mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
1042 lines
38 KiB
C++
1042 lines
38 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "stdafx.h"
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#include "simulationstateserializer.h"
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#include "Globals.h"
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#include "simulation.h"
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#include "simulationtime.h"
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#include "scenenodegroups.h"
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#include "Event.h"
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#include "Driver.h"
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#include "DynObj.h"
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#include "AnimModel.h"
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#include "TractionPower.h"
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#include "application.h"
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#include "renderer.h"
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#include "Logs.h"
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namespace simulation {
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bool
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state_serializer::deserialize( std::string const &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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// TODO: check first for presence of serialized binary files
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// if this fails, fall back on the legacy text format
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scene::scratch_data importscratchpad;
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importscratchpad.name = Scenariofile;
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if( Scenariofile != "$.scn" ) {
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// compilation to binary file isn't supported for rainsted-created overrides
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// NOTE: we postpone actual loading of the scene until we process time, season and weather data
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importscratchpad.binary.terrain = Region->is_scene( Scenariofile ) ;
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}
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// NOTE: for the time being import from text format is a given, since we don't have full binary serialization
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cParser scenarioparser( Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction );
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if( false == scenarioparser.ok() ) { return false; }
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deserialize( scenarioparser, importscratchpad );
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if( ( false == importscratchpad.binary.terrain )
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&& ( Scenariofile != "$.scn" ) ) {
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// if we didn't find usable binary version of the scenario files, create them now for future use
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// as long as the scenario file wasn't rainsted-created base file override
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Region->serialize( Scenariofile );
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}
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return true;
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}
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// restores class data from provided stream
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void
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state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) {
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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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{ "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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{ "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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{ "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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{ "endtrainset", &state_serializer::deserialize_endtrainset } };
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using deserializefunctionbind = std::function<void()>;
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std::unordered_map<
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std::string,
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deserializefunctionbind> functionmap;
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for( auto &function : functionlist ) {
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functionmap.emplace( function.first, std::bind( function.second, this, std::ref( Input ), std::ref( Scratchpad ) ) );
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}
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// deserialize content from the provided input
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auto
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timelast { std::chrono::steady_clock::now() },
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timenow { timelast };
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std::string token { Input.getToken<std::string>() };
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while( false == token.empty() ) {
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auto lookup = functionmap.find( token );
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if( lookup != 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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timenow = std::chrono::steady_clock::now();
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if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
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timelast = timenow;
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glfwPollEvents();
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Application.set_progress( Input.getProgress(), Input.getFullProgress() );
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GfxRenderer.Render();
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}
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token = Input.getToken<std::string>();
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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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}
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void
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state_serializer::deserialize_area( cParser &Input, scene::scratch_data &Scratchpad ) {
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// first parameter specifies name of parent piece...
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auto token { Input.getToken<std::string>() };
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auto *groupowner { TIsolated::Find( token ) };
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// ...followed by list of its children
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while( ( false == ( token = Input.getToken<std::string>() ).empty() )
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&& ( token != "endarea" ) ) {
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// bind the children with their parent
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auto *isolated { TIsolated::Find( token ) };
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isolated->parent( groupowner );
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}
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}
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void
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state_serializer::deserialize_assignment( cParser &Input, scene::scratch_data &Scratchpad ) {
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std::string token { Input.getToken<std::string>() };
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while( ( false == token.empty() )
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&& ( token != "endassignment" ) ) {
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// assignment is expected to come as string pairs: language id and the actual assignment enclosed in quotes to form a single token
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auto assignment{ Input.getToken<std::string>() };
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win1250_to_ascii( assignment );
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Scratchpad.trainset.assignment.emplace( token, assignment );
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token = Input.getToken<std::string>();
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}
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}
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void
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state_serializer::deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad ) {
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// NOTE: parameter system needs some decent replacement, but not worth the effort if we're moving to built-in editor
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// atmosphere color; legacy parameter, no longer used
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Input.getTokens( 3 );
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// fog range
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{
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double fograngestart, fograngeend;
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Input.getTokens( 2 );
