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Files
maszyna/simulation/simulationenvironment.cpp
jerrrrycho 6263fe539b Fix/sonar maintainability rebased (#209)
* refactor(sonar): use override instead of redundant virtual (cpp:S3471)

* refactor(sonar): remove empty statements, one declaration per statement (cpp:S1116, cpp:S1659)

* refactor(sonar): drop redundant lambda return types (cpp:S3574)

* refactor(sonar): prefer using over typedef (cpp:S5416)

* refactor(sonar): use =default for trivial special members (cpp:S3490)

* refactor(sonar): use nullptr literal (cpp:S4962)

* refactor(sonar): remove redundant access specifiers (cpp:S3539)

* refactor(sonar): remove redundant casts (cpp:S1905)

* refactor(sonar): use std::scoped_lock instead of std::lock_guard (cpp:S5997)

* refactor(sonar): construct elements in place with emplace_back (cpp:S6003)

* refactor(sonar): make narrowing conversions explicit (cpp:S5276)

* refactor(sonar): mark unused parameters (cpp:S1172)

Unused names are commented out; parameters used only on some platforms
are marked [[maybe_unused]].

* refactor(sonar): declare non-mutating member functions const (cpp:S5817)

Virtual functions are left untouched so overrides keep matching.

* refactor(sonar): merge collapsible nested if statements (cpp:S1066)

Comments that preceded the inner if are kept above the merged statement.

* refactor(sonar): scope single-use variables in if init-statements (cpp:S6004)

* fix(sonar): give polymorphic base classes virtual destructors (cpp:S1235)

* refactor(sonar): use try_emplace for map insertion (cpp:S6030)

* refactor(sonar): use auto where the type is spelled out on the right (cpp:S5827)

* refactor(sonar): remove redundant parentheses (cpp:S1110)

* refactor(sonar): document intentionally empty functions (cpp:S1186)

* refactor(sonar): remove dead stores (cpp:S1854)

Side effects (e.g. LISTLINE++) are kept.

* refactor(sonar): remove unused variables, captures and private fields (cpp:S1481, cpp:S1068)

* refactor(sonar): use structured bindings for pair access (cpp:S6005)

* refactor(sonar): use range-based loops and ranges algorithms (cpp:S5566)

* refactor(sonar): split chained assignments (cpp:S1121)

* refactor(sonar): add default cases to switch statements (cpp:S3562)

* refactor(sonar): use std::size for array lengths (cpp:S7127)

* refactor(sonar): use std::ranges algorithms and std::erase(_if) (cpp:S6197)

* refactor(sonar): access static members through the class (cpp:S2209)

* refactor(sonar): add braces around nested if-else (cpp:S5261)

* refactor(sonar): avoid side effects inside typeid operands (cpp:S5279)

* refactor(sonar): drop top-level const from by-value return types (cpp:S5951)

* refactor(sonar): declare variables separately from their type definitions (cpp:S3646)

* refactor(sonar): declare loop counters in the for statement (cpp:S5955)

* refactor(sonar): rely on class template argument deduction (cpp:S6012)

* refactor(sonar): inherit base constructors instead of forwarding them (cpp:S5952)

* refactor(sonar): rename locals that shadow outer declarations (cpp:S1117)

Only local variables and definition parameters are renamed; shadowing
struct fields and enumerators in headers are left for a separate change.

* refactor(sonar): reduce enum qualification with using enum (cpp:S6177)

Applied only where no unqualified name in the block could be captured by
the introduced enumerators.

* refactor(sonar): mark converting constructors explicit (cpp:S1709)

sound_source and the gl::object conversion operators stay implicit; they
are relied upon by copy-list-initialisation and GL calls.

* refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230)

* refactor(sonar): make read-only local references and pointers const (cpp:S5350)

* refactor(sonar): take read-only pointer and reference parameters as const (cpp:S995)

TTrain command handlers keep their signature, it is fixed by the handler table.

* refactor(sonar): pass expensive-to-copy parameters by const reference (cpp:S1238)

Signatures declared in files touched by PR 206 (Driver.h, EU07.cpp) and
virtual overrides are left unchanged.

* refactor(sonar): use transparent comparators for string-keyed maps (cpp:S6045)

std::unordered_map instances and map types exposed in headers used by
other modules are left as they are.

* fix(sonar): do not use UI text as a printf format string (cpp:S5281)

Text lines containing '%' would otherwise be interpreted as format
specifiers by ImGui::TextColored.

