mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 04:19:19 +02:00
The previous nearest-first build captured every deferred visual node as text into a sorted vector, which does not scale: one tomaszewo flora file alone holds 440k model nodes (the scenery has 1M+), so the capture ran the process to ~7 GB and its enumeration never finished. Stream the visual nodes in camera-distance rings instead, with no per-node capture (O(1) memory). The visual pass replays the twin once per ring (nearest first); a node is built only when its squared distance to the camera -- sampled once when the visual phase starts, so the partition is stable across passes -- falls in the current ring, otherwise the rest of its body is skipped in O(1) by jumping over the v6 marker span. Each node is therefore built exactly once, in roughly nearest-first order, through the normal node path (instancing buckets unchanged). Explicit triangles/lines shapes have no single position to ring-test by, so they build in the nearest ring pass only. Reader gains skip_to_node_end() (remembers the served node's end and jumps the cursor there); cParser::skipReplayNode() delegates it down the active include child. Verified: td.scn builds 4 rings, no duplicates, no unexpected tokens, complete ~1s after the infrastructure pass. tomaszewo stays memory-bounded (no OOM, no duplicates) where the capture approach previously hung. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1435 lines
54 KiB
C++
1435 lines
54 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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#include "stdafx.h"
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#include "simulation/simulationstateserializer.h"
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#include "utilities/Globals.h"
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#include "simulation/simulation.h"
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#include "simulation/simulationtime.h"
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#include "simulation/simulationsounds.h"
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#include "simulation/simulationenvironment.h"
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#include "scene/scenenodegroups.h"
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#include "scene/scenerybinary.h"
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#include "rendering/particles.h"
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#include "world/Event.h"
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#include "world/MemCell.h"
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#include "vehicle/Driver.h"
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#include "vehicle/DynObj.h"
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#include "model/AnimModel.h"
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#include "rendering/lightarray.h"
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#include "world/TractionPower.h"
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#include "application/application.h"
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#include "rendering/renderer.h"
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#include "utilities/Logs.h"
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#include <algorithm>
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#include <cctype>
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#include <cstdlib>
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#include <limits>
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namespace simulation {
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namespace {
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// camera-distance rings for nearest-first visual streaming: the squared outer radius of
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// each ring. the visual pass is replayed once per ring (nearest first), building only the
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// nodes whose squared distance to the camera falls in [inner, outer); the last ring is
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// unbounded so every remaining node is built exactly once.
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constexpr double RING_OUTER2[] = {
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500.0 * 500.0,
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1500.0 * 1500.0,
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4000.0 * 4000.0,
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std::numeric_limits<double>::infinity() };
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constexpr int RING_COUNT { static_cast<int>( sizeof( RING_OUTER2 ) / sizeof( RING_OUTER2[ 0 ] ) ) };
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inline int ring_lastindex() { return RING_COUNT - 1; }
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inline double ring_min2( int const K ) { return ( K <= 0 ? 0.0 : RING_OUTER2[ K - 1 ] ); }
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inline double ring_max2( int const K ) { return RING_OUTER2[ ( K < RING_COUNT ? K : RING_COUNT - 1 ) ]; }
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} // anonymous namespace
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std::shared_ptr<deserializer_state>
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state_serializer::deserialize_begin( std::string const &Scenariofile ) {
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crashreport_add_info("scenario", 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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simulation::State.init_scripting_interface();
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// open the scenario file. binary scenery twins (.scnb/.incb/.scmb) are handled
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// transparently inside cParser: if a twin exists it is replayed instead of the
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// text, otherwise the text is parsed and a twin compiled alongside it.
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std::shared_ptr<deserializer_state> state =
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std::make_shared<deserializer_state>( Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction );
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state->scenariofile = Scenariofile;
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state->scratchpad.name = Scenariofile;
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// first pass loads infrastructure (tracks/traction/events/memcells/sounds + directives);
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// visual nodes are skipped by the reader and loaded in a second pass. this two-pass split
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// is only valid when the top-level file is itself a replayable twin, because the visual
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// pass is started via restartReplay() which needs a top-level reader. for a text/compile
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// load (no top twin) we MUST stay in a single 'all' pass and load everything at once;
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// otherwise visual nodes served by included twins (.incb) would be skipped in the infra
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// pass and never rebuilt (restartReplay returns false), and all those models go missing.
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if( true == state->input.isReplaying() ) {
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state->input.setReplayPass( scene::scenery_load_pass::infrastructure );
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}
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scene::Groups.create();
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if( false == state->input.ok() )
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throw invalid_scenery_exception();
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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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{ "isolated", &state_serializer::deserialize_isolated },
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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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{ "lua", &state_serializer::deserialize_lua },
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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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{ "scale", &state_serializer::deserialize_scale },
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{ "endscale", &state_serializer::deserialize_endscale },
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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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{ "terrain", &state_serializer::deserialize_terrain },
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{ "endtrainset", &state_serializer::deserialize_endtrainset } };
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for( auto &function : functionlist ) {
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state->functionmap.emplace( function.first, std::bind( function.second, this, std::ref( state->input ), std::ref( state->scratchpad ) ) );
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}
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if (!Global.prepend_scn.empty()) {
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state->input.injectString(Global.prepend_scn);
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}
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return state;
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}
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// continues deserialization for given context, amount limited by time, returns true if needs to be called again
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bool
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state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state) {
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cParser &Input = state->input;
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scene::scratch_data &Scratchpad = state->scratchpad;
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// mirror the camera-ring state so deserialize_model()/deserialize_node() can ring-test
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// each node by distance: in the visual phase the twin is replayed once per ring and only
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// the nodes in the current ring are built, the rest skipped in O(1)
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m_ringactive = state->visualphase;
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if( true == m_ringactive ) {
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m_ringindex = state->ringindex;
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m_ringeye = state->ringeye;
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m_ringmin2 = ring_min2( state->ringindex );
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m_ringmax2 = ring_max2( state->ringindex );
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}
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// stateful directives that build objects/lists; on the visual (second) pass they are
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// skipped wholesale so their side effects (trainsets, events, cameras, ...) don't
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// duplicate. transform/group directives (origin/rotate/scale/group) and idempotent
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// setters are re-run, so deferred visual nodes get the correct placement.
