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* refactor(sonar): use override instead of redundant virtual (cpp:S3471) * refactor(sonar): remove empty statements, one declaration per statement (cpp:S1116, cpp:S1659) * refactor(sonar): drop redundant lambda return types (cpp:S3574) * refactor(sonar): prefer using over typedef (cpp:S5416) * refactor(sonar): use =default for trivial special members (cpp:S3490) * refactor(sonar): use nullptr literal (cpp:S4962) * refactor(sonar): remove redundant access specifiers (cpp:S3539) * refactor(sonar): remove redundant casts (cpp:S1905) * refactor(sonar): use std::scoped_lock instead of std::lock_guard (cpp:S5997) * refactor(sonar): construct elements in place with emplace_back (cpp:S6003) * refactor(sonar): make narrowing conversions explicit (cpp:S5276) * refactor(sonar): mark unused parameters (cpp:S1172) Unused names are commented out; parameters used only on some platforms are marked [[maybe_unused]]. * refactor(sonar): declare non-mutating member functions const (cpp:S5817) Virtual functions are left untouched so overrides keep matching. * refactor(sonar): merge collapsible nested if statements (cpp:S1066) Comments that preceded the inner if are kept above the merged statement. * refactor(sonar): scope single-use variables in if init-statements (cpp:S6004) * fix(sonar): give polymorphic base classes virtual destructors (cpp:S1235) * refactor(sonar): use try_emplace for map insertion (cpp:S6030) * refactor(sonar): use auto where the type is spelled out on the right (cpp:S5827) * refactor(sonar): remove redundant parentheses (cpp:S1110) * refactor(sonar): document intentionally empty functions (cpp:S1186) * refactor(sonar): remove dead stores (cpp:S1854) Side effects (e.g. LISTLINE++) are kept. * refactor(sonar): remove unused variables, captures and private fields (cpp:S1481, cpp:S1068) * refactor(sonar): use structured bindings for pair access (cpp:S6005) * refactor(sonar): use range-based loops and ranges algorithms (cpp:S5566) * refactor(sonar): split chained assignments (cpp:S1121) * refactor(sonar): add default cases to switch statements (cpp:S3562) * refactor(sonar): use std::size for array lengths (cpp:S7127) * refactor(sonar): use std::ranges algorithms and std::erase(_if) (cpp:S6197) * refactor(sonar): access static members through the class (cpp:S2209) * refactor(sonar): add braces around nested if-else (cpp:S5261) * refactor(sonar): avoid side effects inside typeid operands (cpp:S5279) * refactor(sonar): drop top-level const from by-value return types (cpp:S5951) * refactor(sonar): declare variables separately from their type definitions (cpp:S3646) * refactor(sonar): declare loop counters in the for statement (cpp:S5955) * refactor(sonar): rely on class template argument deduction (cpp:S6012) * refactor(sonar): inherit base constructors instead of forwarding them (cpp:S5952) * refactor(sonar): rename locals that shadow outer declarations (cpp:S1117) Only local variables and definition parameters are renamed; shadowing struct fields and enumerators in headers are left for a separate change. * refactor(sonar): reduce enum qualification with using enum (cpp:S6177) Applied only where no unqualified name in the block could be captured by the introduced enumerators. * refactor(sonar): mark converting constructors explicit (cpp:S1709) sound_source and the gl::object conversion operators stay implicit; they are relied upon by copy-list-initialisation and GL calls. * refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230) * refactor(sonar): make read-only local references and pointers const (cpp:S5350) * refactor(sonar): take read-only pointer and reference parameters as const (cpp:S995) TTrain command handlers keep their signature, it is fixed by the handler table. * refactor(sonar): pass expensive-to-copy parameters by const reference (cpp:S1238) Signatures declared in files touched by PR 206 (Driver.h, EU07.cpp) and virtual overrides are left unchanged. * refactor(sonar): use transparent comparators for string-keyed maps (cpp:S6045) std::unordered_map instances and map types exposed in headers used by other modules are left as they are. * fix(sonar): do not use UI text as a printf format string (cpp:S5281) Text lines containing '%' would otherwise be interpreted as format specifiers by ImGui::TextColored. * refactor(sonar): use std::bind_front for callbacks (cpp:S5995) * refactor(sonar): drop const_cast on string literals passed to the Python C API (cpp:S859) * refactor(sonar): take read-only string parameters as std::string_view (cpp:S6009) The Windows messaging helpers keep std::string, they need c_str(). * refactor(sonar): make read-only global tables const (cpp:S5421) Mutable global state (flags, timers, singletons) is left as is. * refactor(sonar): replace single-case switch statements with if (cpp:S1301) * refactor(sonar): format UUIDs and log timestamps with std::format (cpp:S6494, cpp:S5945) * refactor(sonar): use std::array for local fixed-size arrays (cpp:S5945) Arrays that are class members or part of headers are left unchanged. * fix(sonar): test the bearing damage bit, not bit 0 (cpp:S872) 'DamageFlag & dtrain_bearing > 0' parsed as 'DamageFlag & (dtrain_bearing > 0)', i.e. DamageFlag & 1, so bearing friction reacted to the wrong damage flag. * refactor(sonar): assorted small fixes - empty() instead of size() comparisons (cpp:S1155) - member initialisers in declaration order (cpp:S3229) - no redundant c_str() when a std::string is accepted (cpp:S7121) - contains() on associative containers (cpp:S6171) - const reference instead of a copying range-for (cpp:S6032) - starts_with() for prefix checks (cpp:S6178) - no std::move on temporaries (cpp:S5274) - has_value() on std::optional (cpp:S7172) - bool literals for bool members (cpp:S5820) - inline only on the definition (cpp:S3548) - explicit base access specifier (cpp:S5965) - explicit element access instead of dereferencing an array (cpp:S7116) - rely on the C++20 rewritten operator!= (cpp:S6186) * refactor(sonar): more small fixes - std::format instead of iostream manipulators in to_string/to_hex_str (cpp:S6495); output verified identical, negative hex values keep the unsigned form - remove an empty compound statement (cpp:S108) - drop an always-false unsigned < 0 branch (cpp:S1768) - explicit lambda capture (cpp:S3608) - std::make_unique (cpp:S5950) * chore: strip stray carriage returns left in TTrain constructor comments * fix: keep quantize() in its own value type The S5276 change cast the result of the generic quantize<Type_>() to unsigned int, which truncated float/double callers (shadow angle slider, editor rotation snapping, AI speed control steps) and broke negative values. * fix(sonar): use integer loop counters in segment sampling (cpp:S2193) * refactor(sonar): clean up issues reported on PR 209 - remove locals left unused after the dead-store cleanup (cpp:S1481, cpp:S1854) - unnamed unused parameter (cpp:S1172) - single-use declarations moved into if init-statements (cpp:S6004) - auto for casted initialisers (cpp:S5827) - const references and pointers where nothing is modified (cpp:S5350) - rename structured bindings shadowed by inner declarations (cpp:S1117)
