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https://github.com/MaSzyna-EU07/maszyna.git
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refactoring: application mode code split
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old/World.cpp
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1379
old/World.cpp
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old/World.h
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old/World.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 <GLFW/glfw3.h>
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#include <string>
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#include "classes.h"
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#include "Camera.h"
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#include "sky.h"
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#include "sun.h"
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#include "moon.h"
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#include "stars.h"
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#include "skydome.h"
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#include "messaging.h"
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// wrapper for environment elements -- sky, sun, stars, clouds etc
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class world_environment {
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friend opengl_renderer;
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public:
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void init();
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void update();
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void time( int const Hour = -1, int const Minute = -1, int const Second = -1 );
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private:
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CSkyDome m_skydome;
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cStars m_stars;
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cSun m_sun;
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cMoon m_moon;
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TSky m_clouds;
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};
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class TWorld
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{
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// NOTE: direct access is a shortcut, but world etc needs some restructuring regardless
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friend opengl_renderer;
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public:
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// types
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// constructors
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TWorld();
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// destructor
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~TWorld();
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// methods
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void CreateE3D( std::string const &dir = "", bool dyn = false );
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bool Init( GLFWwindow *w );
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bool InitPerformed() { return m_init; }
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bool Update();
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void OnKeyDown( int cKey );
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void OnCommandGet( multiplayer::DaneRozkaz *pRozkaz );
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// passes specified sound to all vehicles within range as a radio message broadcasted on specified channel
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void radio_message( sound_source *Message, int const Channel );
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void CabChange( TDynamicObject *old, TDynamicObject *now );
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void TrainDelete(TDynamicObject *d = NULL);
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TTrain const *
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train() const { return Train; }
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TDynamicObject const *
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controlled() const { return Controlled; }
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// switches between static and dynamic daylight calculation
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void ToggleDaylight();
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// calculates current season of the year based on set simulation date
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void compute_season( int const Yearday ) const;
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// calculates current weather
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void compute_weather() const;
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// members
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private:
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void Update_Environment();
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void Update_Camera( const double Deltatime );
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// handles vehicle change flag
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void ChangeDynamic();
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void InOutKey( bool const Near = true );
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void FollowView( bool wycisz = true );
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void DistantView( bool const Near = false );
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TCamera Camera;
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TCamera DebugCamera;
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world_environment Environment;
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TTrain *Train;
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TDynamicObject *Controlled { nullptr }; // pojazd, który prowadzimy
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TDynamicObject *pDynamicNearest { nullptr };
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bool Paused { true };
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TEvent *KeyEvents[10]; // eventy wyzwalane z klawiaury
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TMoverParameters *mvControlled; // wskaźnik na człon silnikowy, do wyświetlania jego parametrów
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double fTime50Hz; // bufor czasu dla komunikacji z PoKeys
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double fTimeBuffer; // bufor czasu aktualizacji dla stałego kroku fizyki
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double fMaxDt; //[s] krok czasowy fizyki (0.01 dla normalnych warunków)
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double const m_primaryupdaterate { 1.0 / 100.0 };
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double const m_secondaryupdaterate { 1.0 / 50.0 };
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double m_primaryupdateaccumulator { m_secondaryupdaterate }; // keeps track of elapsed simulation time, for core fixed step routines
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double m_secondaryupdateaccumulator { m_secondaryupdaterate }; // keeps track of elapsed simulation time, for less important fixed step routines
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int iPause; // wykrywanie zmian w zapauzowaniu
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bool m_init { false }; // indicates whether initial update of the world was performed
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GLFWwindow *window;
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};
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extern TWorld World;
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//---------------------------------------------------------------------------
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