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Files
maszyna/simulation/simulationstateserializer.cpp

1830 lines
73 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "simulation/simulationstateserializer.h"
#include "utilities/Globals.h"
#include "simulation/simulation.h"
#include "simulation/simulationtime.h"
#include "simulation/simulationsounds.h"
#include "simulation/simulationenvironment.h"
#include "scene/scenenodegroups.h"
#include "scene/scenelayers.h"
#include "scene/sceneterrain.h"
#include "rendering/particles.h"
#include "world/Event.h"
#include "world/MemCell.h"
#include "vehicle/Driver.h"
#include "vehicle/DynObj.h"
#include "model/AnimModel.h"
#include "rendering/lightarray.h"
#include "world/TractionPower.h"
#include "world/Road.h"
#include "world/RoadPoint.h"
#include "application/application.h"
#include "rendering/renderer.h"
#include "utilities/Logs.h"
#include "utilities/utilities.h"
#include "editor/editorTerrainStreamer.hpp"
namespace simulation {
std::shared_ptr<deserializer_state>
state_serializer::deserialize_begin( std::string const &Scenariofile ) {
crashreport_add_info("scenario", Scenariofile);
// drop any streamed editor terrain from a previously loaded scenery before the old region (and
// its sections, which those chunks referenced) is destroyed below
EditorTerrain.reset();
// TODO: move initialization to separate routine so we can reuse it
SafeDelete( Region );
Region = new scene::basic_region();
simulation::State.init_scripting_interface();
// NOTE: for the time being import from text format is a given, since we don't have full binary serialization
std::shared_ptr<deserializer_state> state =
std::make_shared<deserializer_state>(Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction);
// TODO: check first for presence of serialized binary files
// if this fails, fall back on the legacy text format
state->scratchpad.name = Scenariofile;
if( true == Global.file_binary_terrain
&& Scenariofile != "$.scn" ) {
// compilation to binary file isn't supported for rainsted-created overrides
// NOTE: we postpone actual loading of the scene until we process time, season and weather data
state->scratchpad.binary.terrain = Region->is_scene( Scenariofile ) ;
state->scratchpad.binary.terrain_default = state->scratchpad.binary.terrain;
}
Global.file_binary_terrain_skipped = 0;
if (false != state->scratchpad.binary.terrain)
{
Global.file_binary_terrain_state = true;
WriteLog("Default SBT present");
}
else
{
Global.file_binary_terrain_state = false;
WriteLog("Default SBT absent");
}
scene::Groups.create();
scene::Layers.clear();
if( true == Global.editor_session ) {
// scenery opened for editing: keep track of which scenery file defines each node.
// the scenario file itself is the root layer, and the default target for nodes created in the editor
state->input.sceneryLayers = true;
scene::Layers.active( scene::Layers.open( Scenariofile ) );
}
if( false == state->input.ok() )
throw invalid_scenery_exception();
// prepare deserialization function table
// since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task
using deserializefunction = void( state_serializer::*)(cParser &, scene::scratch_data &);
std::vector<
std::pair<
std::string,
deserializefunction> > functionlist = {
{ "area", &state_serializer::deserialize_area },
{ "isolated", &state_serializer::deserialize_isolated },
{ "assignment", &state_serializer::deserialize_assignment },
{ "atmo", &state_serializer::deserialize_atmo },
{ "camera", &state_serializer::deserialize_camera },
{ "config", &state_serializer::deserialize_config },
{ "description", &state_serializer::deserialize_description },
{ "event", &state_serializer::deserialize_event },
{ "lua", &state_serializer::deserialize_lua },
{ "firstinit", &state_serializer::deserialize_firstinit },
{ "group", &state_serializer::deserialize_group },
{ "endgroup", &state_serializer::deserialize_endgroup },
{ "light", &state_serializer::deserialize_light },
{ "node", &state_serializer::deserialize_node },
{ "origin", &state_serializer::deserialize_origin },
{ "endorigin", &state_serializer::deserialize_endorigin },
{ "scale", &state_serializer::deserialize_scale },
{ "endscale", &state_serializer::deserialize_endscale },
{ "rotate", &state_serializer::deserialize_rotate },
{ "sky", &state_serializer::deserialize_sky },
{ "test", &state_serializer::deserialize_test },
{ "time", &state_serializer::deserialize_time },
{ "trainset", &state_serializer::deserialize_trainset },
{ "terrain", &state_serializer::deserialize_terrain },
{ "editorterrain", &state_serializer::deserialize_editorterrain },
{ "endtrainset", &state_serializer::deserialize_endtrainset } };
for( auto &function : functionlist ) {
state->functionmap.emplace( function.first, std::bind( function.second, this, std::ref( state->input ), std::ref( state->scratchpad ) ) );
}
if (!Global.prepend_scn.empty()) {
state->input.injectString(Global.prepend_scn);
}
return state;
}
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state) {
cParser &Input = state->input;
scene::scratch_data &Scratchpad = state->scratchpad;
// deserialize content from the provided input
auto timelast { std::chrono::steady_clock::now() };
std::string token { Input.getToken<std::string>() };
while( false == token.empty() ) {
auto lookup = state->functionmap.find( token );
if( lookup != state->functionmap.end() ) {
lookup->second();
}
else {
ErrorLog( "Bad scenario: unexpected token \"" + token + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
auto timenow = std::chrono::steady_clock::now();
if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
Application.set_progress( Input.getProgress(), Input.getFullProgress() );
return true;
}
token = Input.getToken<std::string>();
}
if( false == Scratchpad.initialized ) {
// manually perform scenario initialization
deserialize_firstinit( Input, Scratchpad );
}
scene::Groups.close();
scene::Layers.close();
scene::Groups.update_map();
Region->create_map_geometry();
// NOTE: legacy binary terrain files (.sbt) are no longer generated, only loaded if the scenery comes with them.