* refactor(sonar): use std::bind_front for callbacks (cpp:S5995)

* refactor(sonar): drop const_cast on string literals passed to the Python C API (cpp:S859)

* refactor(sonar): take read-only string parameters as std::string_view (cpp:S6009)

The Windows messaging helpers keep std::string, they need c_str().

* refactor(sonar): make read-only global tables const (cpp:S5421)

Mutable global state (flags, timers, singletons) is left as is.

* refactor(sonar): replace single-case switch statements with if (cpp:S1301)

* refactor(sonar): format UUIDs and log timestamps with std::format (cpp:S6494, cpp:S5945)

* refactor(sonar): use std::array for local fixed-size arrays (cpp:S5945)

Arrays that are class members or part of headers are left unchanged.

* fix(sonar): test the bearing damage bit, not bit 0 (cpp:S872)

'DamageFlag & dtrain_bearing > 0' parsed as 'DamageFlag & (dtrain_bearing > 0)',
i.e. DamageFlag & 1, so bearing friction reacted to the wrong damage flag.

* refactor(sonar): assorted small fixes

- empty() instead of size() comparisons (cpp:S1155)
- member initialisers in declaration order (cpp:S3229)
- no redundant c_str() when a std::string is accepted (cpp:S7121)
- contains() on associative containers (cpp:S6171)
- const reference instead of a copying range-for (cpp:S6032)
- starts_with() for prefix checks (cpp:S6178)
- no std::move on temporaries (cpp:S5274)
- has_value() on std::optional (cpp:S7172)
- bool literals for bool members (cpp:S5820)
- inline only on the definition (cpp:S3548)
- explicit base access specifier (cpp:S5965)
- explicit element access instead of dereferencing an array (cpp:S7116)
- rely on the C++20 rewritten operator!= (cpp:S6186)

* refactor(sonar): more small fixes

- std::format instead of iostream manipulators in to_string/to_hex_str (cpp:S6495);
  output verified identical, negative hex values keep the unsigned form
- remove an empty compound statement (cpp:S108)
- drop an always-false unsigned < 0 branch (cpp:S1768)
- explicit lambda capture (cpp:S3608)
- std::make_unique (cpp:S5950)

* chore: strip stray carriage returns left in TTrain constructor comments

* fix: keep quantize() in its own value type

The S5276 change cast the result of the generic quantize<Type_>() to
unsigned int, which truncated float/double callers (shadow angle slider,
editor rotation snapping, AI speed control steps) and broke negative values.

* fix(sonar): use integer loop counters in segment sampling (cpp:S2193)

* refactor(sonar): clean up issues reported on PR 209

- remove locals left unused after the dead-store cleanup (cpp:S1481, cpp:S1854)
- unnamed unused parameter (cpp:S1172)
- single-use declarations moved into if init-statements (cpp:S6004)
- auto for casted initialisers (cpp:S5827)
- const references and pointers where nothing is modified (cpp:S5350)
- rename structured bindings shadowed by inner declarations (cpp:S1117)
2026-10-11 13:22:33 +02:00