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static std::unordered_map<std::string, std::string> const visualskip {
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{ "trainset", "endtrainset" },
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{ "event", "endevent" },
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{ "camera", "endcamera" },
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{ "light", "endlight" },
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{ "description", "enddescription" },
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{ "test", "endtest" },
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{ "sky", "endsky" },
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{ "time", "endtime" },
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{ "terrain", "endterrain" },
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};
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// deserialize content from the provided input
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auto timelast { std::chrono::steady_clock::now() };
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std::string token { Input.getToken<std::string>() };
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while( false == token.empty() ) {
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if( state->visualphase ) {
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auto const skip = visualskip.find( token );
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if( skip != visualskip.end() ) {
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// consume the stateful directive without running its handler
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skip_until( Input, skip->second );
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token = Input.getToken<std::string>();
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continue;
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}
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}
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auto lookup = state->functionmap.find( token );
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if( lookup != state->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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auto timenow = std::chrono::steady_clock::now();
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// small per-frame budget while streaming visuals in the driver (avoid stutter),
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// generous budget while the loading screen is up (infrastructure pass)
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auto const budget = ( state->visualphase ? 8 : 200 );
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if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= budget ) {
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Application.set_progress( Input.getProgress(), Input.getFullProgress() );
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return true;
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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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// helper: reset the transform stack before each replay pass. the directives
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// (origin/rotate/scale) are replayed in order, so resetting here reproduces the
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// single-pass placement exactly; without it an unbalanced origin left on the stack would
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// be applied again and shift every deferred visual node ("terrain dumped beside the tracks").
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auto const resettransform = [ &Scratchpad ]() {
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Scratchpad.location.offset = {};
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Scratchpad.location.scale = {};
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Scratchpad.location.rotation = glm::vec3{}; };
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// first (infrastructure) pass finished: the scenario is now playable (tracks, events,
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// signals, the player train are all loaded). hand control back so the loader can switch
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// to the driver; the visual nodes load progressively from the driver, replayed once per
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// camera-distance ring (nearest first). the camera is sampled once here so the ring
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// partition stays stable across passes. only possible when replaying a binary twin -- a
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// text/compile load did everything in one pass (restartReplay returns false).
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if( ( false == state->visualphase )
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&& ( true == Input.restartReplay( scene::scenery_load_pass::visual ) ) ) {
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state->visualphase = true;
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state->ringindex = 0;
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state->ringeye = Global.pCamera.Pos;
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resettransform();
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WriteLog( "Progressive visual load: streaming deferred nodes nearest-camera first (" + std::to_string( RING_COUNT ) + " rings)" );
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return false; // infrastructure ready -> go to driver; visuals continue there
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}
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// a ring pass finished: advance to the next (farther) ring and replay again, until the
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// outermost ring has been built
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if( ( true == state->visualphase )
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&& ( state->ringindex < ring_lastindex() )
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&& ( true == Input.restartReplay( scene::scenery_load_pass::visual ) ) ) {
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++state->ringindex;
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resettransform();
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return true; // more rings to build
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}
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scene::Groups.close();
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scene::Groups.update_map();
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Region->create_map_geometry();
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// all nodes (including visual model instances) are now loaded, so initialise the
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// events that bind to model instances; in a single-pass (text/compile) load nothing
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// was deferred, but InitEvents() still skipped them, so do it here too
