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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 12:09:19 +02:00
Files
maszyna/simulation/simulationstateserializer.cpp
maj00r b877bc0772 Cook the ground into a quadtree of mesh tiles, and keep the mesh the scenery drew
The ground in a scenery is already an irregular mesh, so the cook keeps it: it cuts the
triangles along the tile grid, welds what coincides, and builds each coarser level by
collapsing edges. Nothing is resampled, nothing is interpolated, and a hole the scenery left
stays a hole. What was here before threw the triangles away, kept their vertices and built a
fresh Delaunay triangulation over them, which filled every hole, merged the two heights of
every retaining wall into one, and - because it never erased the super-triangle - emitted
indices three too large together with triangles reaching out to the artificial corners.

Tiles form a quadtree, as Cesium Quantized Mesh intends. A distant tile is a large one, so the
horizon costs tens of tiles rather than the thousands a fixed grid needed, and the level to
draw follows from the tile's own geometric error against what the screen can resolve - which is
what the format carries that field for. Every vertex on a tile's border survives into all of
its coarser levels, and so does every edge between two of them, so two neighbours drawn at
different levels share their border exactly: there is nothing to stitch and nothing to morph.

The file layout is the format's, with two deliberate departures, both written down in
quantizedmeshformat.h: the geodetic header fields carry scenery metres, there being no
geographic reference to convert from, and the material a vertex belongs to rides in an
extension of ours. Texture coordinates are not stored at all - ground tiles in world space, so
the coordinate follows from the position and from how many metres one repeat of the material
covers, measured off the scenery once and kept in the terrain's table.

Tiles live in one archive beside the scenery, an entry each, compressed on its own. Baltyk
cooks to 546 kB against 2.2 MB of heightfields, quark to 361 kB against 9.6 MB, tomaszewo to
375 kB against 9.9 MB.

Drawing is one call a frame: every resident tile lives in the same vertex and index buffer,
with its vertices measured from the middle of the terrain so that the whole map fits in floats,
and a frame is one glMultiDrawElementsBaseVertex over the tiles the walk chose and the frustum
kept. On baltyk that settles at 291 tiles resident, 16 MB of mesh, 85 tiles and 6k triangles
drawn.

What counts as ground is what the scenery says, not what its triangles look like. A node under
origin, rotate or scale is an object standing on the ground; a material with an alpha channel is
a tree, a bush, a fence or a catenary mast. Everything else is laid whichever way it faces, so
the side of an embankment or a cutting goes in with the rest instead of leaving a hole along
every bank. Whatever is left out is recorded per node, and the scenery goes on drawing it.

A cook is a cache: it is used again only when the archive, the note of which nodes went into it
and the manifest of what the scenery was made from all agree. A manifest listing a file the
scenery names but does not have used to fail that test for ever, since an absent file never
matches - quark has such an include, and nothing beside it could ever be reused.

tools/terraincook cooks the same way outside the engine, and meshtest beside it checks what the
cook promises: a tile reads back as written, neighbouring tiles agree on their border to the
millimetre, a hole is not filled in, a wall is laid exactly once, and a material's tiling comes
out of the source. seamcheck.py goes: it tested the morphing constants of a heightfield nothing
reads any more.
2026-09-20 08:04:46 +02:00

1546 lines
58 KiB
C++

module;
#include <array>
#include <deque>
#include <limits>
#include <mutex>
#include <sstream>
#include <type_traits>
#include <fstream>
#include <ostream>
#include <unordered_map>
#include <utility>
#include <chrono>
#include <functional>
#include <vector>
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <cstdlib>
#include <memory>
#include <optional>
#include <string>
#include "global_include/interfaces/ITexture_macros.h"
#include "utilities/Globals_macros.h"
#include "vehicle/DynObj_macros.h"
#include "utilities/crashreporter_macros.h"
module eu07.simulation.simulationstateserializer;
import eu07.utilities.utilities;
import eu07.utilities.classes;
import eu07.glm;
import eu07.utilities.globals;
import eu07.simulation.simulation;
import eu07.simulation.loadprofile;
import eu07.simulation.simulationtime;
import eu07.simulation.simulationsounds;
import eu07.simulation.simulationenvironment;
import eu07.scene.scenenodegroups;
import eu07.rendering.particles;
import eu07.simcore;
import eu07.rendering.lightarray;
import eu07.application.application;
import eu07.rendering.renderer;
import eu07.utilities.logs;
import eu07.editor.editorterrainstreamer;
import eu07.utilities.crashreporter;
/*
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/.
