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The progressive load previously streamed the deferred visual nodes (3d model instances + terrain shapes/lines) in file order, so distant scenery could load before the player's surroundings. This builds them nearest-camera first instead. The visual pass now runs in two steps. Enumeration replays the twin and captures each visual node verbatim (its resolved tokens as text -- numbers round-trip losslessly through cParser) together with the transform/group context it was read under and, for models, its transformed world position. Once the replay is exhausted the records are sorted by squared distance to the camera (terrain shapes first so the ground appears before the props on it), then built a budgeted slice per frame through the normal node path with the captured transform and group restored -- so placement, grouping and the per-cell instance buckets come out identical to an in-order load. Two supporting fixes make out-of-order/late insertion correct: - a cell/section whose geometry was already baked (the renderer finalised it before a deferred node arrived) now appends the new shape/lines straight into its live geometry bank instead of merging into vertex-freed geometry, which would silently drop it; create_geometry() remembers the bank for every cell. - events that bind to visual model instances (lights/animation/texture/visible) are deferred from InitEvents() to a new InitInstanceEvents() run after the visual nodes are built, so their target models exist when they initialise. Verified on td.scn: playable ~2s, 540 deferred nodes enumerated and built nearest-first ~0.5s later, no duplicate instances. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
86 lines
3.0 KiB
C++
86 lines
3.0 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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#pragma once
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#include "scene/scenenode.h"
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#include "widgets/map_objects.h"
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namespace scene {
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struct basic_group {
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// members
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std::vector<scene::basic_node *> nodes;
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std::vector<basic_event *> events;
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};
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// holds lists of grouped scene nodes
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class node_groups {
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// NOTE: during scenario deserialization encountering *.inc file causes creation of a new group on the group stack
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// this allows all nodes listed in this *.inc file to be grouped and potentially modified together by the editor.
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public:
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// constructors
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node_groups() = default;
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// methods
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// requests creation of a new node group. returns: handle to the group
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group_handle
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create();
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// indicates creation of current group ended. returns: handle to the parent group or null_handle if group stack is empty
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group_handle
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close();
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// update minimap objects
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void
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update_map();
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// returns current active group, or null_handle if group stack is empty
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group_handle
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handle() const;
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// makes Group the active group for subsequent inserts, without creating a new group.
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// used by deferred (camera-ordered) visual loading to re-attach a node to the group it
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// was originally read under during the enumeration pass. must be paired with pop_active().
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void
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push_active( scene::group_handle const Group ) { m_activegroup.push( Group ); }
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void
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pop_active() { if( false == m_activegroup.empty() ) { m_activegroup.pop(); } }
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// places provided node in specified group
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void
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insert( scene::group_handle const Group, scene::basic_node *Node );
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// places provided event in specified group
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void
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insert( scene::group_handle const Group, basic_event *Event );
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// grants direct access to specified group
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scene::basic_group &
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group( scene::group_handle const Group ) {
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return m_groupmap[ Group ]; }
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// sends basic content of the class in legacy (text) format to provided stream
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void
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export_as_text( std::ostream &Output, bool const Dirty ) const;
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private:
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// types
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using group_map = std::unordered_map<scene::group_handle, scene::basic_group>;
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// methods
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// removes specified group from the group list and group information from the group's nodes
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void
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erase( group_map::const_iterator Group );
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// creates handle for a new group
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group_handle
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create_handle();
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bool
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assign_cross_switch(map::track_switch&sw, std::string &sw_name, const std::string &id, size_t idx);
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// members
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group_map m_groupmap; // map of established node groups
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std::stack<scene::group_handle> m_activegroup; // helper, group to be assigned to newly created nodes
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};
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extern node_groups Groups;
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} // scene
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//---------------------------------------------------------------------------
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