mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 00:49:19 +02:00
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>
1566 lines
60 KiB
C++
1566 lines
60 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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#include "stdafx.h"
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#include "simulation/simulationstateserializer.h"
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#include "utilities/Globals.h"
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#include "simulation/simulation.h"
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#include "simulation/simulationtime.h"
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#include "simulation/simulationsounds.h"
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#include "simulation/simulationenvironment.h"
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#include "scene/scenenodegroups.h"
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#include "scene/scenerybinary.h"
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#include "rendering/particles.h"
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#include "world/Event.h"
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#include "world/MemCell.h"
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#include "vehicle/Driver.h"
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#include "vehicle/DynObj.h"
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#include "model/AnimModel.h"
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#include "rendering/lightarray.h"
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#include "world/TractionPower.h"
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#include "application/application.h"
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#include "rendering/renderer.h"
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#include "utilities/Logs.h"
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#include <algorithm>
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#include <cctype>
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#include <cstdlib>
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namespace simulation {
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std::shared_ptr<deserializer_state>
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state_serializer::deserialize_begin( std::string const &Scenariofile ) {
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crashreport_add_info("scenario", Scenariofile);
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// TODO: move initialization to separate routine so we can reuse it
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SafeDelete( Region );
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Region = new scene::basic_region();
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simulation::State.init_scripting_interface();
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// open the scenario file. binary scenery twins (.scnb/.incb/.scmb) are handled
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// transparently inside cParser: if a twin exists it is replayed instead of the
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// text, otherwise the text is parsed and a twin compiled alongside it.
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std::shared_ptr<deserializer_state> state =
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std::make_shared<deserializer_state>( Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction );
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state->scenariofile = Scenariofile;
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state->scratchpad.name = Scenariofile;
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// first pass loads infrastructure (tracks/traction/events/memcells/sounds + directives);
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// visual nodes are skipped by the reader and loaded in a second pass. this two-pass split
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// is only valid when the top-level file is itself a replayable twin, because the visual
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// pass is started via restartReplay() which needs a top-level reader. for a text/compile
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// load (no top twin) we MUST stay in a single 'all' pass and load everything at once;
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// otherwise visual nodes served by included twins (.incb) would be skipped in the infra
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// pass and never rebuilt (restartReplay returns false), and all those models go missing.
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if( true == state->input.isReplaying() ) {
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state->input.setReplayPass( scene::scenery_load_pass::infrastructure );
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}
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scene::Groups.create();
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if( false == state->input.ok() )
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throw invalid_scenery_exception();
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// prepare deserialization function table
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// since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task
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using deserializefunction = void( state_serializer::*)(cParser &, scene::scratch_data &);
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std::vector<
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std::pair<
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std::string,
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deserializefunction> > functionlist = {
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{ "area", &state_serializer::deserialize_area },
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{ "isolated", &state_serializer::deserialize_isolated },
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{ "assignment", &state_serializer::deserialize_assignment },
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{ "atmo", &state_serializer::deserialize_atmo },
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{ "camera", &state_serializer::deserialize_camera },
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{ "config", &state_serializer::deserialize_config },
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{ "description", &state_serializer::deserialize_description },
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{ "event", &state_serializer::deserialize_event },
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{ "lua", &state_serializer::deserialize_lua },
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{ "firstinit", &state_serializer::deserialize_firstinit },
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{ "group", &state_serializer::deserialize_group },
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{ "endgroup", &state_serializer::deserialize_endgroup },
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{ "light", &state_serializer::deserialize_light },
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{ "node", &state_serializer::deserialize_node },
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{ "origin", &state_serializer::deserialize_origin },
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{ "endorigin", &state_serializer::deserialize_endorigin },
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{ "scale", &state_serializer::deserialize_scale },
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{ "endscale", &state_serializer::deserialize_endscale },
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{ "rotate", &state_serializer::deserialize_rotate },
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{ "sky", &state_serializer::deserialize_sky },
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{ "test", &state_serializer::deserialize_test },
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{ "time", &state_serializer::deserialize_time },
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{ "trainset", &state_serializer::deserialize_trainset },
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{ "terrain", &state_serializer::deserialize_terrain },
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{ "endtrainset", &state_serializer::deserialize_endtrainset } };
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for( auto &function : functionlist ) {
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state->functionmap.emplace( function.first, std::bind( function.second, this, std::ref( state->input ), std::ref( state->scratchpad ) ) );
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}
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if (!Global.prepend_scn.empty()) {
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state->input.injectString(Global.prepend_scn);
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}
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return state;
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}
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// continues deserialization for given context, amount limited by time, returns true if needs to be called again
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bool
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state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state) {
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cParser &Input = state->input;
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scene::scratch_data &Scratchpad = state->scratchpad;
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// camera-ordered build phase: the visual replay has been enumerated into records and
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// sorted; build them nearest-camera first, a budgeted slice per call.