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simulation::Events.InitInstanceEvents();
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// loading finished: flush the top-level scenario's binary twin now rather than
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// waiting for the parser to be destroyed (the loader keeps the state around)
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Input.flushBinaryTwin();
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// wait out any background twin writes (includes) so they are complete and logged
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// before we report the scenario as loaded
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scene::scenerybinary_wait_all();
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state->done = true;
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return false;
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}
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void
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state_serializer::deserialize_isolated( 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 tracks
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while( ( false == ( token = Input.getToken<std::string>() ).empty() )
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&& ( token != "endisolated" ) ) {
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auto *track { simulation::Paths.find( token ) };
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if( track != nullptr )
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track->AddIsolated( groupowner );
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else
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ErrorLog( "Bad scenario: track \"" + token + "\" not found" );
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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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std::clamp(
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Random( std::min( fograngestart, fograngeend ), std::max( fograngestart, fograngeend ) ),
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10.0, 25000.0 );
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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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std::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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glm::dvec3(
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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 );
|
|
|
|
if( true == simulation::Events.insert( event ) ) {
|
|
scene::Groups.insert( scene::Groups.handle(), event );
|
|
}
|
|
else {
|
|
delete event;
|
|
}
|
|
}
|
|
|
|
void state_serializer::deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad )
|
|
{
|
|
Input.getTokens(1, false);
|
|
std::string file;
|
|
Input >> file;
|
|
#ifdef WITH_LUA
|
|
simulation::Lua.interpret(Global.asCurrentSceneryPath + file);
|
|
#else
|
|
ErrorLog(file + ": lua scripts not supported in this build.");
|
|
#endif
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
if( true == Scratchpad.initialized ) { return; }
|
|
|
|
simulation::Paths.InitTracks();
|
|
simulation::Traction.InitTraction();
|
|
simulation::Events.InitEvents();
|
|
simulation::Events.InitLaunchers();
|
|
simulation::Memory.InitCells();
|
|
|
|
if (!Scratchpad.time_initialized)
|
|
init_time();
|
|
|
|
Scratchpad.initialized = true;
|
|
}
|
|
|
|
void state_serializer::init_time() {
|
|
auto &time = simulation::Time.data();
|
|
if( true == Global.ScenarioTimeCurrent ) {
|
|
// calculate time shift required to match scenario time with local clock
|
|
auto const *localtime = std::gmtime( &Global.starting_timestamp );
|
|
Global.ScenarioTimeOffset = ( ( localtime->tm_hour * 60 + localtime->tm_min ) - ( time.wHour * 60 + time.wMinute ) ) / 60.f;
|
|
}
|
|
else if( false == std::isnan( Global.ScenarioTimeOverride ) ) {
|
|
// scenario time override takes precedence over scenario time offset
|
|
Global.ScenarioTimeOffset = ( ( Global.ScenarioTimeOverride * 60 ) - ( time.wHour * 60 + time.wMinute ) ) / 60.f;
|
|
}
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_group( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
scene::Groups.create();
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
scene::Groups.close();
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_light( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
// legacy section, no longer used nor supported;
|
|
skip_until( Input, "endlight" );
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
auto const inputline = Input.Line(); // cache in case we need to report error
|
|
|
|
scene::node_data nodedata;
|
|
// common data and node type indicator
|
|
Input.getTokens( 4 );
|
|
Input
|
|
>> nodedata.range_max
|
|
>> nodedata.range_min
|
|
>> nodedata.name
|
|
>> nodedata.type;
|
|
if( nodedata.name == "none" ) { nodedata.name.clear(); }
|
|
// type-based deserialization. not elegant but it'll do
|
|
if( nodedata.type == "dynamic" ) {
|
|
|
|
auto *vehicle { deserialize_dynamic( Input, Scratchpad, nodedata ) };
|
|
// vehicle import can potentially fail
|
|
if( vehicle == nullptr ) { return; }
|
|
|
|
//
|
|
if( vehicle->mdModel != nullptr ) {
|
|
for( auto const &smokesource : vehicle->mdModel->smoke_sources() ) {
|
|
Particles.insert(
|
|
smokesource.first,
|
|
vehicle,
|
|
smokesource.second );
|
|
}
|
|
}
|
|
|
|
if( false == simulation::Vehicles.insert( vehicle ) ) {
|
|
|
|
ErrorLog( "Bad scenario: duplicate vehicle name \"" + vehicle->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
}
|
|
|
|
if( ( vehicle->MoverParameters->CategoryFlag == 1 ) // trains only
|
|
&& ( ( ( vehicle->LightList( end::front ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 )
|
|
|| ( ( vehicle->LightList( end::rear ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 ) ) ) {
|
|
simulation::Lights.insert( vehicle );
|
|
}
|
|
}
|
|
else if( nodedata.type == "track" ) {
|
|
|
|
auto *path { deserialize_path( Input, Scratchpad, nodedata ) };
|
|
// duplicates of named tracks are currently experimentally allowed
|
|
if( false == simulation::Paths.insert( path ) ) {
|
|
ErrorLog( "Bad scenario: duplicate track name \"" + path->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
/*
|
|
delete path;
|
|
delete pathnode;
|
|
*/
|
|
}
|
|
scene::Groups.insert( scene::Groups.handle(), path );
|
|
simulation::Region->insert_and_register( path );
|
|
}
|
|
else if( nodedata.type == "traction" ) {
|
|
|
|
auto *traction { deserialize_traction( Input, Scratchpad, nodedata ) };
|
|
// traction loading is optional
|
|
if( traction == nullptr ) { return; }
|
|
|
|
if( false == simulation::Traction.insert( traction ) ) {
|
|
ErrorLog( "Bad scenario: duplicate traction piece name \"" + traction->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
}
|
|
scene::Groups.insert( scene::Groups.handle(), traction );
|
|
simulation::Region->insert_and_register( traction );
|
|
}
|
|
else if( nodedata.type == "tractionpowersource" ) {
|
|
|
|
auto *powersource { deserialize_tractionpowersource( Input, Scratchpad, nodedata ) };
|
|
// traction loading is optional
|
|