*/
namespace simulation {
std::shared_ptr<deserializer_state>
state_serializer::deserialize_begin( std::string const &Scenariofile ) {
crashreport_add_info("scenario", Scenariofile);
// drop any streamed editor terrain from a previously loaded scenery before the old region (and
// its sections, which those chunks referenced) is destroyed below
EditorTerrain.reset();
// groups hold raw pointers into the region; wipe them before the region goes away so a reload
// cannot walk dangling nodes in update_map() / erase()
scene::Groups.clear();
// TODO: move initialization to separate routine so we can reuse it
SafeDelete( Region );
Region = new scene::basic_region();
simulation::State.init_scripting_interface();
// NOTE: for the time being import from text format is a given, since we don't have full binary serialization
std::shared_ptr<deserializer_state> state =
std::make_shared<deserializer_state>(Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction);
// TODO: check first for presence of serialized binary files
// if this fails, fall back on the legacy text format
state->scratchpad.name = Scenariofile;
loadprofile::reset();
if( true == Global.file_binary_terrain
&& Scenariofile != "$.scn" ) {
// compilation to binary file isn't supported for rainsted-created overrides
// NOTE: we postpone actual loading of the scene until we process time, season and weather data
state->scratchpad.binary.terrain = Region->is_scene( Scenariofile ) ;
}
if (false != state->scratchpad.binary.terrain)
{
Global.file_binary_terrain_state = true;
WriteLog("Default SBT present");
}
else
{
Global.file_binary_terrain_state = false;
WriteLog("Default SBT absent");
}
scene::Groups.create();
state->input.track_includes( state->included );
// before a token is read: pick up a heightfield baked on an earlier run, or arm the
// bake when there is none. it has to happen here because the decision to skip terrain
// triangles is taken per node while parsing
terrainbake::begin( Scenariofile );
if( false == state->input.ok() ) {
if( false == Global.editor_startup ) {
throw invalid_scenery_exception();
}
// the editor is allowed to work on ground that has no scenery file yet: starting with -editor,
// or beginning a new map, names a file which will only exist once it gets saved. an unreadable
// scenery means an empty world here, not a failed load
WriteLog( "Scenery \"" + Scenariofile + "\" not found, the editor starts on empty ground" );
state->blank = true;
}
// 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_serializer::*)(cParser &, scene::scratch_data &);
std::vector<
std::pair<
std::string,
deserializefunction> > functionlist = {
{ "area", &state_serializer::deserialize_area },
{ "isolated", &state_serializer::deserialize_isolated },
{ "assignment", &state_serializer::deserialize_assignment },
{ "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 },
{ "group", &state_serializer::deserialize_group },
{ "endgroup", &state_serializer::deserialize_endgroup },
{ "light", &state_serializer::deserialize_light },
{ "node", &state_serializer::deserialize_node },
{ "prefab", &state_serializer::deserialize_prefab },
{ "origin", &state_serializer::deserialize_origin },
{ "endorigin", &state_serializer::deserialize_endorigin },
{ "scale", &state_serializer::deserialize_scale },
{ "endscale", &state_serializer::deserialize_endscale },
{ "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 },
{ "terrain", &state_serializer::deserialize_terrain },
{ "editorterrain", &state_serializer::deserialize_editorterrain },
{ "endtrainset", &state_serializer::deserialize_endtrainset } };
for( auto &function : functionlist ) {
state->functionmap.emplace( function.first, std::bind( function.second, this, std::ref( state->input ), std::ref( state->scratchpad ) ) );
}
if (!Global.prepend_scn.empty()) {
state->input.injectString(Global.prepend_scn);
}
return state;
}
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state) {
cParser &Input = state->input;
scene::scratch_data &Scratchpad = state->scratchpad;
// deserialize content from the provided input
auto timelast { std::chrono::steady_clock::now() };
std::string token { Input.getToken<std::string>() };
while( false == token.empty() ) {
auto lookup = state->functionmap.find( token );
if( lookup != state->functionmap.end() ) {
lookup->second();
}
else {
ErrorLog( "Bad scenario: unexpected token \"" + token + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
auto timenow = std::chrono::steady_clock::now();
if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
Application.set_progress( Input.getProgress(), Input.getFullProgress() );
loadprofile::add_total( std::chrono::duration<double>( timenow - timelast ).count() );
return true;
}
token = Input.getToken<std::string>();
}
loadprofile::add_total(
std::chrono::duration<double>( std::chrono::steady_clock::now() - timelast ).count() );
if( false == Scratchpad.initialized ) {
// manually perform scenario initialization
deserialize_firstinit( Input, Scratchpad );
}
scene::Groups.close();
scene::Groups.update_map();
Region->create_map_geometry();
if( true == Global.file_binary_terrain
&& false == state->scratchpad.binary.terrain
&& false == state->blank
&& state->scenariofile != "$.scn" ) {
// if we didn't find usable binary version of the scenario files, create them now for future use
// as long as the scenario file wasn't rainsted-created base file override
Region->serialize( state->scenariofile );
}
terrainbake::finish( state->scenariofile, *state->included );
loadprofile::report( state->scenariofile );
// the logic depends on the scenario file itself as well as on what it includes: events
// can be written in either
auto sources { *state->included };
sources.push_back( scenery_file( state->scenariofile ) );
if( true == Global.verify_logic ) {
verify_logic( state->scenariofile );
}
else if( ( true == Global.cook_logic )
|| ( true == logic_stale( state->scenariofile, sources ) ) ) {
// cooked from the loaded state rather than from the text, and immediately read back,
// so a container that disagrees with what it was cooked from says so on the spot
if( true == cook_logic( state->scenariofile, sources ) ) {
verify_logic( state->scenariofile );
}
}
return false;
}
void
state_serializer::deserialize_isolated( cParser &Input, scene::scratch_data &Scratchpad ) {
// first parameter specifies name of parent piece...
auto token { Input.getToken<std::string>() };
auto *groupowner { TIsolated::Find( token ) };
// ...followed by list of its tracks
while( false == (token = Input.getToken<std::string>()).empty()
&& token != "endisolated" ) {
auto *track { simulation::Paths.find( token ) };
if( track != nullptr )
track->AddIsolated( groupowner );
else
ErrorLog( "Bad scenario: track \"" + token + "\" not found" );
}
}
void
state_serializer::deserialize_area( cParser &Input, scene::scratch_data &Scratchpad ) {
// first parameter specifies name of parent piece...