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Input
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>> fograngestart
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>> fograngeend;
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if( Global.fFogEnd != 0.0 ) {
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// fog colour; optional legacy parameter, no longer used
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Input.getTokens( 3 );
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}
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Global.fFogEnd =
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clamp(
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Random( std::min( fograngestart, fograngeend ), std::max( fograngestart, fograngeend ) ),
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10.0, 2000.0 );
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}
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std::string token { Input.getToken<std::string>() };
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if( token != "endatmo" ) {
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// optional overcast parameter
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Global.Overcast = std::stof( token );
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if( Global.Overcast < 0.f ) {
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// negative overcast means random value in range 0-abs(specified range)
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Global.Overcast =
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Random(
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clamp(
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std::abs( Global.Overcast ),
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0.f, 2.f ) );
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}
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// overcast drives weather so do a calculation here
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// NOTE: ugly, clean it up when we're done with world refactoring
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simulation::Environment.compute_weather();
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}
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while( ( false == token.empty() )
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&& ( token != "endatmo" ) ) {
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// anything else left in the section has no defined meaning
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token = Input.getToken<std::string>();
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}
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}
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void
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state_serializer::deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad ) {
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glm::dvec3 xyz, abc;
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int i = -1, into = -1; // do której definicji kamery wstawić
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std::string token;
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do { // opcjonalna siódma liczba określa numer kamery, a kiedyś były tylko 3
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Input.getTokens();
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Input >> token;
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switch( ++i ) { // kiedyś camera miało tylko 3 współrzędne
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case 0: { xyz.x = atof( token.c_str() ); break; }
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case 1: { xyz.y = atof( token.c_str() ); break; }
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case 2: { xyz.z = atof( token.c_str() ); break; }
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case 3: { abc.x = atof( token.c_str() ); break; }
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case 4: { abc.y = atof( token.c_str() ); break; }
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case 5: { abc.z = atof( token.c_str() ); break; }
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case 6: { into = atoi( token.c_str() ); break; } // takie sobie, bo można wpisać -1
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default: { break; }
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}
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} while( token.compare( "endcamera" ) != 0 );
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if( into < 0 )
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into = ++Global.iCameraLast;
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if( into < 10 ) { // przepisanie do odpowiedniego miejsca w tabelce
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Global.FreeCameraInit[ into ] = xyz;
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Global.FreeCameraInitAngle[ into ] =
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Math3D::vector3(
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glm::radians( abc.x ),
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glm::radians( abc.y ),
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glm::radians( abc.z ) );
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Global.iCameraLast = into; // numer ostatniej
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}
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/*
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// cleaned up version of the above.
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// NOTE: no longer supports legacy mode where some parameters were optional
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Input.getTokens( 7 );
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glm::vec3
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position,
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rotation;
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int index;
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Input
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>> position.x
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>> position.y
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>> position.z
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>> rotation.x
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>> rotation.y
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>> rotation.z
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>> index;
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skip_until( Input, "endcamera" );
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// TODO: finish this
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*/
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}
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void
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state_serializer::deserialize_config( cParser &Input, scene::scratch_data &Scratchpad ) {
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// config parameters (re)definition
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Global.ConfigParse( Input );
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}
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void
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state_serializer::deserialize_description( cParser &Input, scene::scratch_data &Scratchpad ) {
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// legacy section, never really used;
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skip_until( Input, "enddescription" );
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}
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void
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state_serializer::deserialize_event( cParser &Input, scene::scratch_data &Scratchpad ) {
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// TODO: refactor event class and its de/serialization. do offset and rotation after deserialization is done
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auto *event = make_event( Input, Scratchpad );
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if( event == nullptr ) {
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// something went wrong at initial stage, move on
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skip_until( Input, "endevent" );
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return;
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}
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event->deserialize( Input, Scratchpad );
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if( true == simulation::Events.insert( event ) ) {
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scene::Groups.insert( scene::Groups.handle(), event );
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}
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else {
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delete event;
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}
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}
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void
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state_serializer::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
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if( true == Scratchpad.initialized ) { return; }
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if( true == Scratchpad.binary.terrain ) {
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// at this stage it should be safe to import terrain from the binary scene file
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// TBD: postpone loading furter and only load required blocks during the simulation?