if( powersource == nullptr ) { return; }
|
|
|
|
if( false == simulation::Powergrid.insert( powersource ) ) {
|
|
ErrorLog( "Bad scenario: duplicate power grid source name \"" + powersource->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
}
|
|
/*
|
|
// TODO: implement this
|
|
simulation::Region.insert_powersource( powersource, Scratchpad );
|
|
*/
|
|
}
|
|
else if( nodedata.type == "model" ) {
|
|
|
|
if( nodedata.range_min < 0.0 ) {
|
|
// 3d terrain: convert the model's submodels into region shapes
|
|
auto *instance = deserialize_model( Input, Scratchpad, nodedata );
|
|
// model import can potentially fail
|
|
if( instance == nullptr ) { return; }
|
|
// go through submodels, and import them as shapes
|
|
auto const cellcount = instance->TerrainCount() + 1; // zliczenie submodeli
|
|
for( auto i = 1; i < cellcount; ++i ) {
|
|
auto *submodel = instance->TerrainSquare( i - 1 );
|
|
simulation::Region->insert(
|
|
scene::shape_node().convert( submodel ),
|
|
Scratchpad,
|
|
false );
|
|
// if there's more than one group of triangles in the cell they're held as children of the primary submodel
|
|
submodel = submodel->ChildGet();
|
|
while( submodel != nullptr ) {
|
|
simulation::Region->insert(
|
|
scene::shape_node().convert( submodel ),
|
|
Scratchpad,
|
|
false );
|
|
submodel = submodel->NextGet();
|
|
}
|
|
}
|
|
// with the import done we can get rid of the source model
|
|
delete instance;
|
|
}
|
|
else {
|
|
// regular instance of 3d mesh
|
|
auto *instance { deserialize_model( Input, Scratchpad, nodedata ) };
|
|
// model import can potentially fail
|
|
if( instance == nullptr ) { return; }
|
|
|
|
if( instance->Model() != nullptr ) {
|
|
for( auto const &smokesource : instance->Model()->smoke_sources() ) {
|
|
Particles.insert(
|
|
smokesource.first,
|
|
instance,
|
|
smokesource.second );
|
|
}
|
|
}
|
|
|
|
if( false == simulation::Instances.insert( instance ) ) {
|
|
ErrorLog( "Bad scenario: duplicate 3d model instance name \"" + instance->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
}
|
|
scene::Groups.insert( scene::Groups.handle(), instance );
|
|
simulation::Region->insert( instance );
|
|
scene::basic_node *hierarchy_node = instance;
|
|
if (hierarchy_node)
|
|
{ scene::Hierarchy[hierarchy_node->uuid.to_string()] = hierarchy_node;
|
|
}
|
|
}
|
|
}
|
|
else if( ( nodedata.type == "triangles" )
|
|
|| ( nodedata.type == "triangle_strip" )
|
|
|| ( nodedata.type == "triangle_fan" ) ) {
|
|
|
|
// explicit shapes have no single position to ring-test by, so build them only in the
|
|
// nearest ring pass (ring 0) and skip them in O(1) on the farther passes
|
|
if( ( true == m_ringactive ) && ( m_ringindex > 0 ) ) {
|
|
if( false == Input.skipReplayNode() ) { skip_until( Input, "endtri" ); }
|
|
return;
|
|
}
|
|
|
|
auto const skip {
|
|
// crude way to detect fixed switch trackbed geometry
|
|
( ( true == Global.CreateSwitchTrackbeds )
|
|
&& ( Input.Name().size() >= 15 )
|
|
&& Input.Name().starts_with("scenery/zwr")
|
|
&& Input.Name().ends_with(".inc") ) };
|
|
|
|
if( false == skip ) {
|
|
|
|
simulation::Region->insert(
|
|
scene::shape_node().import(
|
|
Input, nodedata ),
|
|
Scratchpad,
|
|
true );
|
|
}
|
|
else {
|
|
skip_until( Input, "endtri" );
|
|
}
|
|
}
|
|
else if( ( nodedata.type == "lines" )
|
|
|| ( nodedata.type == "line_strip" )
|
|
|| ( nodedata.type == "line_loop" ) ) {
|
|
|
|
// see the triangles branch: explicit shapes build in ring 0 only
|
|
if( ( true == m_ringactive ) && ( m_ringindex > 0 ) ) {
|
|
if( false == Input.skipReplayNode() ) { skip_until( Input, "endline" ); }
|
|
return;
|
|
}
|
|
|
|
simulation::Region->insert(
|
|
scene::lines_node().import(
|
|
Input, nodedata ),
|
|
Scratchpad );
|
|
}
|
|
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 );
|
|
if( false == eventlauncher->IsRadioActivated() ) {
|
|
// NOTE: radio-activated launchers due to potentially large activation radius are resolved on global level rather than put in a region cell
|
|
simulation::Region->insert( eventlauncher );
|
|
}
|
|
}
|
|
}
|
|
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_scale( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
// Syntax: `scale <x> <y> <z>` (three tokens, mirroring `rotate`/`angles`).
|
|
// For uniform scaling write the same value three times (e.g. `scale 2 2 2`).
|
|
// Affects both:
|
|
// 1. positions of nodes inside the block (transform() multiplies offset by scale)
|
|
// 2. the per-instance m_scale stamped onto each TAnimModel created inside the block
|
|
// The two together let you scale a multi-node-model group built around a common
|
|
// origin: positions of the parts spread out by the factor AND each part is itself
|
|
// scaled by the same factor, preserving the visual shape of the assembly.
|
|
glm::vec3 factor;
|
|
Input.getTokens( 3 );
|
|
Input >> factor.x >> factor.y >> factor.z;
|
|
if( factor.x <= 0.0f || factor.y <= 0.0f || factor.z <= 0.0f ) {
|
|
ErrorLog( "Bad scale: non-positive scale factor in file \""
|
|
+ Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + "); scale (1,1,1) used" );
|
|
factor = glm::vec3( 1.0f );
|
|
}
|
|
// scales compose component-wise, mirroring how origin offsets compose additively.
|
|
glm::vec3 const parent = (
|
|
Scratchpad.location.scale.empty() ?
|
|
glm::vec3( 1.0f ) :
|
|
Scratchpad.location.scale.top() );
|
|
Scratchpad.location.scale.emplace( factor * parent );
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_endscale( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
if( false == Scratchpad.location.scale.empty() ) {
|
|
Scratchpad.location.scale.pop();
|
|
}
|
|
else {
|
|
ErrorLog( "Bad scale: endscale instruction with empty scale stack in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
// remaining sunrise and sunset parameters are no longer used, as they're now calculated dynamically
|
|
// anything else left in the section has no defined meaning
|
|
skip_until( Input, "endtime" );
|
|
|
|
if (!Scratchpad.time_initialized)
|
|
Scratchpad.time_initialized = true;
|
|
|
|
init_time();
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
int line = Input.LineMain();
|
|
if (line != -1) {
|
|
auto it = Global.trainset_overrides.find(line);
|
|
if (it != Global.trainset_overrides.end()) {
|
|
skip_until(Input, "endtrainset");
|
|
Input.injectString(it->second);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( true == Scratchpad.trainset.is_open ) {
|
|
// shouldn't happen but if it does wrap up currently open trainset and report an error
|
|
deserialize_endtrainset( Input, Scratchpad );
|
|
ErrorLog( "Bad scenario: encountered nested trainset definitions in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() ) + ")" );
|
|
}
|
|
|
|
Scratchpad.trainset = scene::scratch_data::trainset_data();
|
|
Scratchpad.trainset.is_open = true;
|
|
|
|
Input.getTokens( 4 );
|
|
Input
|
|
>> Scratchpad.trainset.name
|
|
>> Scratchpad.trainset.track
|
|
>> Scratchpad.trainset.offset
|
|
>> Scratchpad.trainset.velocity;
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_terrain(cParser &Input, scene::scratch_data &Scratchpad)
|
|
{
|
|
// legacy directive; the SBT terrain blob has been retired and terrain now loads
|
|
// as ordinary scenery content, so the block is simply consumed.