auto token { Input.getToken<std::string>() };
auto *groupowner { TIsolated::Find( token ) };
// ...followed by list of its children
while( false == (token = Input.getToken<std::string>()).empty()
&& token != "endarea" ) {
// bind the children with their parent
auto *isolated { TIsolated::Find( token ) };
isolated->parent( groupowner );
}
}
void
state_serializer::deserialize_assignment( cParser &Input, scene::scratch_data &Scratchpad ) {
std::string token { Input.getToken<std::string>() };
while( false == token.empty()
&& token != "endassignment" ) {
// assignment is expected to come as string pairs: language id and the actual assignment enclosed in quotes to form a single token
auto assignment{ Input.getToken<std::string>() };
win1250_to_ascii( assignment );
Scratchpad.trainset.assignment.emplace( token, assignment );
token = Input.getToken<std::string>();
}
}
void
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
Input.getTokens( 3 );
// fog range
{
double fograngestart, fograngeend;
Input.getTokens( 2 );
Input
>> fograngestart
>> fograngeend;
if( Global.fFogEnd != 0.0 ) {
// fog colour; optional legacy parameter, no longer used
Input.getTokens( 3 );
}
Global.fFogEnd =
std::clamp(
Random( std::min( fograngestart, fograngeend ), std::max( fograngestart, fograngeend ) ),
10.0, 25000.0 );
}
std::string token { Input.getToken<std::string>() };
if( token != "endatmo" ) {
// optional overcast parameter
Global.Overcast = std::stof( token );
if( Global.Overcast < 0.f ) {
// negative overcast means random value in range 0-abs(specified range)
Global.Overcast =
Random(
std::clamp(
std::abs( Global.Overcast ),
0.f, 2.f ) );
}
// overcast drives weather so do a calculation here
// NOTE: ugly, clean it up when we're done with world refactoring
simulation::Environment.compute_weather();
}
while( false == token.empty()
&& token != "endatmo" ) {
// anything else left in the section has no defined meaning
token = Input.getToken<std::string>();
}
}
void
state_serializer::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 ] =
glm::dvec3(
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_serializer::deserialize_config( cParser &Input, scene::scratch_data &Scratchpad ) {
// config parameters (re)definition
Global.ConfigParse( Input );
}
void
state_serializer::deserialize_description( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, never really used;
skip_until( Input, "enddescription" );
}
void
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 = make_event( Input, Scratchpad );
if( event == nullptr ) {
// something went wrong at initial stage, move on
skip_until( Input, "endevent" );
return;
}
event->deserialize( Input, Scratchpad );
if( true == simulation::Events.insert( event ) ) {
scene::Groups.insert( scene::Groups.handle(), event );
}
else {
delete event;
}
}
void state_serializer::deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad )
{
Input.getTokens(1, false);
std::string file;
Input >> file;
#ifdef WITH_LUA
simulation::Lua.interpret(Global.asCurrentSceneryPath + file);
#else
ErrorLog(file + ": lua scripts not supported in this build.");
#endif
}
void
state_serializer::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
if( true == Scratchpad.initialized ) { return; }
if( true == Scratchpad.binary.terrain ) {
// at this stage it should be safe to import terrain from the binary scene file
// TBD: postpone loading furter and only load required blocks during the simulation?
if (false == Scratchpad.binary.terrain_included)
{
Region->deserialize(Scratchpad.name);
}
}
simulation::Paths.InitTracks();
simulation::Traction.InitTraction();
simulation::Events.InitEvents();
simulation::Events.InitLaunchers();
simulation::Memory.InitCells();
if (!Scratchpad.time_initialized)
init_time();
Scratchpad.initialized = true;
}
void state_serializer::init_time() {
auto &time = simulation::Time.data();
if( true == Global.ScenarioTimeCurrent ) {
// calculate time shift required to match scenario time with local clock
auto const *localtime = std::gmtime( &Global.starting_timestamp );
Global.ScenarioTimeOffset = ( localtime->tm_hour * 60 + localtime->tm_min - ( time.wHour * 60 + time.wMinute ) ) / 60.f;
}
else if( false == std::isnan( Global.ScenarioTimeOverride ) ) {
// scenario time override takes precedence over scenario time offset
Global.ScenarioTimeOffset = (Global.ScenarioTimeOverride * 60 - ( time.wHour * 60 + time.wMinute ) ) / 60.f;
}
}
void
state_serializer::deserialize_group( cParser &Input, scene::scratch_data &Scratchpad ) {
scene::Groups.create();
}
void
state_serializer::deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad ) {
scene::Groups.close();
}
void
state_serializer::deserialize_light( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, no longer used nor supported;
skip_until( Input, "endlight" );
}
void
state_serializer::deserialize_prefab( cParser &Input, scene::scratch_data &Scratchpad ) {
// prefab <definition> <name> <x> <y> <z> <yaw> [<texture>] endprefab
scene::prefab_placement placement;
Input.getTokens( 1, false );
std::string definition; Input >> definition;
Input.getTokens( 1, false );
Input >> placement.name;
Input.getTokens( 4 );
Input
>> placement.x
>> placement.y
>> placement.z
>> placement.yaw;
auto token { Input.getToken<std::string>( false ) };
if( ( false == token.empty() ) && ( token != "endprefab" ) ) {
placement.texture = token;
token = Input.getToken<std::string>( false );
}
if( token != "endprefab" ) {
ErrorLog( "Bad scenario: prefab \"" + placement.name + "\" is missing its endprefab, found \"" + token + "\" instead" );
}
auto const scenery { Prefabs.expand( definition, placement ) };
