Files
maszyna/scene.h

451 lines
18 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/.
*/
#pragma once
#include <vector>
#include <deque>
#include <array>
#include <stack>
#include <unordered_set>
#include "parser.h"
#include "openglgeometrybank.h"
#include "scenenode.h"
#include "Track.h"
#include "Traction.h"
#include "sound.h"
#include "command.h"
class opengl_renderer;
namespace scene {
int const EU07_CELLSIZE = 250;
int const EU07_SECTIONSIZE = 1000;
int const EU07_REGIONSIDESECTIONCOUNT = 500; // number of sections along a side of square region
struct scratch_data {
struct binary_data {
bool terrain{ false };
} binary;
struct location_data {
std::stack<glm::dvec3> offset;
glm::vec3 rotation;
} location;
struct trainset_data {
std::string name;
std::string track;
float offset { 0.f };
float velocity { 0.f };
std::vector<TDynamicObject *> vehicles;
std::vector<int> couplings;
TDynamicObject * driver { nullptr };
bool is_open { false };
std::unordered_map<std::string, std::string> assignment;
} trainset;
std::string name;
bool initialized { false };
};
// basic element of rudimentary partitioning scheme for the section. fixed size, no further subdivision
// TBD, TODO: replace with quadtree scheme?
class basic_cell {
friend opengl_renderer;
public:
// constructors
basic_cell() = default;
// methods
// potentially activates event handler with the same name as provided node, and within handler activation range
void
on_click( TAnimModel const *Instance );
// legacy method, finds and assigns traction piece to specified pantograph of provided vehicle
void
update_traction( TDynamicObject *Vehicle, int const Pantographindex );
// legacy method, polls event launchers within radius around specified point
void
update_events();
// legacy method, updates sounds within radius around specified point
void
update_sounds();
// legacy method, triggers radio-stop procedure for all vehicles located on paths in the cell
void
radio_stop();
// legacy method, adds specified path to the list of pieces undergoing state change
bool
RaTrackAnimAdd( TTrack *Track );
// legacy method, updates geometry for pieces in the animation list
void
RaAnimate( unsigned int const Framestamp );
// sends content of the class to provided stream
void
serialize( std::ostream &Output ) const;
// restores content of the class from provided stream
void
deserialize( std::istream &Input );
// sends content of the class in legacy (text) format to provided stream
void
export_as_text( std::ostream &Output ) const;
// adds provided shape to the cell
void
insert( shape_node Shape );
// adds provided lines to the cell
void
insert( lines_node Lines );
// adds provided path to the cell
void
insert( TTrack *Path );
// adds provided path to the cell
void
insert( TTraction *Traction );
// adds provided model instance to the cell
void
insert( TAnimModel *Instance );
// adds provided sound instance to the cell
void
insert( sound_source *Sound );
// adds provided event launcher to the cell
void
insert( TEventLauncher *Launcher );
// adds provided memory cell to the cell
void
insert( TMemCell *Memorycell );
// registers provided path in the lookup directory of the cell
void
register_end( TTrack *Path );
// registers provided traction piece in the lookup directory of the cell
void
register_end( TTraction *Traction );
// removes provided model instance from the cell
void
erase( TAnimModel *Instance );
// removes provided memory cell from the cell
void
erase( TMemCell *Memorycell );
// find a vehicle located nearest to specified point, within specified radius. reurns: located vehicle and distance
std::tuple<TDynamicObject *, float>
find( glm::dvec3 const &Point, float const Radius, bool const Onlycontrolled, bool const Findbycoupler ) const;
// finds a path with one of its ends located in specified point. returns: located path and id of the matching endpoint
std::tuple<TTrack *, int>
find( glm::dvec3 const &Point, TTrack const *Exclude ) const;
// finds a traction piece with one of its ends located in specified point. returns: located traction piece and id of the matching endpoint
std::tuple<TTraction *, int>
find( glm::dvec3 const &Point, TTraction const *Exclude ) const;
// finds a traction piece located nearest to specified point, sharing section with specified other piece and powered in specified direction. returns: located traction piece
std::tuple<TTraction *, int, float>
find( glm::dvec3 const &Point, TTraction const *Other, int const Currentdirection ) const;
// sets center point of the cell
void
center( glm::dvec3 Center );
// generates renderable version of held non-instanced geometry in specified geometry bank
void
create_geometry( gfx::geometrybank_handle const &Bank );
void
create_map_geometry(std::vector<gfx::basic_vertex> &Bank, const gfx::geometrybank_handle Extra);
void
get_map_active_switches(std::vector<gfx::geometrybank_handle> &handles);
glm::vec3 find_nearest_track_point(const glm::dvec3 &pos);
// provides access to bounding area data
bounding_area const &
area() const {
return m_area; }
private:
// types
using path_sequence = std::vector<TTrack *>;
using shapenode_sequence = std::vector<shape_node>;
using linesnode_sequence = std::vector<lines_node>;
using traction_sequence = std::vector<TTraction *>;
using instance_sequence = std::vector<TAnimModel *>;
using sound_sequence = std::vector<sound_source *>;
