mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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A driver without movePrimary no longer just idles. UpdateSecondary() cuts BrakeValveActive so a secondary AI stops fighting the primary over the brake pipe, and - as long as no driver in the consist has iEngineActive - keeps scanning ahead of CabOccupied, so it can take movePrimary and start the engine once a signal permits. scan_route() orients by CabOccupied when DirActive is 0, and ClaimConsistPrimary() clears movePrimary on every other driver in the consist, then calls TableClear() and CheckVehicles(), so sSpeedTable is rebuilt for the new front and ctOwner follows it. - walk the consist with FirstFind()/Neighbour() instead of Next()/Prev(), which stopped at the starting vehicle and mishandled reversed members; - ReassignConsistPrimary() picks a single driver after any coupling change, both from TDynamicObject::couple() and from the AI path; - IsOccupiedByAnotherConsist() decides membership with BelongsToConsist() and takes a signed distance, so a consist left behind no longer cuts the scan short. DistanceToAnotherConsist() hands back the gap it already computes, so OtherConsistAtSignal() counts a foreign vehicle only while it stands closer than the signal itself, instead of comparing track starts; - TSpeedPos::Set() marks an entry with spNotOurShuntSignal when a spShuntSemaphor was already permitting as the entry was added. A shunting signal does not address its permission to a particular consist, so a dormant driver does not wake up on a permission it did not see light up; the flag drops once the signal shows stop, so its own turn is never blocked. spSemaphor is excluded: a semaphore sets a route for us and permits us even when found already lit. The check reads SemPermitIndex - the entry that produced the permitting command - because SemNextIndex can point at an earlier signal. The flag is also stamped whenever the permission turns out to belong to a consist standing in front of us - both where TableUpdateEvent() already knows the signal is for the vehicle ahead, and in check_route_ahead() - so the addressee pulling away does not hand the still-lit signal over to whoever waited behind it; - the scantable debug panel lists the flags by name (spNotOurShuntSignal shows as not-ours) and folds the nearest vehicle ahead into the table by its own distance.
1400 lines
50 KiB
C++
1400 lines
50 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 "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 "editor/editorTerrainStreamer.hpp"
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namespace simulation {
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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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// drop any streamed editor terrain from a previously loaded scenery before the old region (and
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// its sections, which those chunks referenced) is destroyed below
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EditorTerrain.reset();
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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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// NOTE: for the time being import from text format is a given, since we don't have full binary serialization
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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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// TODO: check first for presence of serialized binary files
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// if this fails, fall back on the legacy text format
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state->scratchpad.name = Scenariofile;
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if( true == Global.file_binary_terrain
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&& Scenariofile != "$.scn" ) {
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// compilation to binary file isn't supported for rainsted-created overrides
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// NOTE: we postpone actual loading of the scene until we process time, season and weather data
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state->scratchpad.binary.terrain = Region->is_scene( Scenariofile ) ;
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}
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if (false != state->scratchpad.binary.terrain)
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{
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Global.file_binary_terrain_state = true;
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WriteLog("Default SBT present");
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}
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else
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{
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Global.file_binary_terrain_state = false;
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WriteLog("Default SBT absent");
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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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{ "editorterrain", &state_serializer::deserialize_editorterrain },
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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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// 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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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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if( std::chrono::duration_cast<std::chrono::milliseconds>( timenow - timelast ).count() >= 200 ) {
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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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scene::Groups.close();
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scene::Groups.update_map();
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Region->create_map_geometry();
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if( true == Global.file_binary_terrain
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&& false == state->scratchpad.binary.terrain
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&& state->scenariofile != "$.scn" ) {
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// if we didn't find usable binary version of the scenario files, create them now for future use
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// as long as the scenario file wasn't rainsted-created base file override
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Region->serialize( state->scenariofile );
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}
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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 );
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if( true == simulation::Events.insert( event ) ) {
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scene::Groups.insert( scene::Groups.handle(), event );
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}
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else {
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delete event;
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}
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}
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void state_serializer::deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad )
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{
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Input.getTokens(1, false);
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std::string file;
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Input >> file;
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#ifdef WITH_LUA
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simulation::Lua.interpret(Global.asCurrentSceneryPath + file);
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#else
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ErrorLog(file + ": lua scripts not supported in this build.");
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#endif
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}
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void
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state_serializer::deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad ) {
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if( true == Scratchpad.initialized ) { return; }
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if( true == Scratchpad.binary.terrain ) {
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// at this stage it should be safe to import terrain from the binary scene file
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// TBD: postpone loading furter and only load required blocks during the simulation?