// binary terrain is made out of terrain files named by terrain directives instead, see scene::terrain_file
// geometry of the roads is generated on each load
simulation::Roads.create_geometry( Scratchpad );
simulation::Junctions.create_geometry( Scratchpad );
simulation::Roadpoints.create_geometry();
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 );
scene::Layers.count( scene::Layers.handle(), scene::layer_item::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; }
// scenery opened for editing: what the editor adds to the scenery files is kept ahead of the initialization
scene::Layers.initialization( { Input.TokenBegin(), Input.TokenEnd() }, Input.InLayerFile() );
if( true == Scratchpad.binary.terrain ) {
// at this stage it should be safe to import terrain from the binary scene file
// TBD: postpone loading furter and only load required blocks during the simulation?
if (false == Scratchpad.binary.terrain_included)
{
Region->deserialize(Scratchpad.name);
}
else
{
// files named by terrain directives are loaded here rather than on the spot, as by this point
// it's known whether all of them can be used. the list holds each file once
for (auto const &terrainfile : Scratchpad.binary.terrain_files)
{
Region->deserialize(terrainfile);
}
}
}
// binary versions of terrain files only announce what they hold at this point, the sections of the scene load it when they need it.
// scenery opened for editing gets it all at once, the editor works with complete geometry
for( auto const &terrainfile : Scratchpad.binary.terrain_binaryfiles ) {
scene::terrain_file::attach( terrainfile, *Region, false == Global.editor_session );
}
Scratchpad.binary.terrain_binaryfiles.clear();
simulation::Paths.InitTracks();
// the roads tie up their own lanes where they gain or lose some, the junctions tie the lanes of the roads together,
// what's left loose after that gets closed by the roads
simulation::Roads.InitLanes();
simulation::Junctions.InitJunctions();
simulation::Roads.InitRoads();
// crossings and traffic points go by the lanes, which are complete at this point
simulation::Roadpoints.InitRoadpoints();
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 = utc_tm( 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
auto const sourcebegin = Input.TokenBegin(); // location of the node definition, for scenery opened for editing
scene::node_data nodedata;
nodedata.layer = scene::Layers.handle();
if( ( nodedata.layer != null_handle ) && ( false == Input.InLayerFile() ) ) {
// defined by a template, or by something else which isn't a scenery layer file
nodedata.instance = ( scene::Layers.instance() != 0 ? scene::Layers.instance() : scene::untracked_instance );
}
// 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 );
scene::Layers.track( path, { sourcebegin, Input.TokenEnd() } );
}
else if( nodedata.type == "road" ) {
auto *road { new road_node( nodedata ) };
road->import(
Input,
( Scratchpad.location.offset.empty() ?
glm::dvec3 { 0.0 } :
glm::dvec3 { Scratchpad.location.offset.top() } ) );
if( false == simulation::Roads.insert( road ) ) {
ErrorLog( "Bad scenario: duplicate road name \"" + road->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), road );
// the lanes are regular paths, registered right away so they get joined with their neighbours along with the tracks
road->create_lanes();
scene::Layers.track( road, { sourcebegin, Input.TokenEnd() } );
}
else if( nodedata.type == "junction" ) {
auto *junction { new junction_node( nodedata ) };
junction->import(
Input,
( Scratchpad.location.offset.empty() ?
glm::dvec3 { 0.0 } :
glm::dvec3 { Scratchpad.location.offset.top() } ) );
road_node::state stretch;
if( junction->as_road( stretch ) ) {
// a junction of two roads is where a road changes its lanes, which used to take a junction and is done by a road now.
// it's loaded as the road it would be, and marked as changed so it's written as one when the scenery is saved
delete junction;
nodedata.type = "road";
auto *road { new road_node( nodedata ) };
road->define( stretch );
if( false == simulation::Roads.insert( road ) ) {
ErrorLog( "Bad scenario: duplicate road name \"" + road->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), road );
road->create_lanes();
road->mark_dirty();
scene::Layers.track( road, { sourcebegin, Input.TokenEnd() } );
}
else {
if( false == simulation::Junctions.insert( junction ) ) {
ErrorLog( "Bad scenario: duplicate junction name \"" + junction->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), junction );
scene::Layers.track( junction, { sourcebegin, Input.TokenEnd() } );
}
}
else if( roadpoint_node::is_keyword( nodedata.type ) ) {
// level crossing, or a point where road vehicles appear or are taken away
auto *point { new roadpoint_node( nodedata ) };
point->import(
Input,
( Scratchpad.location.offset.empty() ?