if( true == scenery.empty() ) {
ErrorLog( "Bad scenario: prefab \"" + placement.name + "\" of unknown type \"" + definition + "\" was skipped" );
return;
}
// the expansion is ordinary scenery text, and goes in as an include would
Input.injectString( scenery );
}
void
state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad ) {
auto const inputline = Input.Line(); // cache in case we need to report error
scene::node_data nodedata;
// common data and node type indicator
Input.getTokens( 4 );
Input
>> nodedata.range_max
>> nodedata.range_min
>> nodedata.name
>> nodedata.type;
if( nodedata.name == "none" ) { nodedata.name.clear(); }
// the triangle family is timed in its own branch below; everything else is timed
// against the kind of node it is, since "not a triangle" covers models, tracks,
// traction and vehicles alike and they cost very different amounts
std::optional<loadprofile::scoped_timer<loadprofile::stage>> profiledstage;
std::optional<loadprofile::scoped_timer<loadprofile::kind>> profiledkindtime;
if( true == loadprofile::enabled() ) {
auto const profiledkind { loadprofile::kind_of( nodedata.type ) };
loadprofile::add_node( profiledkind );
if( profiledkind != loadprofile::kind::triangles ) {
profiledstage.emplace( loadprofile::stage::other_nodes );
profiledkindtime.emplace( profiledkind );
}
}
// type-based deserialization. not elegant but it'll do
if( nodedata.type == "dynamic" ) {
auto *vehicle { deserialize_dynamic( Input, Scratchpad, nodedata ) };
// vehicle import can potentially fail
if( vehicle == nullptr ) { return; }
//
if( vehicle->mdModel != nullptr ) {
for( auto const &smokesource : vehicle->mdModel->smoke_sources() ) {
Particles.insert(
smokesource.first,
vehicle,
smokesource.second );
}
}
if( false == simulation::Vehicles.insert( vehicle ) ) {
ErrorLog( "Bad scenario: duplicate vehicle name \"" + vehicle->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
if( vehicle->MoverParameters->CategoryFlag == 1 // trains only
&& ( (vehicle->LightList(end::front) & (light::headlight_left | light::headlight_right | light::headlight_upper)) != 0
|| (vehicle->LightList(end::rear) & (light::headlight_left | light::headlight_right | light::headlight_upper)) != 0 ) ) {
simulation::Lights.insert( vehicle );
}
}
else if( nodedata.type == "track" ) {
auto *path { deserialize_path( Input, Scratchpad, nodedata ) };
// duplicates of named tracks are currently experimentally allowed
if( false == simulation::Paths.insert( path ) ) {
ErrorLog( "Bad scenario: duplicate track name \"" + path->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
/*
delete path;
delete pathnode;
*/
}
scene::Groups.insert( scene::Groups.handle(), path );
simulation::Region->insert_and_register( path );
}
else if( nodedata.type == "traction" ) {
auto *traction { deserialize_traction( Input, Scratchpad, nodedata ) };
// traction loading is optional
if( traction == nullptr ) { return; }
if( false == simulation::Traction.insert( traction ) ) {
ErrorLog( "Bad scenario: duplicate traction piece name \"" + traction->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), traction );
simulation::Region->insert_and_register( traction );
}
else if( nodedata.type == "tractionpowersource" ) {
auto *powersource { deserialize_tractionpowersource( Input, Scratchpad, nodedata ) };
// traction loading is optional
if( powersource == nullptr ) { return; }
if( false == simulation::Powergrid.insert( powersource ) ) {
ErrorLog( "Bad scenario: duplicate power grid source name \"" + powersource->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
/*
// TODO: implement this
simulation::Region.insert_powersource( powersource, Scratchpad );
*/
}
else if( nodedata.type == "model" ) {
if( nodedata.range_min < 0.0 ) {
// 3d terrain
if( false == Scratchpad.binary.terrain ) {
// if we're loading data from text .scn file convert and import
auto *instance = deserialize_model( Input, Scratchpad, nodedata );
// model import can potentially fail
if( instance == nullptr ) { return; }
// go through submodels, and import them as shapes
auto const cellcount = instance->TerrainCount() + 1; // zliczenie submodeli
for( auto i = 1; i < cellcount; ++i ) {
auto *submodel = instance->TerrainSquare( i - 1 );
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(
scene::shape_node().convert( submodel ),
Scratchpad,
false );
submodel = submodel->NextGet();
}
}
// with the import done we can get rid of the source model
delete instance;
}
else {
// if binary terrain file was present, we already have this data
skip_until( Input, "endmodel" );
}
}
else {
// regular instance of 3d mesh
auto *instance { deserialize_model( Input, Scratchpad, nodedata ) };
// model import can potentially fail
if( instance == nullptr ) { return; }
if( instance->Model() != nullptr ) {
for( auto const &smokesource : instance->Model()->smoke_sources() ) {
Particles.insert(
smokesource.first,
instance,
smokesource.second );
}
}
if( false == simulation::Instances.insert( instance ) ) {
ErrorLog( "Bad scenario: duplicate 3d model instance name \"" + instance->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), instance );
simulation::Region->insert( instance );
scene::basic_node *hierarchy_node = instance;
if (hierarchy_node)
{ scene::Hierarchy[hierarchy_node->uuid.to_string()] = hierarchy_node;
}
}
}
else if( nodedata.type == "triangles"
|| nodedata.type == "triangle_strip"
|| nodedata.type == "triangle_fan" ) {
auto const file { Input.Name() };
auto const switchtrackbedfile {
// crude way to detect fixed switch trackbed geometry
true == Global.CreateSwitchTrackbeds