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if (false == Scratchpad.binary.terrain_included)
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{
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Region->deserialize(Scratchpad.name);
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}
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}
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simulation::Paths.InitTracks();
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simulation::Traction.InitTraction();
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simulation::Events.InitEvents();
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simulation::Events.InitLaunchers();
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simulation::Memory.InitCells();
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if (!Scratchpad.time_initialized)
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init_time();
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Scratchpad.initialized = true;
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}
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void state_serializer::init_time() {
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auto &time = simulation::Time.data();
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if( true == Global.ScenarioTimeCurrent ) {
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// calculate time shift required to match scenario time with local clock
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auto const *localtime = std::gmtime( &Global.starting_timestamp );
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Global.ScenarioTimeOffset = ( localtime->tm_hour * 60 + localtime->tm_min - ( time.wHour * 60 + time.wMinute ) ) / 60.f;
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}
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else if( false == std::isnan( Global.ScenarioTimeOverride ) ) {
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// scenario time override takes precedence over scenario time offset
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Global.ScenarioTimeOffset = (Global.ScenarioTimeOverride * 60 - ( time.wHour * 60 + time.wMinute ) ) / 60.f;
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}
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}
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void
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state_serializer::deserialize_group( cParser &Input, scene::scratch_data &Scratchpad ) {
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scene::Groups.create();
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}
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void
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state_serializer::deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad ) {
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scene::Groups.close();
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}
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void
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state_serializer::deserialize_light( cParser &Input, scene::scratch_data &Scratchpad ) {
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// legacy section, no longer used nor supported;
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skip_until( Input, "endlight" );
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}
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void
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state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad ) {
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auto const inputline = Input.Line(); // cache in case we need to report error
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scene::node_data nodedata;
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// common data and node type indicator
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Input.getTokens( 4 );
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Input
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>> nodedata.range_max
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>> nodedata.range_min
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>> nodedata.name
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>> nodedata.type;
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if( nodedata.name == "none" ) { nodedata.name.clear(); }
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// type-based deserialization. not elegant but it'll do
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if( nodedata.type == "dynamic" ) {
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auto *vehicle { deserialize_dynamic( Input, Scratchpad, nodedata ) };
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// vehicle import can potentially fail
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if( vehicle == nullptr ) { return; }
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//
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if( vehicle->mdModel != nullptr ) {
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for( auto const &smokesource : vehicle->mdModel->smoke_sources() ) {
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Particles.insert(
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smokesource.first,
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vehicle,
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smokesource.second );
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}
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|
}
|
|
|
|
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
|
|
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(
|
|
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 {
|
|
// 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( 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" ) {
|
|
|
|