glm::dvec3 { 0.0 } :
glm::dvec3 { Scratchpad.location.offset.top() } ) );
if( false == simulation::Roadpoints.insert( point ) ) {
ErrorLog( "Bad scenario: duplicate road point name \"" + point->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), point );
scene::Layers.track( point, { sourcebegin, Input.TokenEnd() } );
}
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 );
scene::Layers.track( traction, { sourcebegin, Input.TokenEnd() } );
}
else if( nodedata.type == "tractionpowersource" ) {
auto *powersource { deserialize_tractionpowersource( Input, Scratchpad, nodedata ) };
// traction loading is optional
if( powersource == nullptr ) { return; }
if( false == simulation::Powergrid.insert( powersource ) ) {
ErrorLog( "Bad scenario: duplicate power grid source name \"" + powersource->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
/*
// TODO: implement this
simulation::Region.insert_powersource( powersource, Scratchpad );
*/
}
else if( nodedata.type == "model" ) {
if( nodedata.range_min < 0.0 ) {
// 3d terrain
if( false == Scratchpad.binary.terrain ) {
// if we're loading data from text .scn file convert and import
++Scratchpad.binary.geometry_imported;
auto *instance = deserialize_model( Input, Scratchpad, nodedata );
// model import can potentially fail
if( instance == nullptr ) { return; }
// go through submodels, and import them as shapes
auto const cellcount = instance->TerrainCount() + 1; // zliczenie submodeli
for( auto i = 1; i < cellcount; ++i ) {
auto *submodel = instance->TerrainSquare( i - 1 );
simulation::Region->insert(
scene::shape_node().convert( submodel ),
Scratchpad,
false );
// if there's more than one group of triangles in the cell they're held as children of the primary submodel
submodel = submodel->ChildGet();
while( submodel != nullptr ) {
simulation::Region->insert(
scene::shape_node().convert( submodel ),
Scratchpad,
false );
submodel = submodel->NextGet();
}
}
// with the import done we can get rid of the source model
delete instance;
}
else {
// if binary terrain file was present, we already have this data
++Scratchpad.binary.geometry_skipped;
skip_until( Input, "endmodel" );
}
}
else {
// regular instance of 3d mesh
auto *instance { deserialize_model( Input, Scratchpad, nodedata ) };
// model import can potentially fail
if( instance == nullptr ) { return; }
if( instance->Model() != nullptr ) {
for( auto const &smokesource : instance->Model()->smoke_sources() ) {
Particles.insert(
smokesource.first,
instance,
smokesource.second );
}
}
if( false == simulation::Instances.insert( instance ) ) {
ErrorLog( "Bad scenario: duplicate 3d model instance name \"" + instance->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), instance );
simulation::Region->insert( instance );
scene::Layers.track( instance, { sourcebegin, Input.TokenEnd() }, instance->Angles(), instance->Scale() );
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 {
// all shapes will be loaded from the binary version of the file
true == Scratchpad.binary.terrain
// 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") ) };
material_handle material { null_handle };
if( false == skip ) {
++Scratchpad.binary.geometry_imported;
auto shape { scene::shape_node().import( Input, nodedata ) };
material = shape.data().material;
simulation::Region->insert(
std::move( shape ),
Scratchpad,
true );
}
else {
if( true == Scratchpad.binary.terrain ) {
++Scratchpad.binary.geometry_skipped;
}
if( nodedata.layer != null_handle && Input.InLayerFile() ) {
// the editor wants to know the material even of the shapes which come from the binary terrain
auto token { Input.getToken<std::string>() };
if( token == "material" ) {
skip_until( Input, "endmaterial" );
token = Input.getToken<std::string>();
}
replace_slashes( token );
material = GfxRenderer->Fetch_Material( token );
}
skip_until( Input, "endtri" );
}
if( nodedata.layer != null_handle && Input.InLayerFile() ) {
scene::Layers.shape( material, { sourcebegin, Input.TokenEnd() } );
}
}
else if( nodedata.type == "lines"
|| nodedata.type == "line_strip"
|| nodedata.type == "line_loop" ) {
if( false == Scratchpad.binary.terrain ) {
++Scratchpad.binary.geometry_imported;
simulation::Region->insert(
scene::lines_node().import(
Input, nodedata ),
Scratchpad );
}
else {
// all lines were already loaded from the binary version of the file
++Scratchpad.binary.geometry_skipped;
skip_until( Input, "endline" );
}
}
else if( nodedata.type == "memcell" ) {
auto *memorycell { deserialize_memorycell( Input, Scratchpad, nodedata ) };
if( false == simulation::Memory.insert( memorycell ) ) {
ErrorLog( "Bad scenario: duplicate memory cell name \"" + memorycell->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
scene::Groups.insert( scene::Groups.handle(), memorycell );
simulation::Region->insert( memorycell );
scene::Layers.track( memorycell, { sourcebegin, Input.TokenEnd() } );
}
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 );
}
}
scene::Layers.track( eventlauncher, { sourcebegin, Input.TokenEnd() } );
}
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 );
}
if( nodedata.layer != null_handle ) {
// scenery opened for editing: keep count of what the scenery file contains
// NOTE: node types which failed to load bail out earlier and aren't counted
static std::unordered_map<std::string, scene::layer_item> const itemtypes {
{ "dynamic", scene::layer_item::vehicle },
{ "track", scene::layer_item::track },
{ "road", scene::layer_item::track },
{ "junction", scene::layer_item::track },
{ "crossing", scene::layer_item::track },
{ "spawn", scene::layer_item::track },
{ "despawn", scene::layer_item::track },
{ "crosswalk", scene::layer_item::track },
{ "traction", scene::layer_item::traction },
{ "tractionpowersource", scene::layer_item::powersource },
{ "model", scene::layer_item::model },
{ "triangles", scene::layer_item::shape },
{ "triangle_strip", scene::layer_item::shape },
{ "triangle_fan", scene::layer_item::shape },
{ "lines", scene::layer_item::lines },
{ "line_strip", scene::layer_item::lines },
{ "line_loop", scene::layer_item::lines },
{ "memcell", scene::layer_item::memcell },
{ "eventlauncher", scene::layer_item::launcher },
{ "sound", scene::layer_item::sound } };
auto const lookup { itemtypes.find( nodedata.type ) };
if( lookup != itemtypes.end() ) {
scene::Layers.count(
nodedata.layer,
// models with negative minimum range are 3d terrain, converted to shapes
( lookup->second == scene::layer_item::model && nodedata.range_min < 0.0 ) ?
scene::layer_item::shape :
lookup->second );
}
}
}
namespace {
// passes the placement in effect to the layer bookkeeping of scenery opened for editing
void
sync_layer_context( scene::scratch_data const &Scratchpad ) {
if( true == scene::Layers.empty() ) { return; }
scene::Layers.context( {
( Scratchpad.location.offset.empty() ? glm::dvec3{ 0.0 } : Scratchpad.location.offset.top() ),
Scratchpad.location.rotation,
( Scratchpad.location.scale.empty() ? glm::vec3{ 1.f } : Scratchpad.location.scale.top() ) } );
}
} // namespace
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() ) );
sync_layer_context( Scratchpad );
}
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 ) + ")" );
}
sync_layer_context( Scratchpad );
}
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 );
sync_layer_context( Scratchpad );
}
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 ) + ")" );
}
sync_layer_context( Scratchpad );
}
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;
sync_layer_context( Scratchpad );
}
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;
}
namespace {
// processes binary terrain file named by a terrain directive.