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Region->deserialize( Scratchpad.name );
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}
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simulation::Paths.InitTracks();
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simulation::Traction.InitTraction();
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simulation::Events.InitEvents();
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simulation::Events.InitLaunchers();
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simulation::Memory.InitCells();
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Scratchpad.initialized = true;
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}
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void
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state_serializer::deserialize_group( cParser &Input, scene::scratch_data &Scratchpad ) {
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scene::Groups.create();
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}
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void
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state_serializer::deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad ) {
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scene::Groups.close();
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}
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void
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state_serializer::deserialize_light( cParser &Input, scene::scratch_data &Scratchpad ) {
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// legacy section, no longer used nor supported;
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skip_until( Input, "endlight" );
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}
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void
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state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad ) {
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auto const inputline = Input.Line(); // cache in case we need to report error
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scene::node_data nodedata;
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// common data and node type indicator
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Input.getTokens( 4 );
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Input
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>> nodedata.range_max
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>> nodedata.range_min
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>> nodedata.name
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>> nodedata.type;
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if( nodedata.name == "none" ) { nodedata.name.clear(); }
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// type-based deserialization. not elegant but it'll do
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if( nodedata.type == "dynamic" ) {
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auto *vehicle { deserialize_dynamic( Input, Scratchpad, nodedata ) };
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// vehicle import can potentially fail
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if( vehicle == nullptr ) { return; }
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if( false == simulation::Vehicles.insert( vehicle ) ) {
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ErrorLog( "Bad scenario: duplicate vehicle name \"" + vehicle->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
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}
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if( ( vehicle->MoverParameters->CategoryFlag == 1 ) // trains only
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&& ( ( ( vehicle->LightList( end::front ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 )
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|| ( ( vehicle->LightList( end::rear ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 ) ) ) {
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simulation::Lights.insert( vehicle );
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}
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}
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else if( nodedata.type == "track" ) {
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auto *path { deserialize_path( Input, Scratchpad, nodedata ) };
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// duplicates of named tracks are currently experimentally allowed
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if( false == simulation::Paths.insert( path ) ) {
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ErrorLog( "Bad scenario: duplicate track name \"" + path->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
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/*
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delete path;
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delete pathnode;
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*/
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}
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scene::Groups.insert( scene::Groups.handle(), path );
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simulation::Region->insert_and_register( path );
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}
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else if( nodedata.type == "traction" ) {
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auto *traction { deserialize_traction( Input, Scratchpad, nodedata ) };
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// traction loading is optional
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if( traction == nullptr ) { return; }
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if( false == simulation::Traction.insert( traction ) ) {
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ErrorLog( "Bad scenario: duplicate traction piece name \"" + traction->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
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}
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scene::Groups.insert( scene::Groups.handle(), traction );
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simulation::Region->insert_and_register( traction );
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}
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else if( nodedata.type == "tractionpowersource" ) {
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auto *powersource { deserialize_tractionpowersource( Input, Scratchpad, nodedata ) };
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// traction loading is optional
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if( powersource == nullptr ) { return; }
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if( false == simulation::Powergrid.insert( powersource ) ) {
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ErrorLog( "Bad scenario: duplicate power grid source name \"" + powersource->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
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}
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/*
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// TODO: implement this
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simulation::Region.insert_powersource( powersource, Scratchpad );
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*/
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}
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else if( nodedata.type == "model" ) {
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if( nodedata.range_min < 0.0 ) {
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// 3d terrain
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if( false == Scratchpad.binary.terrain ) {
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// if we're loading data from text .scn file convert and import
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auto *instance { deserialize_model( Input, Scratchpad, nodedata ) };
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// model import can potentially fail
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if( instance == nullptr ) { return; }
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// go through submodels, and import them as shapes
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auto const cellcount = instance->TerrainCount() + 1; // zliczenie submodeli