265 lines
10 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/simulationenvironment.h"
#include "simulation/simulationsounds.h"
#include "utilities/Globals.h"
#include "utilities/Timer.h"
namespace simulation {
world_environment Environment;
} // simulation
void
world_environment::on_daylight_change() {
if( Global.FakeLight ) {
// for fake daylight enter fixed hour
time( 10, 30, 0 );
}
else {
// local clock based calculation
time();
}
}
// calculates current season of the year based on set simulation date
void
world_environment::compute_season( int const Yearday ) {
using dayseasonpair = std::pair<int, std::string>;
std::vector<dayseasonpair> seasonsequence {
{ 65, "winter:" },
{ 158, "spring:" },
{ 252, "summer:" },
{ 341, "autumn:" },
{ 366, "winter:" } };
auto const lookup =
std::ranges::lower_bound(
seasonsequence,
std::clamp( Yearday, 1, seasonsequence.back().first ),
{}, &dayseasonpair::first );
Global.Season = lookup->second;
// season can affect the weather so if it changes, re-calculate weather as well
compute_weather();
}
// calculates current weather
void
world_environment::compute_weather() const {
Global.Weather = Global.Overcast <= 0.10 ? "clear:" :
Global.Overcast <= 0.50 ? "scattered:" :
Global.Overcast <= 0.90 ? "broken:" :
Global.Overcast <= 1.00 ? "overcast:" :
Global.AirTemperature > 1 ? "rain:" :
"snow:";
Global.fTurbidity = Global.Overcast <= 0.10 ? 3 :
Global.Overcast <= 0.20 ? 4 :
Global.Overcast <= 0.30 ? 5 :
Global.Overcast <= 0.40 ? 5 :
Global.Overcast <= 0.50 ? 5 :
Global.Overcast <= 0.60 ? 5 :
Global.Overcast <= 0.70 ? 6 :
Global.Overcast <= 0.80 ? 7 :
Global.Overcast <= 0.90 ? 8 :
9;
}
void
world_environment::init() {
m_sun.init();
m_moon.init();
m_stars.init();
m_clouds.Init();
m_precipitation.init();
{
auto const rainsoundoverride { simulation::Sound_overrides.find( "weather.rainsound:" ) };
m_rainsound.deserialize(
rainsoundoverride != simulation::Sound_overrides.end() ? rainsoundoverride->second : "rain-sound-loop",
sound_type::single );
}
m_wind = basic_wind{
static_cast<float>( Random( 0, 360 ) ),
static_cast<float>( Random( -5, 5 ) ),
static_cast<float>( Random( -2, 4 ) ),
static_cast<float>( Random( -1, 1 ) ),
static_cast<float>( Random( 5, 20 ) ),
{} };
}
void
world_environment::update() {
// move celestial bodies...
m_sun.update();
m_moon.update();
// ...determine source of key light and adjust global state accordingly...
// diffuse (sun) intensity goes down after twilight, and reaches minimum 18 degrees below horizon
float twilightfactor = std::clamp( -m_sun.getAngle(), 0.0f, 18.0f ) / 18.0f;
// NOTE: sun light receives extra padding to prevent moon from kicking in too soon
auto const sunlightlevel = m_sun.getIntensity() + 0.05f * ( 1.f - twilightfactor );
auto const moonlightlevel = m_moon.getIntensity() * 0.65f; // scaled down by arbitrary factor, it's pretty bright otherwise
// ...update skydome to match the current sun position as well...
// twilight factor can be reset later down, so we do it here while it's still reflecting state of the sun
// turbidity varies from 2-3 during the day based on overcast, 3-4 after sunset to deal with sunlight bleeding too much into the sky from below horizon
m_skydome.SetTurbidity(
2.25f
+ std::clamp( Global.Overcast, 0.f, 1.f )
+ std::lerp( 0.f, 1.f, std::clamp( twilightfactor * 1.5f, 0.f, 1.f ) ) );
m_skydome.SetOvercastFactor( Global.Overcast );
m_skydome.Update( m_sun.getDirection() );
float keylightintensity;
glm::vec3 keylightcolor;
Global.SunAngle = m_sun.getAngle();
if (moonlightlevel > sunlightlevel && Global.SunAngle < -20)
{
// rare situations when the moon is brighter than the sun, typically at night
Global.SunAngle = m_moon.getAngle();
Global.DayLight.position = m_moon.getDirection();
Global.DayLight.direction = -1.0f * m_moon.getDirection();
keylightintensity = moonlightlevel;
m_lightintensity = moonlightlevel;
// if the moon is up, it overrides the twilight
twilightfactor = 0.0f;
keylightcolor = glm::vec3( 1.0f, 0.9490196f, 0.7921569f );
}
else {
// regular situation with sun as the key light
Global.SunAngle = m_sun.getAngle();
Global.DayLight.position = m_sun.getDirection();
Global.DayLight.direction = -1.0f * m_sun.getDirection();
keylightintensity = sunlightlevel;
m_lightintensity = 1.0f;
// include 'golden hour' effect in twilight lighting
float const duskfactor = 1.25f - std::clamp( Global.SunAngle, 0.0f, 18.0f ) / 18.0f;
keylightcolor = glm::mix(
glm::vec3( 1.0f, 0.9490196f, 0.9058824f ), // 255, 242, 231 / 255