// a binary terrain file holds all static geometry of the scenery it was written for, and while one is in use
// the text definitions of that geometry are skipped, wherever they are. the two can't be mixed without some
// of the geometry showing up twice or not at all. thus the named files are used only if nothing was read from
// the text yet and every one of them is usable, each is loaded once, and if that can't be done the scenery
// falls back on the default binary file of the scenario, or on the text.
void
include_binary_terrain( std::string File, scene::scratch_data &Scratchpad ) {
auto &binary { Scratchpad.binary };
replace_slashes( File );
if( false == binary.terrain_textfiles.empty() ) {
// the scenery keeps its terrain in files of the current format, which don't mix with a file holding all of its geometry
WriteLog( "Included SBT file: " + File + " ignored, the scenery uses terrain files" );
return;
}
if( std::find( binary.terrain_files.begin(), binary.terrain_files.end(), File ) != binary.terrain_files.end() ) {
WriteLog( "Included SBT file: " + File + " is already in use, ignored" );
return;
}
if( false == simulation::Region->is_scene( File ) ) {
// the file is missing, or of a type or version we can't read
if( true == binary.terrain_files.empty() ) {
// nothing changes: the default file if there's one, or the text otherwise, remains the source of the geometry
WriteLog( "Included SBT file: " + File + " can't be used, ignored" );
}
else if( true == Scratchpad.initialized ) {
// the other named files are loaded already, it's too late to give up on them
ErrorLog( "Bad scenario: included SBT file \"" + File + "\" can't be used, the geometry it should provide will be missing" );
}
else if( true == binary.terrain_default ) {
// the default file was made out of the complete text of this scenario, so it can stand in for the incomplete set
binary.terrain_files.clear();
binary.terrain_included = false;
WriteLog( "Included SBT file: " + File + " can't be used, falling back on the default SBT" );
}
else if( ( binary.geometry_skipped == 0 ) && ( Global.file_binary_terrain_skipped == 0 ) ) {
// none of the text definitions was skipped so far, so the whole scenery can still be read from the text
binary.terrain_files.clear();
binary.terrain_included = false;
binary.terrain = false;
Global.file_binary_terrain_state = false;
WriteLog( "Included SBT file: " + File + " can't be used, the scenery will be loaded from the text files" );
}
else {
ErrorLog( "Bad scenario: included SBT file \"" + File + "\" can't be used, the geometry it should provide will be missing" );
}
return;
}
if( binary.geometry_imported > 0 ) {
// part of the geometry was read from the text already, and the binary file would bring it in for the second time
WriteLog( "Included SBT file: " + File + " ignored, the scenery geometry is already being loaded from the text files" );
return;
}
if( ( true == Scratchpad.initialized ) && ( true == binary.terrain ) && ( false == binary.terrain_included ) ) {
// likewise if the default file was loaded by now
WriteLog( "Included SBT file: " + File + " ignored, the scenery geometry is already loaded from the default SBT" );
return;
}
binary.terrain_files.emplace_back( File );
binary.terrain_included = true;
binary.terrain = true;
Global.file_binary_terrain_state = true;
Scratchpad.terrain_name = File;
WriteLog( "Included SBT file: " + File );
if( true == Scratchpad.initialized ) {
// past the initialization there's nothing to wait for
simulation::Region->deserialize( File );
}
}
// processes terrain file named by a terrain directive: static geometry kept as text (.txtf), with binary version (.btf)
// made out of it and loaded in its place. unlike the legacy binary terrain above, the binary file stands in
// only for the text file of the same name, and has no bearing on how the rest of the scenery is loaded
void
include_terrain_file( std::string File, cParser &Input, scene::scratch_data &Scratchpad ) {
auto &binary { Scratchpad.binary };
replace_slashes( File );
erase_extension( File );
if( std::find( binary.terrain_textfiles.begin(), binary.terrain_textfiles.end(), File ) != binary.terrain_textfiles.end() ) {
WriteLog( "Terrain file: " + File + " is already in use, ignored" );
return;
}
binary.terrain_textfiles.emplace_back( File );
auto const textfile { Global.asCurrentSceneryPath + File + ".txtf" };
auto const binaryfile { Global.asCurrentSceneryPath + File + ".btf" };
auto const textpresent { FileExists( textfile ) };
// binary file holds the geometry where the text alone puts it, it can't stand in for a file placed with an offset or rotation
auto const relocated {
( false == Scratchpad.location.offset.empty() && Scratchpad.location.offset.top() != glm::dvec3( 0.0 ) )
|| ( Scratchpad.location.rotation != glm::vec3( 0.f ) ) };
auto state { scene::terrain_file::state::text };
if( true == relocated ) {
if( false == textpresent ) {
ErrorLog( "Bad scenario: terrain file \"" + File + "\" placed with an offset or rotation can be loaded only from the text, which is missing" );
return;
}
}
else if( ( false == textpresent )
|| ( ( false == Global.editor_session ) && ( true == Global.file_binary_terrain ) ) ) {
// NOTE: scenery opened for editing works on its text files, the text is left as is also if binary terrain is turned off.