156 lines
5.6 KiB
C++
156 lines
5.6 KiB
C++
/*
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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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/*
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MaSzyna EU07 locomotive simulator
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Copyright (C) 2001-2004 Marcin Wozniak and others
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*/
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#include "stdafx.h"
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#include "model/MdlMngr.h"
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#include "model/Model3d.h"
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#include "utilities/Globals.h"
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#include "utilities/Logs.h"
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#include "utilities/utilities.h"
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// wczytanie modelu do kontenerka
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TModel3d *
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TMdlContainer::LoadModel(std::string const &Name, bool const Dynamic) {
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Model = std::make_shared<TModel3d>();
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if( true == Model->LoadFromFile( Name, Dynamic ) ) {
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m_name = Name;
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return Model.get();
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}
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else {
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m_name.clear();
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Model = nullptr;
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return nullptr;
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}
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};
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TModelsManager::modelcontainer_sequence TModelsManager::m_models { 1, TMdlContainer{} };
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TModelsManager::stringmodelcontainerindex_map TModelsManager::m_modelsmap;
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// wczytanie modelu do tablicy
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TModel3d *
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TModelsManager::LoadModel(std::string const &Name, std::string const &virtualName, bool dynamic) {
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m_models.emplace_back();
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auto model = m_models.back().LoadModel( Name, dynamic );
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if( model != nullptr ) {
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m_modelsmap.try_emplace( virtualName, m_models.size() - 1 );
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}
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else {
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m_models.pop_back();
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m_modelsmap.try_emplace( virtualName, null_handle );
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}
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return model;
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}
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TModel3d *
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TModelsManager::GetModel(std::string const &Name, bool const Dynamic, bool const Logerrors, int uid )
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{ // model może być we wpisie "node...model" albo "node...dynamic", a także być dodatkowym w dynamic
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// (kabina, wnętrze, ładunek)
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// dla "node...dynamic" mamy podaną ścieżkę w "\dynamic\" i musi być co najmniej 1 poziom, zwkle
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// są 2
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// dla "node...model" może być typowy model statyczny ze ścieżką, domyślnie w "\scenery\" albo
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// "\models"
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// albo może być model z "\dynamic\", jeśli potrzebujemy wstawić auto czy wagon nieruchomo
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// - ze ścieżki z której jest wywołany, np. dir="scenery\bud\" albo dir="dynamic\pkp\st44_v1\"
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// plus name="model.t3d"
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// - z domyślnej ścieżki dla modeli, np. "scenery\" albo "models\" plus name="bud\dombale.t3d"
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// (dir="")
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// - konkretnie podanej ścieżki np. name="\scenery\bud\dombale.t3d" (dir="")
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// wywołania:
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// - konwersja wszystkiego do E3D, podawana dokładna ścieżka, tekstury tam, gdzie plik
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// - wczytanie kabiny, dokładna ścieżka, tekstury z katalogu modelu
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// - wczytanie ładunku, ścieżka dokładna, tekstury z katalogu modelu