&& file.size() >= 15
&& file.starts_with( "scenery/zwr" )
&& file.ends_with( ".inc" ) };
auto const offset {
Scratchpad.location.offset.empty() ? glm::dvec3( 0.0 ) : Scratchpad.location.offset.top() };
auto const worldspace {
( offset == glm::dvec3( 0.0 ) ) && ( Scratchpad.location.rotation == glm::vec3( 0.0f ) ) };
// whether a heightfield stands in for this node, and whether a bake wants it
auto const decision {
( ( true == Scratchpad.binary.terrain ) || ( true == switchtrackbedfile ) )
? terrainbake::node_decision{}
: terrainbake::examine(
file, Input.Line(), Input.Parameters(), nodedata.type,
offset, Scratchpad.location.rotation, worldspace ) };
auto const skip {
// all shapes will be loaded from the binary version of the file
( true == Scratchpad.binary.terrain )
// old trackbed geometry the engine replaces
|| ( true == switchtrackbedfile )
|| ( true == decision.skip ) };
if( true == skip ) {
skip_until( Input, "endtri" );
}
else {
auto shape { [&]() {
loadprofile::scoped_timer const importtime { loadprofile::stage::shape_import };
return scene::shape_node().import( Input, nodedata ); }() };
loadprofile::add_vertices( shape.data().vertices.size() );
if( true == decision.bake ) {
// the bake sees the node exactly where it is drawn. placing is done on a copy:
// the region applies the same placement to the shape itself when inserting it
auto const &data { shape.data() };
auto const *entry {
data.material != null_handle ? GfxRenderer->Material( data.material ) : nullptr };
auto const material { entry != nullptr ? entry->GetName() : "none" };
// a texture with an alpha channel is not ground; the bake wants to know
auto const translucent { ( entry != nullptr ) && entry->is_translucent() };
// the old switch trackbeds are dropped from the scenery when generated ones
// replace them, so they are no part of the ground either
if( false == ( Global.CreateSwitchTrackbeds && scene::is_switch_trackbed( material ) ) ) {
auto placed { data.vertices };
scene::place_in_world( placed, Scratchpad );
terrainbake::add( decision.key, placed, material, translucent );
}
}
if( decision.plan.what == terrainbake::verdict::filter ) {
auto const &drawn { decision.plan.drawn };
shape.keep_triangles(
[ &drawn ]( std::size_t const Triangle ) {
return ( Triangle >= drawn.size() ) || drawn[ Triangle ]; } );
}
loadprofile::scoped_timer const inserttime { loadprofile::stage::shape_insert };
simulation::Region->insert(
std::move( shape ),
Scratchpad,
true );
}
}
else if( nodedata.type == "lines"
|| nodedata.type == "line_strip"
|| nodedata.type == "line_loop" ) {
if( false == Scratchpad.binary.terrain ) {
simulation::Region->insert(
scene::lines_node().import(
Input, nodedata ),
Scratchpad );
}
else {
// all lines were already loaded from the binary version of the file
skip_until( Input, "endline" );
}
}
else if( nodedata.type == "memcell" ) {
auto *memorycell { deserialize_memorycell( Input, Scratchpad, nodedata ) };
if( false == simulation::Memory.insert( memorycell ) ) {
ErrorLog( "Bad scenario: duplicate memory cell name \"" + memorycell->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), memorycell );
simulation::Region->insert( memorycell );
}
else if( nodedata.type == "eventlauncher" ) {
auto *eventlauncher { deserialize_eventlauncher( Input, Scratchpad, nodedata ) };
if( false == simulation::Events.insert( eventlauncher ) ) {
ErrorLog( "Bad scenario: duplicate event launcher name \"" + eventlauncher->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
// event launchers can be either global, or local with limited range of activation
// each gets assigned different caretaker
if( true == eventlauncher->IsGlobal() ) {
simulation::Events.queue( eventlauncher );
}
else {
scene::Groups.insert( scene::Groups.handle(), eventlauncher );
if( false == eventlauncher->IsRadioActivated() ) {
// NOTE: radio-activated launchers due to potentially large activation radius are resolved on global level rather than put in a region cell
simulation::Region->insert( eventlauncher );
}
}
}
else if( nodedata.type == "sound" ) {
auto *sound { deserialize_sound( Input, Scratchpad, nodedata ) };
if( false == simulation::Sounds.insert( sound ) ) {
ErrorLog( "Bad scenario: duplicate sound node name \"" + sound->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
simulation::Region->insert( sound );
}
}
void
state_serializer::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_serializer::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 " + std::to_string( Input.Line() - 1 ) + ")" );
}
}
void
state_serializer::deserialize_scale( cParser &Input, scene::scratch_data &Scratchpad ) {
// Syntax: `scale <x> <y> <z>` (three tokens, mirroring `rotate`/`angles`).
// For uniform scaling write the same value three times (e.g. `scale 2 2 2`).
// Affects both:
// 1. positions of nodes inside the block (transform() multiplies offset by scale)
// 2. the per-instance m_scale stamped onto each TAnimModel created inside the block
// The two together let you scale a multi-node-model group built around a common
// origin: positions of the parts spread out by the factor AND each part is itself
// scaled by the same factor, preserving the visual shape of the assembly.
glm::vec3 factor;
Input.getTokens( 3 );
Input >> factor.x >> factor.y >> factor.z;
if( factor.x <= 0.0f || factor.y <= 0.0f || factor.z <= 0.0f ) {
ErrorLog( "Bad scale: non-positive scale factor in file \""
+ Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + "); scale (1,1,1) used" );
factor = glm::vec3( 1.0f );
}
// scales compose component-wise, mirroring how origin offsets compose additively.