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for( auto i = 1; i < cellcount; ++i ) {
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auto *submodel = instance->TerrainSquare( i - 1 );
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simulation::Region->insert(
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scene::shape_node().convert( submodel ),
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Scratchpad,
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false );
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// if there's more than one group of triangles in the cell they're held as children of the primary submodel
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submodel = submodel->ChildGet();
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while( submodel != nullptr ) {
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simulation::Region->insert(
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scene::shape_node().convert( submodel ),
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Scratchpad,
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false );
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submodel = submodel->NextGet();
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}
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}
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// with the import done we can get rid of the source model
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delete instance;
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}
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else {
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// if binary terrain file was present, we already have this data
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skip_until( Input, "endmodel" );
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}
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}
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else {
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// regular instance of 3d mesh
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auto *instance { deserialize_model( Input, Scratchpad, nodedata ) };
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// model import can potentially fail
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if( instance == nullptr ) { return; }
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if( false == simulation::Instances.insert( instance ) ) {
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ErrorLog( "Bad scenario: duplicate 3d model instance name \"" + instance->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
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}
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scene::Groups.insert( scene::Groups.handle(), instance );
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simulation::Region->insert( instance );
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}
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}
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else if( ( nodedata.type == "triangles" )
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|| ( nodedata.type == "triangle_strip" )
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|| ( nodedata.type == "triangle_fan" ) ) {
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auto const skip {
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// all shapes will be loaded from the binary version of the file
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( true == Scratchpad.binary.terrain )
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// crude way to detect fixed switch trackbed geometry
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|| ( ( true == Global.CreateSwitchTrackbeds )
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&& ( Input.Name().size() >= 15 )
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&& ( Input.Name().substr( 0, 11 ) == "scenery/zwr" )
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&& ( Input.Name().substr( Input.Name().size() - 4 ) == ".inc" ) ) };
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if( false == skip ) {
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simulation::Region->insert(
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scene::shape_node().import(
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Input, nodedata ),
|
|
Scratchpad,
|
|
true );
|
|
}
|
|
else {
|
|
skip_until( Input, "endtri" );
|
|
}
|
|
}
|
|
else if( ( nodedata.type == "lines" )
|
|
|| ( nodedata.type == "line_strip" )
|
|
|| ( nodedata.type == "line_loop" ) ) {
|
|
|
|
if( false == Scratchpad.binary.terrain ) {
|
|
|
|
simulation::Region->insert(
|
|
scene::lines_node().import(
|
|
Input, nodedata ),
|
|
Scratchpad );
|
|
}
|
|
else {
|
|
// all lines were already loaded from the binary version of the file
|
|
skip_until( Input, "endline" );
|
|
}
|
|
}
|
|
else if( nodedata.type == "memcell" ) {
|
|
|
|
auto *memorycell { deserialize_memorycell( Input, Scratchpad, nodedata ) };
|
|
if( false == simulation::Memory.insert( memorycell ) ) {
|
|
ErrorLog( "Bad scenario: duplicate memory cell name \"" + memorycell->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
}
|
|
scene::Groups.insert( scene::Groups.handle(), memorycell );
|
|
simulation::Region->insert( memorycell );
|
|
}
|
|
else if( nodedata.type == "eventlauncher" ) {
|
|
|
|
auto *eventlauncher { deserialize_eventlauncher( Input, Scratchpad, nodedata ) };
|
|
if( false == simulation::Events.insert( eventlauncher ) ) {
|
|
ErrorLog( "Bad scenario: duplicate event launcher name \"" + eventlauncher->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
}
|
|
// event launchers can be either global, or local with limited range of activation
|
|
// each gets assigned different caretaker
|
|
if( true == eventlauncher->IsGlobal() ) {
|
|
simulation::Events.queue( eventlauncher );
|
|
}
|
|
else {
|
|
scene::Groups.insert( scene::Groups.handle(), eventlauncher );
|
|
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_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;
|
|
|
|
if( true == Global.ScenarioTimeCurrent ) {
|
|
// calculate time shift required to match scenario time with local clock
|
|
auto timenow = std::time( 0 );
|
|
auto const *localtime = std::localtime( &timenow );
|
|
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;
|
|
}
|
|
|
|
// 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" );
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
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_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 ]->AttachPrev(
|
|
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)
|
|
Scratchpad.trainset.vehicles.back()->RaLightsSet( -1, 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
|
|
|
|
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 const datafolder { Input.getToken<std::string>() };
|
|
auto const skinfile { Input.getToken<std::string>() };
|
|
auto const mmdfile { Input.getToken<std::string>() };
|
|
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 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
|
|
}
|
|
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 );
|
|
filename = Global.asCurrentSceneryPath + filename + "_export";
|
|
|
|
std::ofstream scmfile { filename + ".scm" };
|
|
// groups
|
|
scmfile << "// groups\n";
|
|
scene::Groups.export_as_text( scmfile );
|
|
// tracks
|
|
scmfile << "// paths\n";
|
|
for( auto const *path : Paths.sequence() ) {
|
|
if( path->group() == null_handle ) {
|
|
path->export_as_text( scmfile );
|
|
}
|
|
}
|
|
// traction
|
|
scmfile << "// traction\n";
|
|
for( auto const *traction : Traction.sequence() ) {
|
|
if( traction->group() == null_handle ) {
|
|
traction->export_as_text( scmfile );
|
|
}
|
|
}
|
|
// power grid
|
|
scmfile << "// traction power sources\n";
|
|
for( auto const *powersource : Powergrid.sequence() ) {
|
|
if( powersource->group() == null_handle ) {
|
|
powersource->export_as_text( scmfile );
|
|
}
|
|
}
|
|
// models
|
|
scmfile << "// instanced models\n";
|
|
for( auto const *instance : Instances.sequence() ) {
|
|
if( instance->group() == null_handle ) {
|
|
instance->export_as_text( scmfile );
|
|
}
|
|
}
|
|
// sounds
|
|
// NOTE: sounds currently aren't included in groups
|
|
scmfile << "// sounds\n";
|
|
Region->export_as_text( scmfile );
|
|
|
|
std::ofstream ctrfile { filename + ".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." );
|
|
}
|
|
|
|
} // simulation
|
|
|
|
//---------------------------------------------------------------------------
|