auto const skip {
|
|
// all shapes will be loaded from the binary version of the file
|
|
true == Scratchpad.binary.terrain
|
|
// 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" ) {
|
|
|
|
if( false == Scratchpad.binary.terrain ) {
|
|
|
|
simulation::Region->insert(
|
|
scene::lines_node().import(
|
|
Input, nodedata ),
|
|
Scratchpad );
|
|
}
|
|
else {
|
|
// all lines were already loaded from the binary version of the file
|
|
skip_until( Input, "endline" );
|
|
}
|
|
}
|
|
else if( nodedata.type == "memcell" ) {
|
|
|
|
auto *memorycell { deserialize_memorycell( Input, Scratchpad, nodedata ) };
|
|
if( false == simulation::Memory.insert( memorycell ) ) {
|
|
ErrorLog( "Bad scenario: duplicate memory cell name \"" + memorycell->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
}
|
|
scene::Groups.insert( scene::Groups.handle(), memorycell );
|
|
simulation::Region->insert( memorycell );
|
|
}
|
|
else if( nodedata.type == "eventlauncher" ) {
|
|
|
|
auto *eventlauncher { deserialize_eventlauncher( Input, Scratchpad, nodedata ) };
|
|
if( false == simulation::Events.insert( eventlauncher ) ) {
|
|
ErrorLog( "Bad scenario: duplicate event launcher name \"" + eventlauncher->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
|
}
|
|
// event launchers can be either global, or local with limited range of activation
|
|
// each gets assigned different caretaker
|
|
if( true == eventlauncher->IsGlobal() ) {
|
|
simulation::Events.queue( eventlauncher );
|
|
}
|
|
else {
|
|
scene::Groups.insert( scene::Groups.handle(), eventlauncher );
|
|
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)
|
|
{
|
|
std::string line;
|
|
Input.getTokens(1);
|
|
Input >> line;
|
|
if (Global.file_binary_terrain && line.ends_with(".sbt"))
|
|
{
|
|
Scratchpad.binary.terrain = Region->is_scene(line);
|
|
Global.file_binary_terrain_state = true;
|
|
Scratchpad.binary.terrain_included = true;
|
|
Scratchpad.terrain_name = line;
|
|
WriteLog("Included SBT file: " + line);
|
|
Region->deserialize(Scratchpad.terrain_name);
|
|
|
|
}
|
|
|
|
skip_until(Input, "endterrain");
|
|
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_editorterrain(cParser &Input, scene::scratch_data &Scratchpad)
|
|
{
|
|
// editor-authored streaming terrain. format:
|
|
// editorterrain <folder> <cells> <cellsize> <radius> endeditorterrain
|
|
// the global streamer loads its 16-bit chunk files around the camera in every mode
|
|
std::string folder;
|
|
int cells = 32;
|
|
float cellsize = 2.0f;
|
|
int radius = 4;
|
|
Input.getTokens(4);
|
|
Input >> folder >> cells >> cellsize >> radius;
|
|
skip_until(Input, "endeditorterrain");
|
|
|
|
if (!folder.empty() && cells > 0 && cellsize > 0.0f)
|
|
{
|
|
EditorTerrain.directory(folder);
|
|
EditorTerrain.configure(cells, cellsize, radius < 0 ? 0 : radius, 0.0f, std::string());
|
|
EditorTerrain.active(true);
|
|
WriteLog("Editor terrain stream enabled: " + folder + " (cells " + std::to_string(cells)
|
|
+ ", cellsize " + std::to_string(cellsize) + ", radius " + std::to_string(radius) + ")",
|
|
logtype::generic);
|
|
}
|
|
}
|
|
|
|
namespace {
|
|
|
|
using trainset_data = scene::scratch_data::trainset_data;
|
|
|
|
void couple_trainset( trainset_data &trainset )
|
|
{ // couple before picking the primary - reassign sees uncoupled members as separate consists
|
|
for( std::size_t i = 1; i < trainset.vehicles.size(); ++i ) {
|
|
trainset.vehicles[ i - 1 ]->AttachNext(
|
|
trainset.vehicles[ i ],
|
|
trainset.couplings[ i - 1 ] );
|
|
}
|
|
}
|
|
|
|
TDynamicObject *select_trainset_driver( trainset_data &trainset )
|
|
{ // picks the primary after coupling and hands it its orders, if any
|
|
trainset.vehicles.front()->ReassignConsistPrimary();
|
|
|
|
for( auto *vehicle : trainset.vehicles ) {
|
|
if( vehicle->Mechanik == nullptr || !vehicle->Mechanik->primary() ) {
|
|
continue;
|
|
}
|
|
auto const lookup { trainset.assignment.find( Global.asLang ) };
|
|
if( lookup != trainset.assignment.end() ) {
|
|
vehicle->Mechanik->assignment() = lookup->second;
|
|
}
|
|
return vehicle;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void init_trainset_driver( trainset_data const &trainset )
|
|
{
|
|
if( trainset.driver == nullptr || trainset.driver->Mechanik == nullptr ) {
|
|
return;
|
|
}
|
|
auto *controller { trainset.driver->Mechanik };
|
|
controller->DirectionInitial();
|
|
controller->PutCommand(
|
|
"Timetable:" + trainset.name,
|
|
trainset.velocity,
|
|
0,
|
|
nullptr );
|
|
}
|
|
|
|
void apply_trainset_end_signals( trainset_data const &trainset )
|
|
{
|
|
// coupler 0 on the last vehicle: plate end signals (the AI fixes them once it starts)
|
|
if( trainset.couplings.back() != coupling::faux ) {
|
|
return;
|
|
}
|
|
// with a driver: markers + plates; without one: plates only (the AI corrects it on startup)
|
|
auto const rearlights {
|
|
trainset.driver != nullptr
|
|
? light::redmarker_left | light::redmarker_right | light::rearendsignals
|
|
: light::rearendsignals };
|
|
trainset.vehicles.back()->RaLightsSet( -1, rearlights );
|
|
}
|
|
|
|
}
|
|
|
|
void
|
|
state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
|
|
|
|
if( !Scratchpad.trainset.is_open || Scratchpad.trainset.vehicles.empty() ) {
|
|
ErrorLog( "Bad trainset: empty trainset defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
|
|
Scratchpad.trainset.is_open = false;
|
|
return;
|
|
}
|
|
|
|
auto &trainset { Scratchpad.trainset };
|
|
|
|
couple_trainset( trainset );
|
|
trainset.driver = select_trainset_driver( trainset );
|
|
init_trainset_driver( trainset );
|
|
apply_trainset_end_signals( trainset );
|
|
|
|
trainset.is_open = false;
|
|
}
|
|
|
|
// creates path and its wrapper, restoring class data from provided stream
|
|
TTrack *
|
|
state_serializer::deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
|
|
auto *track = new TTrack( Nodedata );
|
|
auto const offset { (
|
|
Scratchpad.location.offset.empty() ?
