata );
|
||||
memorycell->Load( &Input );
|
||||
// adjust location
|
||||
memorycell->location( transform( memorycell->location(), Scratchpad ) );
|
||||
|
||||
return memorycell;
|
||||
}
|
||||
|
||||
TAnimModel *
|
||||
state_manager::deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
||||
|
||||
glm::dvec3 location;
|
||||
glm::vec3 rotation;
|
||||
Input.getTokens( 4 );
|
||||
Input
|
||||
>> location.x
|
||||
>> location.y
|
||||
>> location.z
|
||||
>> rotation.y;
|
||||
// adjust location
|
||||
|
||||
auto *instance = new TAnimModel( Nodedata );
|
||||
instance->RaAnglesSet( Scratchpad.location_rotation + rotation ); // dostosowanie do pochylania linii
|
||||
|
||||
if( false == instance->Load( &Input, false ) ) {
|
||||
// model nie wczytał się - ignorowanie node
|
||||
SafeDelete( instance );
|
||||
}
|
||||
instance->location( transform( location, Scratchpad ) );
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
// skips content of stream until specified token
|
||||
void
|
||||
state_manager::skip_until( cParser &Input, std::string const &Token ) {
|
||||
|
||||
std::string token { Input.getToken<std::string>() };
|
||||
while( ( false == token.empty() )
|
||||
&& ( token != Token ) ) {
|
||||
|
||||
token = Input.getToken<std::string>();
|
||||
}
|
||||
}
|
||||
|
||||
// transforms provided location by specifed rotation and offset
|
||||
glm::dvec3
|
||||
state_manager::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 );
|
||||
Location = glm::rotateY<double>( Location, rotation.y ); // Ra 2014-11: uwzględnienie rotacji
|
||||
}
|
||||
if( false == Scratchpad.location_offset.empty() ) {
|
||||
Location += Scratchpad.location_offset.top();
|
||||
}
|
||||
return Location;
|
||||
}
|
||||
|
||||
} // simulation
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
Reference in New Issue
Block a user