|
|
skip_until(Input, "endterrain");
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
if( ( false == Scratchpad.trainset.is_open )
|
|
|| ( true == Scratchpad.trainset.vehicles.empty() ) ) {
|
|
// not bloody likely but we better check for it just the same
|
|
ErrorLog( "Bad trainset: empty trainset defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
|
|
Scratchpad.trainset.is_open = false;
|
|
return;
|
|
}
|
|
|
|
std::size_t vehicleindex { 0 };
|
|
for( auto *vehicle : Scratchpad.trainset.vehicles ) {
|
|
// go through list of vehicles in the trainset, coupling them together and checking for potential driver
|
|
if( ( vehicle->Mechanik != nullptr )
|
|
&& ( vehicle->Mechanik->primary() ) ) {
|
|
// primary driver will receive the timetable for this trainset
|
|
Scratchpad.trainset.driver = vehicle;
|
|
// they'll also receive assignment data if there's any
|
|
auto const lookup { Scratchpad.trainset.assignment.find( Global.asLang ) };
|
|
if( lookup != Scratchpad.trainset.assignment.end() ) {
|
|
vehicle->Mechanik->assignment() = lookup->second;
|
|
}
|
|
}
|
|
if( vehicleindex > 0 ) {
|
|
// from second vehicle on couple it with the previous one
|
|
Scratchpad.trainset.vehicles[ vehicleindex - 1 ]->AttachNext(
|
|
vehicle,
|
|
Scratchpad.trainset.couplings[ vehicleindex - 1 ] );
|
|
}
|
|
++vehicleindex;
|
|
}
|
|
|
|
if( Scratchpad.trainset.driver != nullptr ) {
|
|
// if present, send timetable to the driver
|
|
// wysłanie komendy "Timetable" ustawia odpowiedni tryb jazdy
|
|
auto *controller = Scratchpad.trainset.driver->Mechanik;
|
|
controller->DirectionInitial();
|
|
controller->PutCommand(
|
|
"Timetable:" + Scratchpad.trainset.name,
|
|
Scratchpad.trainset.velocity,
|
|
0,
|
|
nullptr );
|
|
}
|
|
if( Scratchpad.trainset.couplings.back() == coupling::faux ) {
|
|
// jeśli ostatni pojazd ma sprzęg 0 to założymy mu końcówki blaszane (jak AI się odpali, to sobie poprawi)
|
|
// place end signals only on trains without a driver, activate markers otherwise
|
|
Scratchpad.trainset.vehicles.back()->RaLightsSet(
|
|
-1,
|
|
( Scratchpad.trainset.driver != nullptr ?
|
|
light::redmarker_left | light::redmarker_right | light::rearendsignals :
|
|
light::rearendsignals ) );
|
|
}
|
|
// all done
|
|
Scratchpad.trainset.is_open = false;
|
|
}
|
|
|
|
// creates path and its wrapper, restoring class data from provided stream
|
|
TTrack *
|
|
state_serializer::deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
|
|
auto *track = new TTrack( Nodedata );
|
|
auto const offset { (
|
|
Scratchpad.location.offset.empty() ?
|
|
glm::dvec3 { 0.0 } :
|
|
glm::dvec3 {
|
|
Scratchpad.location.offset.top().x,
|
|
Scratchpad.location.offset.top().y,
|
|
Scratchpad.location.offset.top().z } ) };
|
|
track->Load( &Input, offset );
|
|
|
|
return track;
|
|
}
|
|
|
|
TTraction *
|
|
state_serializer::deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
if( false == Global.bLoadTraction ) {
|
|
skip_until( Input, "endtraction" );
|
|
return nullptr;
|
|
}
|
|
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
|
|
auto *traction = new TTraction( Nodedata );
|
|
auto offset = (
|
|
Scratchpad.location.offset.empty() ?
|
|
glm::dvec3() :
|
|
Scratchpad.location.offset.top() );
|
|
traction->Load( &Input, offset );
|
|
|
|
return traction;
|
|
}
|
|
|
|
TTractionPowerSource *
|
|
state_serializer::deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
if( false == Global.bLoadTraction ) {
|
|
skip_until( Input, "end" );
|
|
return nullptr;
|
|
}
|
|
|
|
auto *powersource = new TTractionPowerSource( Nodedata );
|
|
powersource->Load( &Input );
|
|
// adjust location
|
|
powersource->location( transform( powersource->location(), Scratchpad ) );
|
|
|
|
return powersource;
|
|
}
|
|
|
|
TMemCell *
|
|
state_serializer::deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
auto *memorycell = new TMemCell( Nodedata );
|
|
memorycell->Load( &Input );
|
|
// adjust location
|
|
memorycell->location( transform( memorycell->location(), Scratchpad ) );
|
|
|
|
return memorycell;
|
|
}
|
|
|
|
TEventLauncher *
|
|
state_serializer::deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
glm::dvec3 location;
|
|
Input.getTokens( 3 );
|
|
Input
|
|
>> location.x
|
|
>> location.y
|
|
>> location.z;
|
|
|
|
auto *eventlauncher = new TEventLauncher( Nodedata );
|
|
eventlauncher->Load( &Input );
|
|
eventlauncher->location( transform( location, Scratchpad ) );
|
|
|
|
return eventlauncher;
|
|
}
|
|
|
|
TAnimModel *
|
|
state_serializer::deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
glm::dvec3 location;
|
|
glm::vec3 rotation;
|
|
Input.getTokens( 4 );
|
|
Input
|
|
>> location.x
|
|
>> location.y
|
|
>> location.z
|
|
>> rotation.y;
|
|
|
|
// camera-ring visual streaming: build this model only if it falls in the ring currently
|
|
// being streamed; otherwise skip the rest of its body in O(1) and let a later (farther)
|
|
// ring pass pick it up. covers terrain models (range_min<0) too -- they also have X Y Z.