using eventlauncher_sequence = std::vector<TEventLauncher *>;
using memorycell_sequence = std::vector<TMemCell *>;
// methods
void
launch_event(TEventLauncher *Launcher , bool local_only);
void
enclose_area( scene::basic_node *Node );
// members
scene::bounding_area m_area { glm::dvec3(), static_cast<float>( 0.5 * M_SQRT2 * EU07_CELLSIZE ) };
bool m_active { false }; // whether the cell holds any actual data content
shapenode_sequence m_shapesopaque; // opaque pieces of geometry
shapenode_sequence m_shapestranslucent; // translucent pieces of geometry
linesnode_sequence m_lines;
path_sequence m_paths; // path pieces
instance_sequence m_instancesopaque;
instance_sequence m_instancetranslucent;
traction_sequence m_traction;
sound_sequence m_sounds;
eventlauncher_sequence m_eventlaunchers;
memorycell_sequence m_memorycells;
// search helpers
struct lookup_data {
path_sequence paths;
traction_sequence traction;
} m_directories;
// animation of owned items (legacy code, clean up along with track refactoring)
bool m_geometrycreated { false };
unsigned int m_framestamp { 0 }; // id of last rendered gfx frame
TTrack *tTrackAnim = nullptr; // obiekty do przeliczenia animacji
command_relay m_relay;
};
// basic scene partitioning structure, holds terrain geometry and collection of cells
class basic_section {
friend opengl_renderer;
public:
// constructors
basic_section() = default;
// methods
// potentially activates event handler with the same name as provided node, and within handler activation range
void
on_click( TAnimModel const *Instance );
// legacy method, finds and assigns traction piece to specified pantograph of provided vehicle
void
update_traction( TDynamicObject *Vehicle, int const Pantographindex );
// legacy method, updates sounds and polls event launchers within radius around specified point
void
update_events( glm::dvec3 const &Location, float const Radius );
// legacy method, updates sounds and polls event launchers within radius around specified point
void
update_sounds( glm::dvec3 const &Location, float const Radius );
// legacy method, triggers radio-stop procedure for all vehicles in 2km radius around specified location
void
radio_stop( glm::dvec3 const &Location, float const Radius );
// sends content of the class to provided stream
void
serialize( std::ostream &Output ) const;
// restores content of the class from provided stream
void
deserialize( std::istream &Input );
// sends content of the class in legacy (text) format to provided stream
void
export_as_text( std::ostream &Output ) const;
// adds provided shape to the section
void
insert( shape_node Shape );
// adds provided lines to the section
void
insert( lines_node Lines );
// adds provided node to the section
template <class Type_>
void
insert( Type_ *Node ) {
auto &targetcell { cell( Node->location() ) };
targetcell.insert( Node );
// some node types can extend bounding area of the target cell
m_area.radius = std::max(
m_area.radius,
static_cast<float>( glm::length( m_area.center - targetcell.area().center ) + targetcell.area().radius ) ); }
// erases provided node from the section
template <class Type_>
void
erase( Type_ *Node ) {
auto &targetcell { cell( Node->location() ) };
// TODO: re-calculate bounding area after removal
targetcell.erase( Node ); }
// registers provided node in the lookup directory of the section enclosing specified point
template <class Type_>
void
register_node( Type_ *Node, glm::dvec3 const &Point ) {
cell( Point ).register_end( Node ); }
// find a vehicle located nearest to specified point, within specified radius. reurns: located vehicle and distance
std::tuple<TDynamicObject *, float>
find( glm::dvec3 const &Point, float const Radius, bool const Onlycontrolled, bool const Findbycoupler );
// finds a path with one of its ends located in specified point. returns: located path and id of the matching endpoint
std::tuple<TTrack *, int>
find( glm::dvec3 const &Point, TTrack const *Exclude );
// finds a traction piece with one of its ends located in specified point. returns: located traction piece and id of the matching endpoint
std::tuple<TTraction *, int>
find( glm::dvec3 const &Point, TTraction const *Exclude );
// finds a traction piece located nearest to specified point, sharing section with specified other piece and powered in specified direction. returns: located traction piece
std::tuple<TTraction *, int, float>
find( glm::dvec3 const &Point, TTraction const *Other, int const Currentdirection );
// sets center point of the section
void
center( glm::dvec3 Center );
// generates renderable version of held non-instanced geometry
void
create_geometry();
void
create_map_geometry(const gfx::geometrybank_handle handle);
void
get_map_active_switches(std::vector<gfx::geometrybank_handle> &handles);
// provides access to bounding area data
bounding_area const &
area() const {
return m_area; }
const gfx::geometrybank_handle get_map_geometry()
{ return m_map_geometryhandle;}
glm::vec3 find_nearest_track_point(const glm::dvec3 &point);
private:
// types
using cell_array = std::array<basic_cell, (EU07_SECTIONSIZE / EU07_CELLSIZE) * (EU07_SECTIONSIZE / EU07_CELLSIZE)>;
using shapenode_sequence = std::vector<shape_node>;
// methods
// provides access to section enclosing specified point
basic_cell &
cell(glm::dvec3 const &Location, const glm::ivec2 &offset = glm::ivec2(0));
// members
// placement and visibility