glm::vec3 const parent = Scratchpad.location.scale.empty() ? glm::vec3(1.0f) : Scratchpad.location.scale.top();
Scratchpad.location.scale.emplace( factor * parent );
}
void
state_serializer::deserialize_endscale( cParser &Input, scene::scratch_data &Scratchpad ) {
if( false == Scratchpad.location.scale.empty() ) {
Scratchpad.location.scale.pop();
}
else {
ErrorLog( "Bad scale: endscale instruction with empty scale stack in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
}
void
state_serializer::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_serializer::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_serializer::deserialize_test( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, no longer supported;
skip_until( Input, "endtest" );
}
void
state_serializer::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" );
if (!Scratchpad.time_initialized)
Scratchpad.time_initialized = true;
init_time();
}
void
state_serializer::deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad ) {
int line = Input.LineMain();
if (line != -1) {
auto it = Global.trainset_overrides.find(line);
if (it != Global.trainset_overrides.end()) {
skip_until(Input, "endtrainset");
Input.injectString(it->second);
return;
}
}
if( true == Scratchpad.trainset.is_open ) {
// shouldn't happen but if it does wrap up currently open trainset and report an error
deserialize_endtrainset( Input, Scratchpad );
ErrorLog( "Bad scenario: encountered nested trainset definitions in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() ) + ")" );
}
Scratchpad.trainset = scene::scratch_data::trainset_data();
Scratchpad.trainset.is_open = true;
Input.getTokens( 4 );
Input
>> Scratchpad.trainset.name
>> Scratchpad.trainset.track
>> Scratchpad.trainset.offset
>> Scratchpad.trainset.velocity;
}
void
state_serializer::deserialize_terrain(cParser &Input, scene::scratch_data &Scratchpad)
{
std::string line;
Input.getTokens(1);
Input >> line;
if (line.ends_with(".ehf"))
{
// a cooked heightfield. the renderer opens it and the scenery carries no terrain
// geometry at all, which is the point: the text it replaces is most of the file
Global.terrain_heightfields.push_back(line);
WriteLog("Terrain heightfield: " + line);
}
else if (Global.file_binary_terrain && line.ends_with(".sbt"))
{
Scratchpad.binary.terrain = Region->is_scene(line);
Global.file_binary_terrain_state = true;
Scratchpad.binary.terrain_included = true;
Scratchpad.terrain_name = line;
WriteLog("Included SBT file: " + line);
Region->deserialize(Scratchpad.terrain_name);
}
skip_until(Input, "endterrain");
}
void
state_serializer::deserialize_editorterrain(cParser &Input, scene::scratch_data &Scratchpad)
{
// editor-authored streaming terrain. format:
// editorterrain <folder> <cells> <cellsize> <radius> endeditorterrain
// the global streamer loads its 16-bit chunk files around the camera in every mode
std::string folder;
int cells = 32;
float cellsize = 2.0f;
int radius = 4;
Input.getTokens(4);
Input >> folder >> cells >> cellsize >> radius;
skip_until(Input, "endeditorterrain");
if (!folder.empty() && cells > 0 && cellsize > 0.0f)
{
EditorTerrain.directory(folder);
EditorTerrain.configure(cells, cellsize, radius < 0 ? 0 : radius, 0.0f, std::string());
EditorTerrain.active(true);
WriteLog("Editor terrain stream enabled: " + folder + " (cells " + std::to_string(cells)
+ ", cellsize " + std::to_string(cellsize) + ", radius " + std::to_string(radius) + ")",
logtype::generic);
}
}
void
state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
if( false == Scratchpad.trainset.is_open
|| true == Scratchpad.trainset.vehicles.empty() ) {
// not bloody likely but we better check for it just the same
ErrorLog( "Bad trainset: empty trainset defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
Scratchpad.trainset.is_open = false;
return;
}
std::size_t vehicleindex { 0 };
for( auto *vehicle : Scratchpad.trainset.vehicles ) {
// go through list of vehicles in the trainset, coupling them together and checking for potential driver
if( vehicle->Mechanik != nullptr
&& vehicle->Mechanik->primary() ) {
// primary driver will receive the timetable for this trainset
Scratchpad.trainset.driver = vehicle;
// they'll also receive assignment data if there's any
auto const lookup { Scratchpad.trainset.assignment.find( Global.asLang ) };
if( lookup != Scratchpad.trainset.assignment.end() ) {
vehicle->Mechanik->assignment() = lookup->second;
}
}
if( vehicleindex > 0 ) {
// from second vehicle on couple it with the previous one
Scratchpad.trainset.vehicles[ vehicleindex - 1 ]->AttachNext(
vehicle,
Scratchpad.trainset.couplings[ vehicleindex - 1 ] );
}
++vehicleindex;
}
if( Scratchpad.trainset.driver != nullptr ) {
// if present, send timetable to the driver
// wysłanie komendy "Timetable" ustawia odpowiedni tryb jazdy
auto *controller = Scratchpad.trainset.driver->Mechanik;
controller->DirectionInitial();
controller->PutCommand(
"Timetable:" + Scratchpad.trainset.name,
Scratchpad.trainset.velocity,
0,
nullptr );
}
if( Scratchpad.trainset.couplings.back() == coupling::faux ) {
// jeśli ostatni pojazd ma sprzęg 0 to założymy mu końcówki blaszane (jak AI się odpali, to sobie poprawi)
// place end signals only on trains without a driver, activate markers otherwise
Scratchpad.trainset.vehicles.back()->RaLightsSet(
-1,
Scratchpad.trainset.driver != nullptr ? light::redmarker_left | light::redmarker_right | light::rearendsignals : light::rearendsignals );
}
// all done
Scratchpad.trainset.is_open = false;
}
// creates path and its wrapper, restoring class data from provided stream
TTrack *
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 );
auto const offset { (
Scratchpad.location.offset.empty() ?
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_serializer::deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Global.bLoadTraction ) {
skip_until( Input, "endtraction" );
return nullptr;
}
// 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;
}
TTractionPowerSource *
state_serializer::deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Global.bLoadTraction ) {
skip_until( Input, "end" );
return nullptr;
}
auto *powersource = new TTractionPowerSource( Nodedata );
powersource->Load( &Input );
// adjust location
powersource->location( transform( powersource->location(), Scratchpad ) );
return powersource;
}
TMemCell *
state_serializer::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;
}
TEventLauncher *
state_serializer::deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
Input.getTokens( 3 );
Input
>> location.x
>> location.y
>> location.z;
auto *eventlauncher = new TEventLauncher( Nodedata );
eventlauncher->Load( &Input );
eventlauncher->location( transform( location, Scratchpad ) );
return eventlauncher;
}
TAnimModel *
state_serializer::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;
auto *instance = new TAnimModel( Nodedata );
instance->Angles( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
// pick up the scale active at this point in the scenario stream — outer
// `scale`/`endscale` blocks compose multiplicatively in the scratchpad.