|
|
if( true == m_ringactive ) {
|
|
auto const world { transform( location, Scratchpad ) };
|
|
auto const d { world - m_ringeye };
|
|
auto const d2 { d.x * d.x + d.y * d.y + d.z * d.z };
|
|
if( ( d2 < m_ringmin2 ) || ( d2 >= m_ringmax2 ) ) {
|
|
if( false == Input.skipReplayNode() ) { skip_until( Input, "endmodel" ); }
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
auto *instance = new TAnimModel( Nodedata );
|
|
instance->Angles( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
|
|
// pick up the scale active at this point in the scenario stream — outer
|
|
// `scale`/`endscale` blocks compose multiplicatively in the scratchpad.
|
|
// Load() may further multiply this by an inline `scale <factor>` token.
|
|
if( false == Scratchpad.location.scale.empty() ) {
|
|
instance->Scale( Scratchpad.location.scale.top() );
|
|
}
|
|
|
|
if( instance->Load( &Input, false ) ) {
|
|
instance->location( transform( location, Scratchpad ) );
|
|
}
|
|
else {
|
|
// model nie wczytał się - ignorowanie node
|
|
SafeDelete( instance );
|
|
}
|
|
|
|
return instance;
|
|
}
|
|
|
|
TDynamicObject *
|
|
state_serializer::deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
if( false == Scratchpad.trainset.is_open ) {
|
|
// part of trainset data is used when loading standalone vehicles, so clear it just in case
|
|
Scratchpad.trainset = scene::scratch_data::trainset_data();
|
|
}
|
|
auto const inputline { Input.Line() }; // cache in case of errors
|
|
// basic attributes
|
|
auto datafolder { Input.getToken<std::string>() };
|
|
auto skinfile { Input.getToken<std::string>() };
|
|
auto mmdfile { Input.getToken<std::string>() };
|
|
|
|
replace_slashes(datafolder);
|
|
replace_slashes(skinfile);
|
|
replace_slashes(mmdfile);
|
|
|
|
auto const pathname = (
|
|
Scratchpad.trainset.is_open ?
|
|
Scratchpad.trainset.track :
|
|
Input.getToken<std::string>() );
|
|
auto const offset { Input.getToken<double>( false ) };
|
|
auto const drivertype { Input.getToken<std::string>() };
|
|
auto const couplingdata = (
|
|
Scratchpad.trainset.is_open ?
|
|
Input.getToken<std::string>() :
|
|
"3" );
|
|
auto const velocity = (
|
|
Scratchpad.trainset.is_open ?
|
|
Scratchpad.trainset.velocity :
|
|
Input.getToken<float>( false ) );
|
|
// extract coupling type and optional parameters
|
|
auto const couplingdatawithparams = couplingdata.find( '.' );
|
|
auto coupling = (
|
|
couplingdatawithparams != std::string::npos ?
|
|
std::atoi( couplingdata.substr( 0, couplingdatawithparams ).c_str() ) :
|
|
std::atoi( couplingdata.c_str() ) );
|
|
if( coupling < 0 ) {
|
|
// sprzęg zablokowany (pojazdy nierozłączalne przy manewrach)
|
|
coupling = ( -coupling ) | coupling::permanent;
|
|
}
|
|
if( ( offset != -1.0 )
|
|
&& ( std::abs( offset ) > 0.5 ) ) { // maksymalna odległość między sprzęgami - do przemyślenia
|
|
// likwidacja sprzęgu, jeśli odległość zbyt duża - to powinno być uwzględniane w fizyce sprzęgów...
|
|
coupling = coupling::faux;
|
|
}
|
|
auto const params = (
|
|
couplingdatawithparams != std::string::npos ?
|
|
couplingdata.substr( couplingdatawithparams + 1 ) :
|
|
"" );
|
|
// load amount and type
|
|
auto loadcount { Input.getToken<int>( false ) };
|
|
auto loadtype = (
|
|
loadcount ?
|
|
Input.getToken<std::string>() :
|
|
"" );
|
|
if( loadtype == "enddynamic" ) {
|
|
// idiotoodporność: ładunek bez podanego typu nie liczy się jako ładunek
|
|
loadcount = 0;
|
|
loadtype = "";
|
|
}
|
|
|
|
auto *path = simulation::Paths.find( pathname );
|
|
if( path == nullptr ) {
|
|
|
|
ErrorLog( "Bad scenario: vehicle \"" + Nodedata.name + "\" placed on nonexistent path \"" + pathname + "\" in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
skip_until( Input, "enddynamic" );
|
|
return nullptr;
|
|
}
|
|
|
|
if( ( true == Scratchpad.trainset.vehicles.empty() ) // jeśli pierwszy pojazd,
|
|
&& ( false == path->m_events0.empty() ) // tor ma Event0
|
|
&& ( std::abs( velocity ) <= 1.f ) // a skład stoi
|
|
&& ( Scratchpad.trainset.offset >= 0.0 ) // ale może nie sięgać na owy tor
|
|
&& ( Scratchpad.trainset.offset < 8.0 ) ) { // i raczej nie sięga
|
|
// przesuwamy około pół EU07 dla wstecznej zgodności
|
|
Scratchpad.trainset.offset = 8.0;
|
|
}
|
|
|
|
auto *vehicle = new TDynamicObject();
|
|
|
|
auto const length =
|
|
vehicle->Init(
|
|
Nodedata.name,
|
|
datafolder, skinfile, mmdfile,
|
|
path,
|
|
( offset == -1.0 ?