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if( state->enumdone ) {
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return build_visual_records( state );
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}
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// stateful directives that build objects/lists; on the visual (second) pass they are
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// skipped wholesale so their side effects (trainsets, events, cameras, ...) don't
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// duplicate. transform/group directives (origin/rotate/scale/group) and idempotent
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// setters are re-run, so deferred visual nodes get the correct placement.
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static std::unordered_map<std::string, std::string> const visualskip {
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{ "trainset", "endtrainset" },
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{ "event", "endevent" },
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{ "camera", "endcamera" },
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{ "light", "endlight" },
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{ "description", "enddescription" },
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{ "test", "endtest" },
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{ "sky", "endsky" },
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{ "time", "endtime" },
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{ "terrain", "endterrain" },
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};
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// deserialize content from the provided input
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auto timelast { std::chrono::steady_clock::now() };
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std::string token { Input.getToken<std::string>() };
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while( false == token.empty() ) {
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if( state->visualphase ) {
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auto const skip = visualskip.find( token );
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if( skip != visualskip.end() ) {
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// consume the stateful directive without running its handler
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skip_until( Input, skip->second );
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token = Input.getToken<std::string>();
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continue;
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}
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if( ( true == state->enumerate ) && ( token == "node" ) ) {
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// capture the visual node (text + transform/group snapshot) for later,
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// camera-ordered building, instead of building it in file order now
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enumerate_visual_node( *state );
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auto timenow = std::chrono::steady_clock::now();
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if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 8 ) {
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Application.set_progress( Input.getProgress(), Input.getFullProgress() );
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return true;
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}
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token = Input.getToken<std::string>();
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continue;
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}
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}
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auto lookup = state->functionmap.find( token );
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if( lookup != state->functionmap.end() ) {
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lookup->second();
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}
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else {
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ErrorLog( "Bad scenario: unexpected token \"" + token + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
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}
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auto timenow = std::chrono::steady_clock::now();
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// small per-frame budget while streaming visuals in the driver (avoid stutter),
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// generous budget while the loading screen is up (infrastructure pass)
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auto const budget = ( state->visualphase ? 8 : 200 );
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if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= budget ) {
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Application.set_progress( Input.getProgress(), Input.getFullProgress() );
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return true;
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}
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token = Input.getToken<std::string>();
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}
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if( ( true == state->visualphase ) && ( true == state->enumerate ) ) {
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// visual replay exhausted: order the captured nodes by distance to the camera so
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// the player's surroundings stream in first (terrain shapes ahead of models, so the
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// ground appears before the props on it), then switch to the build phase.
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auto const eye { Global.pCamera.Pos };
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for( auto &rec : state->records ) {
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auto const d { rec.worldpos - eye };
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rec.sortkey =
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( rec.isshape ?
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-1.0 : // shapes (terrain) first, regardless of distance
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( d.x * d.x + d.y * d.y + d.z * d.z ) );
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}
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std::stable_sort(
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std::begin( state->records ), std::end( state->records ),
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[]( visual_record const &L, visual_record const &R ) {
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return L.sortkey < R.sortkey; } );
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WriteLog( "Progressive visual load: " + std::to_string( state->records.size() ) + " deferred nodes enumerated, building nearest-camera first" );
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state->enumerate = false;
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state->enumdone = true;
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return true; // proceed to the build phase
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}
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if( false == Scratchpad.initialized ) {
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// manually perform scenario initialization
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deserialize_firstinit( Input, Scratchpad );
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}
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// first (infrastructure) pass finished: the scenario is now playable (tracks, events,
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// signals, the player train are all loaded). hand control back so the loader can switch
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// to the driver; the visual nodes load progressively from the driver via a second pass
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// over the same twin. only possible when replaying a binary twin -- a text/compile load
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// did everything in one pass (restartReplay returns false).
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if( ( false == state->visualphase )
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&& ( true == Input.restartReplay( scene::scenery_load_pass::visual ) ) ) {
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state->visualphase = true;
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state->enumerate = true; // capture deferred visual nodes, build them camera-ordered
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// rebuild the transform state from scratch for the visual pass: the directives
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// (origin/rotate/scale) are replayed in order, so resetting here reproduces the
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// single-pass placement exactly. without this, an unbalanced origin left on the
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// stack by the infrastructure pass would be applied a second time and shift every
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// deferred visual node ("terrain dumped next to the tracks").