// a binary file which is all there is gets loaded regardless
state = scene::terrain_file::prepare( textfile, binaryfile );
}
switch( state ) {
case scene::terrain_file::state::binary: {
if( true == binary.terrain ) {
// legacy binary terrain file is in use, expected to hold all static geometry of the scenery, this terrain likely included
if( ( false == Scratchpad.initialized )
&& ( binary.geometry_skipped == 0 )
&& ( Global.file_binary_terrain_skipped == 0 ) ) {
// nothing was left out on account of that file yet, so the scenery can still do without it
binary.terrain = false;
binary.terrain_included = false;
binary.terrain_default = false;
binary.terrain_files.clear();
Global.file_binary_terrain_state = false;
WriteLog( "Terrain file: " + File + " in use, SBT of the scenery is ignored" );
}
else {
ErrorLog( "Bad scenario: terrain file \"" + File + "\" ignored, the scenery geometry already comes from an SBT file. Remove the SBT file to have the terrain file used" );
return;
}
}
if( true == Scratchpad.initialized ) {
scene::terrain_file::attach( binaryfile, *simulation::Region, false == Global.editor_session );
}
else {
binary.terrain_binaryfiles.emplace_back( binaryfile );
}
break;
}
case scene::terrain_file::state::text: {
// read the way any other scenery file is
WriteLog( "Terrain file: " + File + " loaded as text" );
Input.injectString( "include \"" + textfile + "\" end" );
break;
}
default: {
ErrorLog( "Bad scenario: terrain file \"" + File + "\" not found" );
break;
}
}
}
} // namespace
void
state_serializer::deserialize_terrain(cParser &Input, scene::scratch_data &Scratchpad)
{
std::string line;
Input.getTokens(1);
Input >> line;
// NOTE: the directive is read to its end first, as processing of a terrain file can leave content for the parser to go through next
skip_until(Input, "endterrain");
if (line.ends_with(".txtf") || line.ends_with(".btf"))
{
include_terrain_file(line, Input, Scratchpad);
}
else if (Global.file_binary_terrain && line.ends_with(".sbt"))
{
include_binary_terrain(line, Scratchpad);
}
}
void
state_serializer::deserialize_editorterrain(cParser &Input, scene::scratch_data &Scratchpad)
{
// editor-authored streaming terrain. format:
// editorterrain <folder> <cells> <cellsize> <radius> [texture] endeditorterrain
// the global streamer loads its 16-bit chunk files around the camera in every mode
std::string folder;
int cells = 32;
float cellsize = 2.0f;
int radius = 4;
Input.getTokens(4);
Input >> folder >> cells >> cellsize >> radius;
std::string texture { Input.getToken<std::string>() };
if( texture == "endeditorterrain" ) {
texture.clear();
}
else {
skip_until(Input, "endeditorterrain");
}
scene::Layers.terrain_directive(true);
if (!folder.empty() && cells > 0 && cellsize > 0.0f)
{
EditorTerrain.directory(folder);
EditorTerrain.configure(cells, cellsize, radius < 0 ? 0 : radius, 0.0f, texture);
EditorTerrain.active(true);
WriteLog("Editor terrain stream enabled: " + folder + " (cells " + std::to_string(cells)
+ ", cellsize " + std::to_string(cellsize) + ", radius " + std::to_string(radius) + ")",
logtype::generic);
}
}
void
state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
if( false == Scratchpad.trainset.is_open
|| true == Scratchpad.trainset.vehicles.empty() ) {
// not bloody likely but we better check for it just the same
ErrorLog( "Bad trainset: empty trainset defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
Scratchpad.trainset.is_open = false;
return;
}
std::size_t vehicleindex { 0 };
for( auto *vehicle : Scratchpad.trainset.vehicles ) {
// go through list of vehicles in the trainset, coupling them together and checking for potential driver
if( vehicle->Mechanik != nullptr
&& vehicle->Mechanik->primary() ) {
// primary driver will receive the timetable for this trainset
Scratchpad.trainset.driver = vehicle;
// they'll also receive assignment data if there's any
auto const lookup { Scratchpad.trainset.assignment.find( Global.asLang ) };
if( lookup != Scratchpad.trainset.assignment.end() ) {
vehicle->Mechanik->assignment() = lookup->second;
}
}
if( vehicleindex > 0 ) {
// from second vehicle on couple it with the previous one
Scratchpad.trainset.vehicles[ vehicleindex - 1 ]->AttachNext(
vehicle,
Scratchpad.trainset.couplings[ vehicleindex - 1 ] );
}
++vehicleindex;
}
if( Scratchpad.trainset.driver != nullptr ) {
// if present, send timetable to the driver
// wysłanie komendy "Timetable" ustawia odpowiedni tryb jazdy
auto *controller = Scratchpad.trainset.driver->Mechanik;
controller->DirectionInitial();
controller->PutCommand(
"Timetable:" + Scratchpad.trainset.name,
Scratchpad.trainset.velocity,
0,
nullptr );
}
if( Scratchpad.trainset.couplings.back() == coupling::faux ) {
// jeśli ostatni pojazd ma sprzęg 0 to założymy mu końcówki blaszane (jak AI się odpali, to sobie poprawi)
// place end signals only on trains without a driver, activate markers otherwise
Scratchpad.trainset.vehicles.back()->RaLightsSet(
-1,
Scratchpad.trainset.driver != nullptr ? light::redmarker_left | light::redmarker_right | light::rearendsignals : light::rearendsignals );
}
// all done
Scratchpad.trainset.is_open = false;
}
// creates path and its wrapper, restoring class data from provided stream
TTrack *
state_serializer::deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
auto *track = new TTrack( Nodedata );
auto const offset { (
Scratchpad.location.offset.empty() ?