|
|
Scratchpad.trainset.offset :
|
|
Scratchpad.trainset.offset - offset ),
|
|
drivertype,
|
|
velocity,
|
|
Scratchpad.trainset.name,
|
|
loadcount, loadtype,
|
|
( offset == -1.0 ),
|
|
params );
|
|
|
|
if( length != 0.0 ) { // zero oznacza błąd
|
|
// przesunięcie dla kolejnego, minus bo idziemy w stronę punktu 1
|
|
Scratchpad.trainset.offset -= length;
|
|
// automatically establish permanent connections for couplers which specify them in their definitions
|
|
if( ( coupling != 0 )
|
|
&& ( vehicle->MoverParameters->Couplers[ ( offset == -1.0 ? end::front : end::rear ) ].AllowedFlag & coupling::permanent ) ) {
|
|
coupling |= coupling::permanent;
|
|
}
|
|
if( true == Scratchpad.trainset.is_open ) {
|
|
Scratchpad.trainset.vehicles.emplace_back( vehicle );
|
|
Scratchpad.trainset.couplings.emplace_back( coupling );
|
|
}
|
|
}
|
|
else {
|
|
if( vehicle->MyTrack != nullptr ) {
|
|
// rare failure case where vehicle with length of 0 is added to the track,
|
|
// treated as error code and consequently deleted, but still remains on the track
|
|
vehicle->MyTrack->RemoveDynamicObject( vehicle );
|
|
}
|
|
delete vehicle;
|
|
skip_until( Input, "enddynamic" );
|
|
return nullptr;
|
|
}
|
|
|
|
auto const destination { Input.getToken<std::string>() };
|
|
if( destination != "enddynamic" ) {
|
|
// optional vehicle destination parameter
|
|
vehicle->asDestination = Input.getToken<std::string>();
|
|
skip_until( Input, "enddynamic" );
|
|
}
|
|
|
|
return vehicle;
|
|
}
|
|
|
|
sound_source *
|
|
state_serializer::deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
glm::dvec3 location;
|
|
Input.getTokens( 3 );
|
|
Input
|
|
>> location.x
|
|
>> location.y
|
|
>> location.z;
|
|
// adjust location
|
|
location = transform( location, Scratchpad );
|
|
|
|
auto *sound = new sound_source( sound_placement::external, Nodedata.range_max );
|
|
sound->offset( location );
|
|
sound->name( Nodedata.name );
|
|
sound->deserialize( Input, sound_type::single );
|
|
|
|
skip_until( Input, "endsound" );
|
|
|
|
return sound;
|
|
}
|
|
|
|
// skips content of stream until specified token
|
|
void
|
|
state_serializer::skip_until( cParser &Input, std::string const &Token ) {
|
|
|
|
std::string token { Input.getToken<std::string>() };
|
|
while( ( false == token.empty() )
|
|
&& ( token != Token ) ) {
|
|
|
|
token = Input.getToken<std::string>();
|
|
}
|
|
}
|
|
|
|
// transforms provided location by specifed rotation, scale and offset
|
|
glm::dvec3
|
|
state_serializer::transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad ) {
|
|
|
|
if( Scratchpad.location.rotation != glm::vec3( 0, 0, 0 ) ) {
|
|
auto const rotation = glm::radians( Scratchpad.location.rotation );
|
|
Location = glm::rotateY<double>( Location, rotation.y ); // Ra 2014-11: uwzględnienie rotacji
|
|
}
|
|
// Scale applies in local origin space — positions inside a `scale 2 2 2` block
|
|
// are pushed twice as far from the local origin along each axis, so a
|
|
// multi-node-model group (e.g. a building made of separate node models built
|
|
// around a shared origin) ends up looking uniformly scaled rather than just
|
|
// having one piece grow. Per-axis values stretch the assembly anisotropically.
|
|
if( false == Scratchpad.location.scale.empty() ) {
|
|
auto const &s = Scratchpad.location.scale.top();
|
|
Location.x *= static_cast<double>( s.x );
|
|
Location.y *= static_cast<double>( s.y );
|
|
Location.z *= static_cast<double>( s.z );
|
|
}
|
|
if( false == Scratchpad.location.offset.empty() ) {
|
|
Location += Scratchpad.location.offset.top();
|
|
}
|
|
return Location;
|
|
}
|
|
|
|
/*
|
|
// stores class data in specified file, in legacy (text) format
|
|
void
|
|
state_serializer::export_as_text(std::string const &Scenariofile) const {
|
|
|
|
if( Scenariofile == "$.scn" ) {
|
|
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );
|
|
}
|
|
else {
|
|
WriteLog( "Scenery data export in progress..." );
|
|
}
|
|
|
|
auto filename { Scenariofile };
|
|
while( filename[ 0 ] == '$' ) {
|
|
// trim leading $ char rainsted utility may add to the base name for modified .scn files
|
|
filename.erase( 0, 1 );
|
|
}
|
|
erase_extension( filename );
|
|
auto absfilename = Global.asCurrentSceneryPath + filename + "_export";
|
|
|
|
std::ofstream scmdirtyfile { absfilename + "_dirty.scm" };
|
|
export_nodes_to_stream(scmdirtyfile, true);
|
|
|
|
std::ofstream scmfile { absfilename + ".scm" };
|
|
export_nodes_to_stream(scmfile, false);
|
|
|
|
// sounds
|
|
// NOTE: sounds currently aren't included in groups
|
|
scmfile << "// sounds\n";
|
|
Region->export_as_text( scmfile );
|
|
|
|
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