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Scratchpad.location.offset = {};
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Scratchpad.location.scale = {};
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Scratchpad.location.rotation = glm::vec3{};
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return false; // infrastructure ready -> go to driver; visuals continue there
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}
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scene::Groups.close();
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scene::Groups.update_map();
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Region->create_map_geometry();
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// all nodes (including visual model instances) are now loaded, so initialise the
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// events that bind to model instances; in a single-pass (text/compile) load nothing
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// was deferred, but InitEvents() still skipped them, so do it here too
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simulation::Events.InitInstanceEvents();
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// loading finished: flush the top-level scenario's binary twin now rather than
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// waiting for the parser to be destroyed (the loader keeps the state around)
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Input.flushBinaryTwin();
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// wait out any background twin writes (includes) so they are complete and logged
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// before we report the scenario as loaded
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scene::scenerybinary_wait_all();
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state->done = true;
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return false;
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}
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// captures one visual node (the "node" token already consumed) into a record for later,
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// camera-ordered building: stores the node's verbatim tokens plus the transform/group
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// context it was read under. numbers come through cParser losslessly, so the rebuild is
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// exact. only model/triangles/lines reach the visual pass.
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void
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state_serializer::enumerate_visual_node( deserializer_state &State ) {
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cParser &Input = State.input;
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scene::scratch_data &Scratchpad = State.scratchpad;
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// node header, original case preserved (model file paths are case-sensitive at replay)
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auto const smax { Input.getToken<std::string>( false ) };
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auto const smin { Input.getToken<std::string>( false ) };
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auto const sname { Input.getToken<std::string>( false ) };
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auto const stype { Input.getToken<std::string>( false ) };
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auto lower = []( std::string s ) {
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for( auto &c : s ) { c = static_cast<char>( std::tolower( static_cast<unsigned char>( c ) ) ); }
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return s; };
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auto const typelc { lower( stype ) };
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std::string endtok;
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bool ismodel { false };
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bool istriangles { false };
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if( typelc == "model" ) {
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endtok = "endmodel"; ismodel = true;
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}
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else if( ( typelc == "triangles" ) || ( typelc == "triangle_strip" ) || ( typelc == "triangle_fan" ) ) {
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endtok = "endtri"; istriangles = true;
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}
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else if( ( typelc == "lines" ) || ( typelc == "line_strip" ) || ( typelc == "line_loop" ) ) {
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endtok = "endline";
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}
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// mirror deserialize_node's switch-trackbed skip here, while the source file name is
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// still known (Input.Name() is the live include during replay; the per-record rebuild
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// parser has no name). without this, fixed trackbed geometry from scenery/zwr*.inc that
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// the in-order load drops would be rebuilt and duplicate the procedural trackbeds.
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bool skipnode { false };
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if( ( true == istriangles ) && ( true == Global.CreateSwitchTrackbeds ) ) {
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auto const name { Input.Name() };
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skipnode =
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( name.size() >= 15 )
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&& name.starts_with( "scenery/zwr" )
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&& name.ends_with( ".inc" );
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}
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// appends one token to the rebuilt node text, re-quoting it if it carries a token break
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// (a quoted source token such as a name/path with spaces arrives here unquoted; without
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// re-quoting it the rebuild parser would split it into several tokens)
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auto appendtok = []( std::string &Text, std::string const &Token ) {
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bool const needsquote {
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Token.empty()
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|| ( Token.find_first_of( "\n\r\t ;" ) != std::string::npos ) };
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Text.push_back( ' ' );
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if( true == needsquote ) { Text.push_back( '\"' ); }
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Text.append( Token );
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if( true == needsquote ) { Text.push_back( '\"' ); } };
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std::string text;
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text.reserve( 96 );
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text.append( "node" );
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appendtok( text, smax );
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appendtok( text, smin );
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appendtok( text, sname );
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appendtok( text, stype );
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glm::dvec3 localpos { 0.0 };
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int posread { 0 };
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// read the rest of the node verbatim until its terminator (or the first end* token if the
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// type is unrecognised), capturing a model's local position (the first 3 numbers)
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for( ;; ) {
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auto const tok { Input.getToken<std::string>( false ) };
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if( tok.empty() ) { break; } // safety: input ran out
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appendtok( text, tok );
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if( ( true == ismodel ) && ( posread < 3 ) ) {
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localpos[ posread ] = std::atof( tok.c_str() );
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++posread;
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}
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auto const toklc { lower( tok ) };
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if( false == endtok.empty() ) {
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if( toklc == endtok ) { break; }
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}
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else if( ( toklc.size() >= 3 ) && ( 0 == toklc.compare( 0, 3, "end" ) ) ) {
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break;
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}
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}
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if( true == skipnode ) {
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// node consumed from the stream above; intentionally not recorded (matches the
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// in-order load, which skips this geometry in favour of procedural trackbeds)
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return;
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}
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visual_record rec;
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rec.text = std::move( text );
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rec.group = scene::Groups.handle();
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rec.has_offset = ( false == Scratchpad.location.offset.empty() );
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if( true == rec.has_offset ) { rec.offset = Scratchpad.location.offset.top(); }
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rec.has_scale = ( false == Scratchpad.location.scale.empty() );
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if( true == rec.has_scale ) { rec.scale = Scratchpad.location.scale.top(); }
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rec.rotation = Scratchpad.location.rotation;
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rec.isshape = ( false == ismodel );
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if( true == ismodel ) {
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rec.worldpos = transform( localpos, Scratchpad );
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}
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State.records.emplace_back( std::move( rec ) );
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}
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// builds the enumerated visual records in (already-sorted) nearest-camera-first order, a
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// budgeted slice per call. each node is rebuilt through the normal node path with its
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// captured transform/group restored, so placement, grouping and the per-cell instance
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// buckets come out identical to an in-order load.