glm::dvec3 { 0.0 } :
glm::dvec3 {
Scratchpad.location.offset.top().x,
Scratchpad.location.offset.top().y,
Scratchpad.location.offset.top().z } ) };
track->Load( &Input, offset );
return track;
}
TTraction *
state_serializer::deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Global.bLoadTraction ) {
skip_until( Input, "endtraction" );
return nullptr;
}
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
auto *traction = new TTraction( Nodedata );
auto offset = Scratchpad.location.offset.empty() ? glm::dvec3() : Scratchpad.location.offset.top();
traction->Load( &Input, offset );
return traction;
}
TTractionPowerSource *
state_serializer::deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Global.bLoadTraction ) {
skip_until( Input, "end" );
return nullptr;
}
auto *powersource = new TTractionPowerSource( Nodedata );
powersource->Load( &Input );
// adjust location
powersource->location( transform( powersource->location(), Scratchpad ) );
return powersource;
}
TMemCell *
state_serializer::deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
auto *memorycell = new TMemCell( Nodedata );
memorycell->Load( &Input );
// adjust location
memorycell->location( transform( memorycell->location(), Scratchpad ) );
return memorycell;
}
TEventLauncher *
state_serializer::deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
Input.getTokens( 3 );
Input
>> location.x
>> location.y
>> location.z;
auto *eventlauncher = new TEventLauncher( Nodedata );
eventlauncher->Load( &Input );
eventlauncher->location( transform( location, Scratchpad ) );
return eventlauncher;
}
TAnimModel *
state_serializer::deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
glm::vec3 rotation;
Input.getTokens( 4 );
Input
>> location.x
>> location.y
>> location.z
>> rotation.y;
auto *instance = new TAnimModel( Nodedata );
instance->Angles( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
// pick up the scale active at this point in the scenario stream — outer
// `scale`/`endscale` blocks compose multiplicatively in the scratchpad.
// Load() may further multiply this by an inline `scale <factor>` token.
if( false == Scratchpad.location.scale.empty() ) {
instance->Scale( Scratchpad.location.scale.top() );
}
if( instance->Load( &Input, false ) ) {
instance->location( transform( location, Scratchpad ) );
}
else {
// model nie wczytał się - ignorowanie node
SafeDelete( instance );
}
return instance;
}
TDynamicObject *
state_serializer::deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
if( false == Scratchpad.trainset.is_open ) {
// part of trainset data is used when loading standalone vehicles, so clear it just in case
Scratchpad.trainset = scene::scratch_data::trainset_data();
}
auto const inputline { Input.Line() }; // cache in case of errors
// basic attributes
auto datafolder { Input.getToken<std::string>() };
auto skinfile { Input.getToken<std::string>() };
auto mmdfile { Input.getToken<std::string>() };
replace_slashes(datafolder);
replace_slashes(skinfile);
replace_slashes(mmdfile);
auto const pathname = Scratchpad.trainset.is_open ? Scratchpad.trainset.track : Input.getToken<std::string>();
auto const offset { Input.getToken<double>( false ) };
auto const drivertype { Input.getToken<std::string>() };
auto const couplingdata = Scratchpad.trainset.is_open ? Input.getToken<std::string>() : "3";
auto const velocity = Scratchpad.trainset.is_open ? Scratchpad.trainset.velocity : Input.getToken<float>(false);
// extract coupling type and optional parameters
auto const couplingdatawithparams = couplingdata.find( '.' );
auto coupling = couplingdatawithparams != std::string::npos ? std::atoi(couplingdata.substr(0, couplingdatawithparams).c_str()) : std::atoi(couplingdata.c_str());
if( coupling < 0 ) {
// sprzęg zablokowany (pojazdy nierozłączalne przy manewrach)
coupling = -coupling | coupling::permanent;
}
if( offset != -1.0
&& std::abs(offset) > 0.5 ) { // maksymalna odległość między sprzęgami - do przemyślenia
// likwidacja sprzęgu, jeśli odległość zbyt duża - to powinno być uwzględniane w fizyce sprzęgów...
coupling = coupling::faux;
}
auto const params = couplingdatawithparams != std::string::npos ? couplingdata.substr(couplingdatawithparams + 1) : "";
// load amount and type
auto loadcount { Input.getToken<int>( false ) };
auto loadtype = loadcount ? Input.getToken<std::string>() : "";
if( loadtype == "enddynamic" ) {
// idiotoodporność: ładunek bez podanego typu nie liczy się jako ładunek
loadcount = 0;
loadtype = "";
}
auto *path = simulation::Paths.find( pathname );
if( path == nullptr ) {
ErrorLog( "Bad scenario: vehicle \"" + Nodedata.name + "\" placed on nonexistent path \"" + pathname + "\" in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
skip_until( Input, "enddynamic" );
return nullptr;
}
if( true == Scratchpad.trainset.vehicles.empty() // jeśli pierwszy pojazd,
&& false == path->m_events0.empty() // tor ma Event0
&& std::abs(velocity) <= 1.f // a skład stoi
&& Scratchpad.trainset.offset >= 0.0 // ale może nie sięgać na owy tor
&& Scratchpad.trainset.offset < 8.0 ) { // i raczej nie sięga
// przesuwamy około pół EU07 dla wstecznej zgodności
Scratchpad.trainset.offset = 8.0;
}
auto *vehicle = new TDynamicObject();
auto const length =
vehicle->Init(
Nodedata.name,
datafolder, skinfile, mmdfile,
path,
offset == -1.0 ? Scratchpad.trainset.offset : Scratchpad.trainset.offset - offset,
drivertype,
velocity,
Scratchpad.trainset.name,
loadcount, loadtype,
offset == -1.0,
params );
if( length != 0.0 ) { // zero oznacza błąd
// przesunięcie dla kolejnego, minus bo idziemy w stronę punktu 1
Scratchpad.trainset.offset -= length;
// automatically establish permanent connections for couplers which specify them in their definitions