// Load() may further multiply this by an inline `scale <factor>` token.
if( false == Scratchpad.location.scale.empty() ) {
instance->Scale( Scratchpad.location.scale.top() );
}
if( instance->Load( &Input, false ) ) {
instance->location( transform( location, Scratchpad ) );
}
else {
// model nie wczytał się - ignorowanie node
SafeDelete( instance );
}
return instance;
}
TDynamicObject *
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
Scratchpad.trainset = scene::scratch_data::trainset_data();
}
auto const inputline { Input.Line() }; // cache in case of errors
// basic attributes
auto datafolder { Input.getToken<std::string>() };
auto skinfile { Input.getToken<std::string>() };
auto mmdfile { Input.getToken<std::string>() };
replace_slashes(datafolder);
replace_slashes(skinfile);
replace_slashes(mmdfile);
auto const pathname = Scratchpad.trainset.is_open ? Scratchpad.trainset.track : Input.getToken<std::string>();
auto const offset { Input.getToken<double>( false ) };
auto const drivertype { Input.getToken<std::string>() };
auto const couplingdata = Scratchpad.trainset.is_open ? Input.getToken<std::string>() : "3";
auto const velocity = Scratchpad.trainset.is_open ? Scratchpad.trainset.velocity : Input.getToken<float>(false);
// extract coupling type and optional parameters
auto const couplingdatawithparams = couplingdata.find( '.' );
auto coupling = couplingdatawithparams != std::string::npos ? std::atoi(couplingdata.substr(0, couplingdatawithparams).c_str()) : std::atoi(couplingdata.c_str());
if( coupling < 0 ) {
// sprzęg zablokowany (pojazdy nierozłączalne przy manewrach)
coupling = -coupling | coupling::permanent;
}
if( offset != -1.0
&& std::abs(offset) > 0.5 ) { // maksymalna odległość między sprzęgami - do przemyślenia
// likwidacja sprzęgu, jeśli odległość zbyt duża - to powinno być uwzględniane w fizyce sprzęgów...
coupling = coupling::faux;
}
auto const params = couplingdatawithparams != std::string::npos ? couplingdata.substr(couplingdatawithparams + 1) : "";
// load amount and type
auto loadcount { Input.getToken<int>( false ) };
auto loadtype = loadcount ? Input.getToken<std::string>() : "";
if( loadtype == "enddynamic" ) {
// idiotoodporność: ładunek bez podanego typu nie liczy się jako ładunek
loadcount = 0;
loadtype = "";
}
auto *path = simulation::Paths.find( pathname );
if( path == nullptr ) {
ErrorLog( "Bad scenario: vehicle \"" + Nodedata.name + "\" placed on nonexistent path \"" + pathname + "\" in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
skip_until( Input, "enddynamic" );
return nullptr;
}
if( true == Scratchpad.trainset.vehicles.empty() // jeśli pierwszy pojazd,
&& false == path->m_events0.empty() // tor ma Event0
&& std::abs(velocity) <= 1.f // a skład stoi
&& Scratchpad.trainset.offset >= 0.0 // ale może nie sięgać na owy tor
&& Scratchpad.trainset.offset < 8.0 ) { // i raczej nie sięga
// przesuwamy około pół EU07 dla wstecznej zgodności
Scratchpad.trainset.offset = 8.0;
}
auto *vehicle = new TDynamicObject();
auto const length =
vehicle->Init(
Nodedata.name,
datafolder, skinfile, mmdfile,
path,
offset == -1.0 ? Scratchpad.trainset.offset : Scratchpad.trainset.offset - offset,
drivertype,
velocity,
Scratchpad.trainset.name,
loadcount, loadtype,
offset == -1.0,
params );
if( length != 0.0 ) { // zero oznacza błąd
// przesunięcie dla kolejnego, minus bo idziemy w stronę punktu 1
Scratchpad.trainset.offset -= length;
// automatically establish permanent connections for couplers which specify them in their definitions
if( coupling != 0
&& vehicle->MoverParameters->Couplers[(offset == -1.0 ? end::front : end::rear)].AllowedFlag & coupling::permanent ) {
coupling |= coupling::permanent;
}
if( true == Scratchpad.trainset.is_open ) {
Scratchpad.trainset.vehicles.emplace_back( vehicle );
Scratchpad.trainset.couplings.emplace_back( coupling );
}
}
else {
if( vehicle->MyTrack != nullptr ) {
// rare failure case where vehicle with length of 0 is added to the track,
// treated as error code and consequently deleted, but still remains on the track
vehicle->MyTrack->RemoveDynamicObject( vehicle );
}
delete vehicle;
skip_until( Input, "enddynamic" );
return nullptr;
}
auto const destination { Input.getToken<std::string>() };
if( destination != "enddynamic" ) {
// optional vehicle destination parameter
vehicle->asDestination = Input.getToken<std::string>();
skip_until( Input, "enddynamic" );
}
return vehicle;
}
sound_source *
state_serializer::deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
Input.getTokens( 3 );
Input
>> location.x
>> location.y
>> location.z;
// adjust location
location = transform( location, Scratchpad );
auto *sound = new sound_source( sound_placement::external, Nodedata.range_max );
sound->offset( location );
sound->name( Nodedata.name );
sound->deserialize( Input, sound_type::single );
skip_until( Input, "endsound" );
return sound;
}
// skips content of stream until specified token
void
state_serializer::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, scale and offset
glm::dvec3
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 );
Location = glm::rotateY<double>( Location, rotation.y ); // Ra 2014-11: uwzględnienie rotacji
}
// Scale applies in local origin space — positions inside a `scale 2 2 2` block
// are pushed twice as far from the local origin along each axis, so a
// multi-node-model group (e.g. a building made of separate node models built
// around a shared origin) ends up looking uniformly scaled rather than just
// having one piece grow. Per-axis values stretch the assembly anisotropically.