|
|
|
|
std::ofstream ctrfile { absfilename + ".ctr" };
|
|
// mem cells
|
|
ctrfile << "// memory cells\n";
|
|
for( auto const *memorycell : Memory.sequence() ) {
|
|
if( ( true == memorycell->is_exportable )
|
|
&& ( memorycell->group() == null_handle ) ) {
|
|
memorycell->export_as_text( ctrfile );
|
|
}
|
|
}
|
|
|
|
// events
|
|
Events.export_as_text( ctrfile );
|
|
|
|
WriteLog( "Scenery data export done." );
|
|
}
|
|
*/
|
|
void
|
|
state_serializer::export_as_text(std::string const &Scenariofile) const {
|
|
|
|
if( Scenariofile == "$.scn" ) {
|
|
ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" );
|
|
}
|
|
else {
|
|
WriteLog( "Scenery data export in progress..." );
|
|
}
|
|
|
|
auto filename { Scenariofile };
|
|
while( filename[ 0 ] == '$' ) {
|
|
// trim leading $ char rainsted utility may add to the base name for modified .scn files
|
|
filename.erase( 0, 1 );
|
|
}
|
|
erase_extension( filename );
|
|
auto absfilename = Global.asCurrentSceneryPath + filename + "_export";
|
|
|
|
std::ofstream scmdirtyfile { absfilename + "_dirty.scm" };
|
|
export_nodes_to_stream(scmdirtyfile, true);
|
|
|
|
std::ofstream scmfile { absfilename + ".scm" };
|
|
export_nodes_to_stream(scmfile, false);
|
|
|
|
// sounds
|
|
// NOTE: sounds currently aren't included in groups
|
|
scmfile << "// sounds\n";
|
|
Region->export_as_text( scmfile );
|
|
|
|
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
|
|
|
|
std::ofstream ctrfile { absfilename + ".ctr" };
|
|
// mem cells
|
|
ctrfile << "// memory cells\n";
|
|
for( auto const *memorycell : Memory.sequence() ) {
|
|
if( ( true == memorycell->is_exportable )
|
|
&& ( memorycell->group() == null_handle ) ) {
|
|
memorycell->export_as_text( ctrfile );
|
|
}
|
|
}
|
|
|
|
// events
|
|
Events.export_as_text( ctrfile );
|
|
|
|
WriteLog( "Scenery data export done." );
|
|
}
|
|
|
|
void
|
|
state_serializer::export_nodes_to_stream(std::ostream &scmfile, bool Dirty) const {
|
|
// groups
|
|
scmfile << "// groups\n";
|
|
scene::Groups.export_as_text( scmfile, Dirty );
|
|
|
|
// tracks
|
|
scmfile << "// paths\n";
|
|
for( auto const *path : Paths.sequence() ) {
|
|
if( path->dirty() == Dirty && path->group() == null_handle ) {
|
|
path->export_as_text( scmfile );
|
|
}
|
|
}
|
|
// traction
|
|
scmfile << "// traction\n";
|
|
for( auto const *traction : Traction.sequence() ) {
|
|
if( traction->dirty() == Dirty && traction->group() == null_handle ) {
|
|
traction->export_as_text( scmfile );
|
|
}
|
|
}
|
|
// power grid
|
|
scmfile << "// traction power sources\n";
|
|
for( auto const *powersource : Powergrid.sequence() ) {
|
|
if( powersource->dirty() == Dirty && powersource->group() == null_handle ) {
|
|
powersource->export_as_text( scmfile );
|
|
}
|
|
}
|
|
// models
|
|
scmfile << "// instanced models\n";
|
|
for( auto const *instance : Instances.sequence() ) {
|
|
if( instance && instance->dirty() == Dirty && instance->group() == null_handle ) {
|
|
instance->export_as_text( scmfile );
|
|
}
|
|
}
|
|
}
|
|
|
|
TAnimModel *state_serializer::create_model(const std::string &src, const std::string &name, const glm::dvec3 &position) {
|
|
cParser parser(src);
|
|
parser.getTokens(); // "node"
|
|
parser.getTokens(2); // ranges
|
|
|
|
scene::node_data nodedata;
|
|
parser >> nodedata.range_max >> nodedata.range_min;
|
|
|
|
parser.getTokens(2); // name, type
|
|
nodedata.name = name;
|
|
nodedata.type = "model";
|
|
|
|
scene::scratch_data scratch;
|
|
|
|
TAnimModel *cloned = deserialize_model(parser, scratch, nodedata);
|
|
|
|
if (!cloned)
|
|
return nullptr;
|
|
|
|
cloned->mark_dirty();
|
|
cloned->location(position);
|
|
simulation::Instances.insert(cloned);
|
|
simulation::Region->insert(cloned);
|
|
|
|
return cloned;
|
|
}
|
|
|
|
TEventLauncher *state_serializer::create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position) {
|
|
cParser parser(src);
|
|
parser.getTokens(); // "node"
|
|
parser.getTokens(2); // ranges
|
|
|
|
scene::node_data nodedata;
|
|
parser >> nodedata.range_max >> nodedata.range_min;
|
|
|
|
parser.getTokens(2); // name, type
|
|
nodedata.name = name;
|
|
nodedata.type = "eventlauncher";
|
|
|
|
scene::scratch_data scratch;
|
|
|
|
TEventLauncher *launcher = deserialize_eventlauncher(parser, scratch, nodedata);
|
|
|
|
if (!launcher)
|
|
return nullptr;
|
|
|
|
launcher->Event1 = simulation::Events.FindEvent( launcher->asEvent1Name );
|
|
launcher->location(position);
|
|
simulation::Events.insert(launcher);
|
|
simulation::Region->insert(launcher);
|
|
|
|
return launcher;
|
|
}
|
|
|
|
} // simulation
|
|
|
|
//---------------------------------------------------------------------------
|