if( coupling != 0
&& vehicle->MoverParameters->Couplers[(offset == -1.0 ? end::front : end::rear)].AllowedFlag & coupling::permanent ) {
coupling |= coupling::permanent;
}
if( true == Scratchpad.trainset.is_open ) {
Scratchpad.trainset.vehicles.emplace_back( vehicle );
Scratchpad.trainset.couplings.emplace_back( coupling );
}
}
else {
if( vehicle->MyTrack != nullptr ) {
// rare failure case where vehicle with length of 0 is added to the track,
// treated as error code and consequently deleted, but still remains on the track
vehicle->MyTrack->RemoveDynamicObject( vehicle );
}
delete vehicle;
skip_until( Input, "enddynamic" );
return nullptr;
}
auto const destination { Input.getToken<std::string>() };
if( destination != "enddynamic" ) {
// optional vehicle destination parameter
vehicle->asDestination = Input.getToken<std::string>();
skip_until( Input, "enddynamic" );
}
return vehicle;
}
sound_source *
state_serializer::deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
glm::dvec3 location;
Input.getTokens( 3 );
Input
>> location.x
>> location.y
>> location.z;
// adjust location
location = transform( location, Scratchpad );
auto *sound = new sound_source( sound_placement::external, Nodedata.range_max );
sound->offset( location );
sound->name( Nodedata.name );
sound->deserialize( Input, sound_type::single );
skip_until( Input, "endsound" );
return sound;
}
// skips content of stream until specified token
void
state_serializer::skip_until( cParser &Input, std::string const &Token ) {
std::string token { Input.getToken<std::string>() };
while( false == token.empty()
&& token != Token ) {
token = Input.getToken<std::string>();
}
}
// transforms provided location by specifed rotation, scale and offset
glm::dvec3
state_serializer::transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad ) {
if( Scratchpad.location.rotation != glm::vec3( 0, 0, 0 ) ) {
auto const rotation = glm::radians( Scratchpad.location.rotation );
Location = glm::rotateY<double>( Location, rotation.y ); // Ra 2014-11: uwzględnienie rotacji
}
// Scale applies in local origin space — positions inside a `scale 2 2 2` block
// are pushed twice as far from the local origin along each axis, so a
// multi-node-model group (e.g. a building made of separate node models built
// around a shared origin) ends up looking uniformly scaled rather than just
// having one piece grow. Per-axis values stretch the assembly anisotropically.
if( false == Scratchpad.location.scale.empty() ) {
auto const &s = Scratchpad.location.scale.top();
Location.x *= static_cast<double>( s.x );
Location.y *= static_cast<double>( s.y );
Location.z *= static_cast<double>( s.z );
}
if( false == Scratchpad.location.offset.empty() ) {
Location += Scratchpad.location.offset.top();
}
return Location;
}
/*
// stores class data in specified file, in legacy (text) format
void
state_serializer::export_as_text(std::string const &Scenariofile) const {
if( Scenariofile == "$.scn" ) {
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );
}
else {
WriteLog( "Scenery data export in progress..." );
}
auto filename { Scenariofile };
while( filename[ 0 ] == '$' ) {
// trim leading $ char rainsted utility may add to the base name for modified .scn files
filename.erase( 0, 1 );
}
erase_extension( filename );
auto absfilename = Global.asCurrentSceneryPath + filename + "_export";
std::ofstream scmdirtyfile { absfilename + "_dirty.scm" };
export_nodes_to_stream(scmdirtyfile, true);
std::ofstream scmfile { absfilename + ".scm" };
export_nodes_to_stream(scmfile, false);
// sounds
// NOTE: sounds currently aren't included in groups
scmfile << "// sounds\n";
Region->export_as_text( scmfile );
// editor-authored streaming terrain: emit a directive pointing at its 16-bit chunk folder so the
// scenery streams it on load (in every mode)
if( EditorTerrain.active() ) {
scmfile << "// editor terrain\neditorterrain "
<< EditorTerrain.directory() << ' '
<< EditorTerrain.cells() << ' '
<< EditorTerrain.cellsize() << ' '
<< EditorTerrain.radius() << " endeditorterrain\n";
}
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
std::ofstream ctrfile { absfilename + ".ctr" };
// mem cells
ctrfile << "// memory cells\n";
for( auto const *memorycell : Memory.sequence() ) {
if( ( true == memorycell->is_exportable )
&& ( memorycell->group() == null_handle ) ) {
memorycell->export_as_text( ctrfile );
}
}
// events
Events.export_as_text( ctrfile );
WriteLog( "Scenery data export done." );
}
*/
void
state_serializer::export_as_text(std::string const &Scenariofile) const {
if( Scenariofile == "$.scn" ) {
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );
}
else {
WriteLog( "Scenery data export in progress..." );
}
auto filename { Scenariofile };
while( filename[ 0 ] == '$' ) {
// trim leading $ char rainsted utility may add to the base name for modified .scn files
filename.erase( 0, 1 );
}
erase_extension( filename );
auto absfilename = Global.asCurrentSceneryPath + filename + "_export";
std::ofstream scmdirtyfile { absfilename + "_dirty.scm" };
export_nodes_to_stream(scmdirtyfile, true);
std::ofstream scmfile { absfilename + ".scm" };
export_nodes_to_stream(scmfile, false);
// sounds
// NOTE: sounds currently aren't included in groups
scmfile << "// sounds\n";
Region->export_as_text( scmfile );
// editor-authored streaming terrain: emit a directive pointing at its 16-bit chunk folder so the
// scenery streams it on load (in every mode)
if( EditorTerrain.active() ) {
scmfile << "// editor terrain\neditorterrain "
<< EditorTerrain.directory() << ' '
<< EditorTerrain.cells() << ' '
<< EditorTerrain.cellsize() << ' '
<< EditorTerrain.radius()
<< ( EditorTerrain.texture().empty() ? "" : " " + EditorTerrain.texture() )
<< " endeditorterrain\n";