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// - wczytanie modelu, ścieżka dokładna, tekstury z katalogu modelu
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// - wczytanie przedsionków, ścieżka dokładna, tekstury z katalogu modelu
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// - wczytanie uproszczonego wnętrza, ścieżka dokładna, tekstury z katalogu modelu
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// - niebo animowane, ścieżka brana ze wpisu, tekstury nieokreślone
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// - wczytanie modelu animowanego - Init() - sprawdzić
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std::string const buftp { Global.asCurrentTexturePath }; // zapamiętanie aktualnej ścieżki do tekstur,
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std::string filename { Name };
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if( false == Dynamic
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&& contains(Name, '/') ) {
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// pobieranie tekstur z katalogu, w którym jest model
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// when loading vehicles the path is set by the calling routine, so we can skip it here
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Global.asCurrentTexturePath += Name;
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Global.asCurrentTexturePath.erase( Global.asCurrentTexturePath.rfind( '/' ) + 1 );
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}
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erase_extension( filename );
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filename = ToLower( filename );
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std::string postfix;
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if (uid != 0)
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postfix = "^^" + std::to_string(uid);
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// see if we have it in the databank
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auto [banklookupfound, banklookupmodel]{ find_in_databank( filename + postfix ) };
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TModel3d *model { banklookupmodel };
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if( true == banklookupfound ) {
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Global.asCurrentTexturePath = buftp;
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return model;
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}
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// first load attempt, check if it's on disk
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if( std::string disklookup { find_on_disk( filename ) }; false == disklookup.empty() ) {
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model = LoadModel( disklookup, disklookup + postfix, Dynamic ); // model nie znaleziony, to wczytać
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}
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else {
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// there's nothing matching in the databank nor on the disk, report failure...
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if( Logerrors ) {
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ErrorLog( "Bad file: failed to locate 3d model file \"" + filename + "\"", logtype::file );
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}
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// ...and link it with the error model slot
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m_modelsmap.try_emplace( filename + postfix, null_handle );
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}
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Global.asCurrentTexturePath = buftp; // odtworzenie ścieżki do tekstur
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return model; // NULL jeśli błąd
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};
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std::pair<bool, TModel3d *>
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TModelsManager::find_in_databank( std::string const &Name ) {
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std::vector<std::string> filenames {
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Name,
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paths::models + Name };
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for( auto const &filename : filenames ) {
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auto const lookup { m_modelsmap.find( filename ) };
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if( lookup != m_modelsmap.end() ) {
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return { true, m_models[ lookup->second ].Model.get() };
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}
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}
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return { false, nullptr };
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}
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// checks whether specified file exists. returns name of the located file, or empty string.
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std::string
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TModelsManager::find_on_disk( std::string const &Name ) {
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std::vector<std::string> extensions { { ".e3d" }, { ".t3d" } };
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for( auto const &extension : extensions ) {
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auto lookup = FileExists(Name + extension) ? Name : FileExists(paths::models + Name + extension) ? paths::models + Name : "";
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if( false == lookup.empty() ) {
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return lookup;
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}
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}
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return {};
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}
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//---------------------------------------------------------------------------
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