|
|
glm::dvec3 { 0.0 } :
|
|
glm::dvec3 {
|
|
Scratchpad.location.offset.top().x,
|
|
Scratchpad.location.offset.top().y,
|
|
Scratchpad.location.offset.top().z } ) };
|
|
track->Load( &Input, offset );
|
|
|
|
return track;
|
|
}
|
|
|
|
TTraction *
|
|
state_serializer::deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
if( false == Global.bLoadTraction ) {
|
|
skip_until( Input, "endtraction" );
|
|
return nullptr;
|
|
}
|
|
// TODO: refactor track and wrapper classes and their de/serialization. do offset and rotation after deserialization is done
|
|
auto *traction = new TTraction( Nodedata );
|
|
auto offset = Scratchpad.location.offset.empty() ? glm::dvec3() : Scratchpad.location.offset.top();
|
|
traction->Load( &Input, offset );
|
|
|
|
return traction;
|
|
}
|
|
|
|
TTractionPowerSource *
|
|
state_serializer::deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
if( false == Global.bLoadTraction ) {
|
|
skip_until( Input, "end" );
|
|
return nullptr;
|
|
}
|
|
|
|
auto *powersource = new TTractionPowerSource( Nodedata );
|
|
powersource->Load( &Input );
|
|
// adjust location
|
|
powersource->location( transform( powersource->location(), Scratchpad ) );
|
|
|
|
return powersource;
|
|
}
|
|
|
|
TMemCell *
|
|
state_serializer::deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
auto *memorycell = new TMemCell( Nodedata );
|
|
memorycell->Load( &Input );
|
|
// adjust location
|
|
memorycell->location( transform( memorycell->location(), Scratchpad ) );
|
|
|
|
return memorycell;
|
|
}
|
|
|
|
TEventLauncher *
|
|
state_serializer::deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
glm::dvec3 location;
|
|
Input.getTokens( 3 );
|
|
Input
|
|
>> location.x
|
|
>> location.y
|
|
>> location.z;
|
|
|
|
auto *eventlauncher = new TEventLauncher( Nodedata );
|
|
eventlauncher->Load( &Input );
|
|
eventlauncher->location( transform( location, Scratchpad ) );
|
|
|
|
return eventlauncher;
|
|
}
|
|
|
|
TAnimModel *
|
|
state_serializer::deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ) {
|
|
|
|
glm::dvec3 location;
|
|
glm::vec3 rotation;
|
|
Input.getTokens( 4 );
|
|
Input
|
|
>> location.x
|
|
>> location.y
|
|
>> location.z
|
|
>> rotation.y;
|
|
|
|
auto *instance = new TAnimModel( Nodedata );
|
|
instance->Angles( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
|
|
// 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 );
|
|
|
|
// editor-authored streaming terrain: emit a directive pointing at its 16-bit chunk folder so the
|
|
// scenery streams it on load (in every mode)
|
|
if( EditorTerrain.active() ) {
|
|
scmfile << "// editor terrain\neditorterrain "
|
|
<< EditorTerrain.directory() << ' '
|
|
<< EditorTerrain.cells() << ' '
|
|
<< EditorTerrain.cellsize() << ' '
|
|
<< EditorTerrain.radius() << " endeditorterrain\n";
|
|
}
|
|
|
|
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 );
|
|
|
|
// editor-authored streaming terrain: emit a directive pointing at its 16-bit chunk folder so the
|
|
// scenery streams it on load (in every mode)
|
|
if( EditorTerrain.active() ) {
|
|
scmfile << "// editor terrain\neditorterrain "
|
|
<< EditorTerrain.directory() << ' '
|
|
<< EditorTerrain.cells() << ' '
|
|
<< EditorTerrain.cellsize() << ' '
|
|
<< EditorTerrain.radius() << " endeditorterrain\n";
|
|
}
|
|
|
|
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
|
|
|
|
//---------------------------------------------------------------------------
|