if( false == Scratchpad.location.scale.empty() ) {
auto const &s = Scratchpad.location.scale.top();
Location.x *= static_cast<double>( s.x );
Location.y *= static_cast<double>( s.y );
Location.z *= static_cast<double>( s.z );
}
if( false == Scratchpad.location.offset.empty() ) {
Location += Scratchpad.location.offset.top();
}
return Location;
}
/*
// stores class data in specified file, in legacy (text) format
void
state_serializer::export_as_text(std::string const &Scenariofile) const {
if( Scenariofile == "$.scn" ) {
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );
}
else {
WriteLog( "Scenery data export in progress..." );
}
auto filename { Scenariofile };
while( filename[ 0 ] == '$' ) {
// trim leading $ char rainsted utility may add to the base name for modified .scn files
filename.erase( 0, 1 );
}
erase_extension( filename );
auto absfilename = Global.asCurrentSceneryPath + filename + "_export";
std::ofstream scmdirtyfile { absfilename + "_dirty.scm" };
export_nodes_to_stream(scmdirtyfile, true);
std::ofstream scmfile { absfilename + ".scm" };
export_nodes_to_stream(scmfile, false);
// sounds
// NOTE: sounds currently aren't included in groups
scmfile << "// sounds\n";
Region->export_as_text( scmfile );
// editor-authored streaming terrain: emit a directive pointing at its 16-bit chunk folder so the
// scenery streams it on load (in every mode)
if( EditorTerrain.active() ) {
scmfile << "// editor terrain\neditorterrain "
<< EditorTerrain.directory() << ' '
<< EditorTerrain.cells() << ' '
<< EditorTerrain.cellsize() << ' '
<< EditorTerrain.radius() << " endeditorterrain\n";
}
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
std::ofstream ctrfile { absfilename + ".ctr" };
// mem cells
ctrfile << "// memory cells\n";
for( auto const *memorycell : Memory.sequence() ) {
if( ( true == memorycell->is_exportable )
&& ( memorycell->group() == null_handle ) ) {
memorycell->export_as_text( ctrfile );
}
}
// events
Events.export_as_text( ctrfile );
WriteLog( "Scenery data export done." );
}
*/
void
state_serializer::export_as_text(std::string const &Scenariofile) const {
if( Scenariofile == "$.scn" ) {
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );
}
else {
WriteLog( "Scenery data export in progress..." );
}
auto filename { Scenariofile };
while( filename[ 0 ] == '$' ) {
// trim leading $ char rainsted utility may add to the base name for modified .scn files
filename.erase( 0, 1 );
}
erase_extension( filename );
auto absfilename = Global.asCurrentSceneryPath + filename + "_export";
std::ofstream scmdirtyfile { absfilename + "_dirty.scm" };
export_nodes_to_stream(scmdirtyfile, true);
std::ofstream scmfile { absfilename + ".scm" };
export_nodes_to_stream(scmfile, false);
// sounds
// NOTE: sounds currently aren't included in groups
scmfile << "// sounds\n";
Region->export_as_text( scmfile );
// editor-authored streaming terrain: emit a directive pointing at its 16-bit chunk folder so the
// scenery streams it on load (in every mode)
if( EditorTerrain.active() ) {
scmfile << "// editor terrain\neditorterrain "
<< EditorTerrain.directory() << ' '
<< EditorTerrain.cells() << ' '
<< EditorTerrain.cellsize() << ' '
<< EditorTerrain.radius() << " endeditorterrain\n";
}
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
std::ofstream ctrfile { absfilename + ".ctr" };
// mem cells
ctrfile << "// memory cells\n";
for( auto const *memorycell : Memory.sequence() ) {
if( true == memorycell->is_exportable
&& memorycell->group() == null_handle) {
memorycell->export_as_text( ctrfile );
}
}
// events
Events.export_as_text( ctrfile );
WriteLog( "Scenery data export done." );
}
void
state_serializer::export_nodes_to_stream(std::ostream &scmfile, bool Dirty) const {
// groups
scmfile << "// groups\n";
scene::Groups.export_as_text( scmfile, Dirty );
// tracks
scmfile << "// paths\n";
for( auto const *path : Paths.sequence() ) {
if( path->dirty() == Dirty && path->group() == null_handle ) {
path->export_as_text( scmfile );
}
}
// traction
scmfile << "// traction\n";
for( auto const *traction : Traction.sequence() ) {
if( traction->dirty() == Dirty && traction->group() == null_handle ) {
traction->export_as_text( scmfile );
}
}
// power grid
scmfile << "// traction power sources\n";
for( auto const *powersource : Powergrid.sequence() ) {
if( powersource->dirty() == Dirty && powersource->group() == null_handle ) {
powersource->export_as_text( scmfile );
}
}
// models
scmfile << "// instanced models\n";
for( auto const *instance : Instances.sequence() ) {
if( instance && instance->dirty() == Dirty && instance->group() == null_handle ) {
instance->export_as_text( scmfile );
}
}
}
TAnimModel *state_serializer::create_model(const std::string &src, const std::string &name, const glm::dvec3 &position) {
cParser parser(src);
parser.getTokens(); // "node"
parser.getTokens(2); // ranges
scene::node_data nodedata;
parser >> nodedata.range_max >> nodedata.range_min;
parser.getTokens(2); // name, type
nodedata.name = name;
nodedata.type = "model";
scene::scratch_data scratch;
TAnimModel *cloned = deserialize_model(parser, scratch, nodedata);
if (!cloned)
return nullptr;
cloned->mark_dirty();
cloned->location(position);
simulation::Instances.insert(cloned);
simulation::Region->insert(cloned);
return cloned;
}
TEventLauncher *state_serializer::create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position) {
cParser parser(src);
parser.getTokens(); // "node"
parser.getTokens(2); // ranges
scene::node_data nodedata;
parser >> nodedata.range_max >> nodedata.range_min;
parser.getTokens(2); // name, type
nodedata.name = name;
nodedata.type = "eventlauncher";
scene::scratch_data scratch;
TEventLauncher *launcher = deserialize_eventlauncher(parser, scratch, nodedata);
if (!launcher)
return nullptr;
launcher->Event1 = simulation::Events.FindEvent( launcher->asEvent1Name );
launcher->location(position);
simulation::Events.insert(launcher);
simulation::Region->insert(launcher);
return launcher;
}
} // simulation
//---------------------------------------------------------------------------