}
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
std::ofstream ctrfile { absfilename + ".ctr" };
// mem cells
ctrfile << "// memory cells\n";
for( auto const *memorycell : Memory.sequence() ) {
if( true == memorycell->is_exportable
&& memorycell->group() == null_handle) {
memorycell->export_as_text( ctrfile );
}
}
// events
Events.export_as_text( ctrfile );
WriteLog( "Scenery data export done." );
}
void
state_serializer::export_nodes_to_stream(std::ostream &scmfile, bool Dirty) const {
// groups
scmfile << "// groups\n";
scene::Groups.export_as_text( scmfile, Dirty );
// tracks
scmfile << "// paths\n";
for( auto const *path : Paths.sequence() ) {
if( path == nullptr || path->m_editorremoved ) {
continue;
}
if( path->m_road != nullptr ) {
// lanes are generated anew from their road
continue;
}
if( path->dirty() == Dirty && path->group() == null_handle ) {
path->export_as_text( scmfile );
}
}
// roads
scmfile << "// roads\n";
for( auto const *road : Roads.sequence() ) {
if( road != nullptr && false == road->m_editorremoved && road->dirty() == Dirty && road->group() == null_handle ) {
road->export_as_text( scmfile );
}
}
for( auto const *junction : Junctions.sequence() ) {
if( junction != nullptr && false == junction->m_editorremoved && junction->dirty() == Dirty && junction->group() == null_handle ) {
junction->export_as_text( scmfile );
}
}
for( auto const *point : Roadpoints.sequence() ) {
if( point != nullptr && false == point->m_editorremoved && point->dirty() == Dirty && point->group() == null_handle ) {
point->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";
nodedata.layer = scene::Layers.active(); // null_handle unless the scenery was opened for editing
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);
scene::Layers.count(cloned->layer(), scene::layer_item::model);
return cloned;
}
std::pair<int, int> state_serializer::preview_include(std::string const &Directive, scene::layer_context const &Context, scene::layer_handle Layer, scene::instance_handle Instance) {
// statements which take more than a single token, with the tokens ending them
static std::unordered_map<std::string, std::string> const nodeends {
{ "dynamic", "enddynamic" }, { "track", "endtrack" }, { "road", "endroad" }, { "junction", "endjunction" }, { "crossing", "endcrossing" }, { "spawn", "endspawn" }, { "despawn", "enddespawn" },
{ "crosswalk", "endcrosswalk" }, { "traction", "endtraction" }, { "tractionpowersource", "end" }, { "model", "endmodel" },
{ "triangles", "endtri" }, { "triangle_strip", "endtri" }, { "triangle_fan", "endtri" }, { "lines", "endline" }, { "line_strip", "endline" }, { "line_loop", "endline" },
{ "memcell", "endmemcell" }, { "eventlauncher", "end" }, { "sound", "endsound" } };
static std::unordered_map<std::string, std::string> const statementends {
{ "event", "endevent" }, { "trainset", "endtrainset" }, { "isolated", "endisolated" }, { "area", "endarea" }, { "assignment", "endassignment" },
{ "atmo", "endatmo" }, { "camera", "endcamera" }, { "config", "endconfig" }, { "description", "enddescription" }, { "light", "endlight" },
{ "sky", "endsky" }, { "test", "endtest" }, { "time", "endtime" }, { "terrain", "endterrain" }, { "editorterrain", "endeditorterrain" } };
cParser parser(Directive, cParser::buffer_TEXT, Global.asCurrentSceneryPath, Global.bLoadTraction);
// the template is processed with the placement its directive is going to be loaded with
scene::scratch_data scratch;
scratch.location.offset.emplace(Context.offset);
scratch.location.rotation = Context.rotation;
scratch.location.scale.emplace(Context.scale);
auto created { 0 };
auto skipped { 0 };
auto token { parser.getToken<std::string>() };
while (false == token.empty()) {
if (token == "origin") { deserialize_origin(parser, scratch); }
else if (token == "endorigin") { deserialize_endorigin(parser, scratch); }
else if (token == "scale") { deserialize_scale(parser, scratch); }
else if (token == "endscale") { deserialize_endscale(parser, scratch); }
else if (token == "rotate") { deserialize_rotate(parser, scratch); }
else if (token == "node") {
scene::node_data nodedata;
parser.getTokens(4);
parser >> nodedata.range_max >> nodedata.range_min >> nodedata.name >> nodedata.type;
if (nodedata.name == "none") { nodedata.name.clear(); }
nodedata.layer = Layer;
nodedata.instance = Instance;
auto *instance { (nodedata.type == "model" && nodedata.range_min >= 0.0) ? deserialize_model(parser, scratch, nodedata) : nullptr };
if (instance != nullptr) {
// NOTE: unlike for a model loaded with the scenery, smoke sources of the model aren't set up.
// they'd be left with a dangling owner when the model is replaced after a change of the include
instance->m_preview = true;
simulation::Instances.insert(instance);
simulation::Region->insert(instance);
scene::Hierarchy[instance->uuid.to_string()] = instance;
scene::Layers.count(Layer, scene::layer_item::model);
++created;
}
else if (nodedata.type != "model" || nodedata.range_min < 0.0) {
// NOTE: a model which failed to load is consumed up to its end already
auto const lookup { nodeends.find(nodedata.type) };
if (lookup != nodeends.end()) { skip_until(parser, lookup->second); }
++skipped;
}
}
else if (token == "lua") {
parser.getTokens(1, false);
++skipped;
}
else {
auto const lookup { statementends.find(token) };
if (lookup != statementends.end()) {
skip_until(parser, lookup->second);
++skipped;
}
// anything else is a single token with no parameters, or something the loader wouldn't recognize either
}
token = parser.getToken<std::string>();
}
return { created, skipped };
}
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
//---------------------------------------------------------------------------