glm::vec3( 0.9215686f, 0.4705882f, 0.1411765f ), // 235, 120, 36 / 255
duskfactor );
}
// ...retrieve current sky colour and brightness...
auto const skydomecolour = m_skydome.GetAverageColor();
auto const skydomehsv = colors::RGBtoHSV( skydomecolour );
// sun strength is reduced by overcast level
keylightintensity *= 1.0f - std::min(1.f, Global.Overcast) * 0.65f;
// intensity combines intensity of the sun and the light reflected by the sky dome
// it'd be more technically correct to have just the intensity of the sun here,
// but whether it'd _look_ better is something to be tested
auto const intensity = std::min( 1.15f * ( 0.05f + keylightintensity + skydomehsv.z ), 1.25f );
// the impact of sun component is reduced proportionally to overcast level, as overcast increases role of ambient light
auto const diffuselevel = std::lerp( keylightintensity, intensity * ( 1.0f - twilightfactor ), 1.0f - std::min( 1.f, Global.Overcast ) * 0.75f );
// ...update light colours and intensity.
keylightcolor = keylightcolor * diffuselevel;
Global.DayLight.diffuse = glm::vec4( keylightcolor, Global.DayLight.diffuse.a );
Global.DayLight.specular = glm::vec4( keylightcolor * 0.85f, diffuselevel );
// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
// (this is pure conjecture, aimed more to 'look right' than be accurate)
float const ambienttone = std::clamp( 1.0f - Global.SunAngle / 90.0f, 0.0f, 1.0f );
float const ambientintensitynightfactor = 1.f - 0.75f * std::clamp( -m_sun.getAngle(), 0.0f, 18.0f ) / 18.0f;
Global.DayLight.ambient[ 0 ] = std::lerp( skydomehsv.z, skydomecolour.r, ambienttone ) * ambientintensitynightfactor;
Global.DayLight.ambient[ 1 ] = std::lerp( skydomehsv.z, skydomecolour.g, ambienttone ) * ambientintensitynightfactor;
Global.DayLight.ambient[ 2 ] = std::lerp( skydomehsv.z, skydomecolour.b, ambienttone ) * ambientintensitynightfactor;
Global.fLuminance = intensity;
// update the fog. setting it to match the average colour of the sky dome is cheap
// but quite effective way to make the distant items blend with background better
Global.FogColor = m_skydome.GetAverageHorizonColor() * keylightcolor *
std::clamp((float)Global.fLuminance, 0.f, 1.f);
// weather-related simulation factors
Global.FrictionWeatherFactor = Global.Weather == "rain:" ? 0.85f : Global.Weather == "snow:" ? 0.75f : 1.0f;
Global.Period = m_sun.getAngle() > -12.0f ? "day:" : "night:";
if( true == (FreeFlyModeFlag || Global.CabWindowOpen)
&& Global.Weather == "rain:" ) {
if( m_rainsound.is_combined() ) {
m_rainsound.pitch( static_cast<float>(Global.Overcast - 1.0) );
}
m_rainsound
.gain( m_rainsound.m_amplitudeoffset + m_rainsound.m_amplitudefactor * 1.f )
.play( sound_flags::exclusive | sound_flags::looping );
}
else {
m_rainsound.stop();
}
update_wind();
}
void
world_environment::update_precipitation() {
m_precipitation.update();
}
void
world_environment::update_moon() {
m_moon.update( true );
}
void
world_environment::update_wind() {
auto const timedelta{ static_cast<float>( Timer::GetDeltaTime() ) };
m_wind.change_time -= timedelta;
if( m_wind.change_time < 0 ) {
m_wind.change_time = static_cast<float>(Random( 5, 15 ));
m_wind.velocity_change = static_cast<float>(Random( -0.2, 0.2 ));
if( Random() < 0.05 ) {
// changes in wind direction should be less frequent than changes in wind speed
// TBD, TODO: configuration-driven direction change frequency
m_wind.azimuth_change = static_cast<float>(Random( -5, 5 ));
}
else {
// keep direction change periods short, to avoid too drastic changes in direction
m_wind.azimuth_change = 0.0;
}
}
// TBD, TODO: wind configuration
m_wind.azimuth = clamp_circular( m_wind.azimuth + m_wind.azimuth_change * timedelta );
// HACK: negative part of range allows for some quiet periods, without active wind
m_wind.velocity = std::clamp( m_wind.velocity + m_wind.velocity_change * timedelta, -2.f, 4.f );
// convert to force vector
auto const polarangle { glm::radians( 90.f ) }; // theta
auto const azimuthalangle{ glm::radians( m_wind.azimuth ) }; // phi
// convert spherical coordinates to opengl coordinates
m_wind.vector =
std::max( 0.f, m_wind.velocity )
* glm::vec3(
std::sin( polarangle ) * std::sin( azimuthalangle ) * -1,
std::cos( polarangle ),
std::sin( polarangle ) * std::cos( azimuthalangle ) );
}
void
world_environment::time( int const Hour, int const Minute, int const Second ) {
m_sun.setTime( Hour, Minute, Second );
}
//---------------------------------------------------------------------------