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bool
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state_serializer::build_visual_records( std::shared_ptr<deserializer_state> state ) {
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scene::scratch_data &Scratchpad = state->scratchpad;
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auto timelast { std::chrono::steady_clock::now() };
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while( state->buildcursor < state->records.size() ) {
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auto &rec = state->records[ state->buildcursor ];
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// restore the transform context captured for this node
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Scratchpad.location.offset = {};
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if( true == rec.has_offset ) { Scratchpad.location.offset.push( rec.offset ); }
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Scratchpad.location.scale = {};
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if( true == rec.has_scale ) { Scratchpad.location.scale.push( rec.scale ); }
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Scratchpad.location.rotation = rec.rotation;
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// re-attach to the node's original group and build via the normal node path (this
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// routes instanceable models into their per-cell instance bucket automatically)
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scene::Groups.push_active( rec.group );
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{
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cParser nodeparser( rec.text, cParser::buffer_TEXT );
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nodeparser.getToken<std::string>(); // consume "node"
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deserialize_node( nodeparser, Scratchpad );
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}
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scene::Groups.pop_active();
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std::string().swap( rec.text ); // release the captured text as we go
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++state->buildcursor;
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auto timenow = std::chrono::steady_clock::now();
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if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 8 ) {
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return true; // yield; resume next frame
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}
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}
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// every deferred visual node is now built: finalise the scenario
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scene::Groups.close();
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scene::Groups.update_map();
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Region->create_map_geometry();
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// the visual model instances now exist, so initialise the events that bind to them
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// (lights/animation/texture/visible) -- these were deferred during the infrastructure
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// pass when their target models hadn't been streamed in yet
|
|
simulation::Events.InitInstanceEvents();
|
|
state->input.flushBinaryTwin();
|
|
scene::scenerybinary_wait_all();
|
|
std::vector<visual_record>().swap( state->records );
|
|
state->done = true;
|
|
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; }
|
|
|
|
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_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(); }
|
|
// 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: convert the model's submodels into region shapes
|
|
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 {
|
|
// 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 skip {
|
|
// crude way to detect fixed switch trackbed geometry
|
|
( ( true == Global.CreateSwitchTrackbeds )
|
|
&& ( Input.Name().size() >= 15 )
|
|
&& Input.Name().starts_with("scenery/zwr")
|
|
&& Input.Name().ends_with(".inc") ) };
|
|
|
|
if( false == skip ) {
|
|
|
|
simulation::Region->insert(
|
|
scene::shape_node().import(
|
|
Input, nodedata ),
|
|
Scratchpad,
|
|
true );
|
|
}
|
|
else {
|
|
skip_until( Input, "endtri" );
|
|
}
|
|
}
|
|
else if( ( nodedata.type == "lines" )
|
|
|| ( nodedata.type == "line_strip" )
|
|
|| ( nodedata.type == "line_loop" ) ) {
|
|
|
|
simulation::Region->insert(
|
|
scene::lines_node().import(
|
|
Input, nodedata ),
|
|
Scratchpad );
|
|
}
|
|
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)
|
|
{
|
|
// legacy directive; the SBT terrain blob has been retired and terrain now loads
|
|
// as ordinary scenery content, so the block is simply consumed.
|
|
skip_until(Input, "endterrain");
|
|
}
|
|
|
|
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 );
|
|
|
|
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 );
|
|
|
|
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
|
|
|
|
//---------------------------------------------------------------------------
|