Files
maszyna/simulation.cpp
2017-10-31 14:01:53 +01:00

884 lines
32 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.h"
#include "Globals.h"
#include "Logs.h"
#include "uilayer.h"
namespace simulation {
state_manager State;
event_manager Events;
memory_table Memory;
path_table Paths;
traction_table Traction;
powergridsource_table Powergrid;
instance_table Instances;
vehicle_table Vehicles;
light_array Lights;
lua Lua;
scene::basic_region *Region { nullptr };
bool
state_manager::deserialize( std::string const &Scenariofile ) {
// TODO: move initialization to separate routine so we can reuse it
SafeDelete( Region );
Region = new scene::basic_region();
// TODO: check first for presence of serialized binary files
// if this fails, fall back on the legacy text format
scene::scratch_data importscratchpad;
importscratchpad.binary.terrain = Region->deserialize( Scenariofile );
// NOTE: for the time being import from text format is a given, since we don't have full binary serialization
cParser scenarioparser( Scenariofile, cParser::buffer_FILE, Global::asCurrentSceneryPath, Global::bLoadTraction );
if( false == scenarioparser.ok() ) { return false; }
deserialize( scenarioparser, importscratchpad );
// if we didn't find usable binary version of the scenario files, create them now for future use
if( false == importscratchpad.binary.terrain ) { Region->serialize( Scenariofile ); }
Global::iPause &= ~0x10; // koniec pauzy wczytywania
return true;
}
// legacy method, calculates changes in simulation state over specified time
void
state_manager::update( double const Deltatime, int Iterationcount ) {
// aktualizacja animacji krokiem FPS: dt=krok czasu [s], dt*iter=czas od ostatnich przeliczeń
if (Deltatime == 0.0) {
// jeśli załączona jest pauza, to tylko obsłużyć ruch w kabinie trzeba
return;
}
auto const totaltime { Deltatime * Iterationcount };
// NOTE: we perform animations first, as they can determine factors like contact with powergrid
TAnimModel::AnimUpdate( totaltime ); // wykonanie zakolejkowanych animacji
simulation::Powergrid.update( totaltime );
simulation::Vehicles.update( Deltatime, Iterationcount );
}
// restores class data from provided stream
void
state_manager::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) {
// 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_manager::*)(cParser &, scene::scratch_data &);
std::vector<
std::pair<
std::string,
deserializefunction> > functionlist = {
{ "atmo", &state_manager::deserialize_atmo },
{ "camera", &state_manager::deserialize_camera },
{ "config", &state_manager::deserialize_config },
{ "description", &state_manager::deserialize_description },
{ "event", &state_manager::deserialize_event },
{ "lua", &state_manager::deserialize_lua },
{ "firstinit", &state_manager::deserialize_firstinit },
{ "light", &state_manager::deserialize_light },
{ "node", &state_manager::deserialize_node },
{ "origin", &state_manager::deserialize_origin },
{ "endorigin", &state_manager::deserialize_endorigin },
{ "rotate", &state_manager::deserialize_rotate },
{ "sky", &state_manager::deserialize_sky },
{ "test", &state_manager::deserialize_test },
{ "time", &state_manager::deserialize_time },
{ "trainset", &state_manager::deserialize_trainset },
{ "endtrainset", &state_manager::deserialize_endtrainset } };
using deserializefunctionbind = std::function<void()>;
std::unordered_map<
std::string,
deserializefunctionbind> functionmap;
for( auto &function : functionlist ) {
functionmap.emplace( function.first, std::bind( function.second, this, std::ref( Input ), std::ref( Scratchpad ) ) );
}
// deserialize content from the provided input
auto
timelast { std::chrono::steady_clock::now() },
timenow { timelast };
std::string token { Input.getToken<std::string>() };
while( false == token.empty() ) {
auto lookup = functionmap.find( token );
if( lookup != functionmap.end() ) {
lookup->second();
}
else {
ErrorLog( "Bad scenario: unexpected token \"" + token + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
timenow = std::chrono::steady_clock::now();
if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
timelast = timenow;
glfwPollEvents();
UILayer.set_progress( Input.getProgress(), Input.getFullProgress() );
GfxRenderer.Render();
}
token = Input.getToken<std::string>();
}
if( false == Scratchpad.initialized ) {
// manually perform scenario initialization
deserialize_firstinit( Input, Scratchpad );
}
}
void
state_manager::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
Input.getTokens( 2 );
Input
>> Global::fFogStart
>> Global::fFogEnd;
if( Global::fFogEnd > 0.0 ) {
// fog colour; optional legacy parameter, no longer used
Input.getTokens( 3 );
}
std::string token { Input.getToken<std::string>() };
if( token != "endatmo" ) {
// optional overcast parameter
Global::Overcast = clamp( std::stof( token ), 0.f, 1.f );
}
while( ( false == token.empty() )
&& ( token != "endatmo" ) ) {
// anything else left in the section has no defined meaning
token = Input.getToken<std::string>();
}
}
void
state_manager::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 ] =
Math3D::vector3(
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_manager::deserialize_config( cParser &Input, scene::scratch_data &Scratchpad ) {
// config parameters (re)definition
Global::ConfigParse( Input );
}
void
state_manager::deserialize_description( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, never really used;
skip_until( Input, "enddescription" );
}
void
state_manager::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 = new TEvent();
Math3D::vector3 offset = (
Scratchpad.location.offset.empty() ?