scene::bounding_area m_area { glm::dvec3(), static_cast<float>( 0.5 * M_SQRT2 * EU07_SECTIONSIZE ) };
// content
cell_array m_cells; // partitioning scheme
shapenode_sequence m_shapes; // large pieces of opaque geometry and (legacy) terrain
// TODO: implement dedicated, higher fidelity, fixed resolution terrain mesh item
// gfx renderer data
gfx::geometrybank_handle m_geometrybank;
bool m_geometrycreated { false };
gfx::geometrybank_handle m_map_geometryhandle;
};
// top-level of scene spatial structure, holds collection of sections
class basic_region {
friend opengl_renderer;
public:
// constructors
basic_region();
// destructor
~basic_region();
// methods
// potentially activates event handler with the same name as provided node, and within handler activation range
void
on_click( TAnimModel const *Instance );
// legacy method, finds and assigns traction piece to specified pantograph of provided vehicle
void
update_traction( TDynamicObject *Vehicle, int const Pantographindex );
// legacy method, polls event launchers around camera
void
update_events();
// legacy method, updates sounds around camera
void
update_sounds();
// checks whether specified file is a valid region data file
bool
is_scene( std::string const &Scenariofile ) const;
// stores content of the class in file with specified name
void
serialize( std::string const &Scenariofile ) const;
// restores content of the class from file with specified name. returns: true on success, false otherwise
bool
deserialize( std::string const &Scenariofile );
// sends content of the class in legacy (text) format to provided stream
void
export_as_text( std::ostream &Output ) const;
// legacy method, links specified path piece with potential neighbours
void
TrackJoin( TTrack *Track );
// legacy method, triggers radio-stop procedure for all vehicles in 2km radius around specified location
void
RadioStop( glm::dvec3 const &Location );
// inserts provided shape in the region
void
insert( shape_node Shape, scratch_data &Scratchpad, bool const Transform );
// inserts provided lines in the region
void
insert( lines_node Lines, scratch_data &Scratchpad );
// inserts provided node in the region
template <class Type_>
void
insert( Type_ *Node ) {
auto const location { Node->location() };
if( false == point_inside( location ) ) {
// NOTE: nodes placed outside of region boundaries are discarded
// TBD, TODO: clamp coordinates to region boundaries?
return; }
section( location ).insert( Node ); }
// inserts provided node in the region and registers its ends in lookup directory
template <class Type_>
void
insert_and_register( Type_ *Node ) {
insert( Node );
for( auto const &point : Node->endpoints() ) {
if( point_inside( point ) ) {
section( point ).register_node( Node, point ); } } }
// removes specified node from the region
template <class Type_>
void
erase( Type_ *Node ) {
auto const location{ Node->location() };
if( point_inside( location ) ) {
section( location ).erase( Node ); } }
// find a vehicle located nearest to specified point, within specified radius. reurns: located vehicle and distance
std::tuple<TDynamicObject *, float>
find_vehicle( glm::dvec3 const &Point, float const Radius, bool const Onlycontrolled, bool const Findbycoupler );
// finds a path with one of its ends located in specified point. returns: located path and id of the matching endpoint
std::tuple<TTrack *, int>
find_path( glm::dvec3 const &Point, TTrack const *Exclude );
// finds a traction piece with one of its ends located in specified point. returns: located traction piece and id of the matching endpoint
std::tuple<TTraction *, int>
find_traction( glm::dvec3 const &Point, TTraction const *Exclude );
// finds a traction piece located nearest to specified point, sharing section with specified other piece and powered in specified direction. returns: located traction piece
std::tuple<TTraction *, int>
find_traction( glm::dvec3 const &Point, TTraction const *Other, int const Currentdirection );
// finds sections inside specified sphere. returns: list of sections
std::vector<basic_section *> const &
sections( glm::dvec3 const &Point, float const Radius );
void
create_map_geometry();
void
update_poi_geometry();
basic_section* get_section(size_t section)
{ return m_sections[section]; }
gfx::geometrybank_handle
get_map_poi_geometry() { return m_map_poipoints; }
glm::vec3 find_nearest_track_point(const glm::dvec3 &pos)
{ return section(pos).find_nearest_track_point(pos); }
private:
// types
using section_array = std::array<basic_section *, EU07_REGIONSIDESECTIONCOUNT * EU07_REGIONSIDESECTIONCOUNT>;
struct region_scratchpad {
std::vector<basic_section *> sections;
};
gfx::geometrybank_handle m_map_geometrybank;
gfx::geometrybank_handle m_map_poipoints;
// methods
// checks whether specified point is within boundaries of the region
bool
point_inside( glm::dvec3 const &Location );
// legacy method, trims provided shape to fit into a section. adds trimmed part at the end of provided list, returns true if changes were made
static
bool
RaTriangleDivider( shape_node &Shape, std::deque<shape_node> &Shapes );
// provides access to section enclosing specified point
basic_section &
section( glm::dvec3 const &Location );
// members
section_array m_sections;
region_scratchpad m_scratchpad;
};
} // scene
//---------------------------------------------------------------------------