Math3D::vector3() :
Math3D::vector3(
Scratchpad.location.offset.top().x,
Scratchpad.location.offset.top().y,
Scratchpad.location.offset.top().z ) );
event->Load( &Input, offset );
if( false == simulation::Events.insert( event ) ) {
delete event;
}
}
void state_manager::deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad )
{
Input.getTokens(1, false);
std::string file;
Input >> file;
simulation::Lua.interpret(Global::asCurrentSceneryPath + file);
}
void
state_manager::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
if( true == Scratchpad.initialized ) { return; }
simulation::Paths.InitTracks();
simulation::Traction.InitTraction();
simulation::Events.InitEvents();
simulation::Events.InitLaunchers();
simulation::Memory.InitCells();
Scratchpad.initialized = true;
}
void
state_manager::deserialize_light( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, no longer used nor supported;
skip_until( Input, "endlight" );
}
void
state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad ) {
auto const inputline = Input.Line(); // cache in case we need to report error
scene::node_data nodedata;
// common data and node type indicator
Input.getTokens( 4 );
Input
>> nodedata.range_max
>> nodedata.range_min
>> nodedata.name
>> nodedata.type;
// 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( false == simulation::Vehicles.insert( vehicle ) ) {
ErrorLog( "Bad scenario: vehicle with duplicate name \"" + vehicle->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
if( ( vehicle->MoverParameters->CategoryFlag == 1 ) // trains only
&& ( ( vehicle->MoverParameters->SecuritySystem.SystemType != 0 )
|| ( vehicle->MoverParameters->SandCapacity > 0.0 ) ) ) {
// we check for presence of security system or sand load, as a way to determine whether the vehicle is a controllable engine
// NOTE: this isn't 100% precise, e.g. middle EZT module comes with security system, while it has no lights, and some engines
// don't have security systems fitted
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: track with duplicate name \"" + path->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
/*
delete path;
delete pathnode;
*/
}
simulation::Region->insert_path( path, Scratchpad );
}
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: traction piece with duplicate name \"" + traction->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
simulation::Region->insert_traction( traction, Scratchpad );
}
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: power grid source with duplicate name \"" + powersource->name() + "\" encountered 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
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_shape(
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_shape(
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
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( false == simulation::Instances.insert( instance ) ) {
ErrorLog( "Bad scenario: 3d model instance with duplicate name \"" + instance->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
simulation::Region->insert_instance( instance, Scratchpad );
}
}
else if( ( nodedata.type == "triangles" )
|| ( nodedata.type == "triangle_strip" )
|| ( nodedata.type == "triangle_fan" ) ) {
if( false == Scratchpad.binary.terrain ) {
simulation::Region->insert_shape(
scene::shape_node().deserialize(
Input, nodedata ),
Scratchpad,
true );
}
else {
// all shapes were already loaded from the binary version of the file
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_lines(
scene::lines_node().deserialize(
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: memory cell with duplicate name \"" + memorycell->name() + "\" encountered in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
}
/*
// TODO: implement this
simulation::Region.insert_memorycell( memorycell, Scratchpad );
*/
}
else if( nodedata.type == "eventlauncher" ) {
auto *eventlauncher { deserialize_eventlauncher( Input, Scratchpad, nodedata ) };
if( false == simulation::Events.insert( eventlauncher ) ) {
ErrorLog( "Bad scenario: event launcher with duplicate name \"" + eventlauncher->name() + "\" encountered 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 {
simulation::Region->insert_launcher( eventlauncher, Scratchpad );
}
}
else if( nodedata.type == "sound" ) {
auto *sound { deserialize_sound( Input, Scratchpad, nodedata ) };
simulation::Region->insert_sound( sound, Scratchpad );
}
}
void
state_manager::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_manager::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_manager::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_manager::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_manager::deserialize_test( cParser &Input, scene::scratch_data &Scratchpad ) {
// legacy section, no longer supported;
skip_until( Input, "endtest" );
}
void
state_manager::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" );
}
void
state_manager::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_manager::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;
}
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, TMoverParameters::light::rearendsignals );
}
// all done
Scratchpad.trainset.is_open = false;
}
// creates path and its wrapper, restoring class data from provided stream
TTrack *
state_manager::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 );
Math3D::vector3 offset = (
Scratchpad.location.offset.empty() ?
Math3D::vector3() :
Math3D::vector3(
Scratchpad.location.offset.top().x,
Scratchpad.location.offset.top().y,
Scratchpad.location.offset.top().z ) );
track->Load( &Input, offset );
return track;
}
TTraction *
state_manager::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_manager::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_manager::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_manager::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_manager::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->RaAnglesSet( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
if( false == instance->Load( &Input, false ) ) {
// model nie wczytał się - ignorowanie node
SafeDelete( instance );
}
instance->location( transform( location, Scratchpad ) );
return instance;
}
TDynamicObject *
state_manager::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->asEvent0Name.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 ? 0 : 1 ) ].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 {
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 *
state_manager::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 const soundname { Input.getToken<std::string>() };
auto *sound = sound_man->create_text_sound(soundname);
sound->position((glm::vec3)location).dist(Nodedata.range_max);
skip_until( Input, "endsound" );
return sound;
}
// skips content of stream until specified token
void
state_manager::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_manager::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;
}
} // simulation
//---------------------------------------------------------------------------