6 #include <msp/fs/stat.h>
7 #include <msp/fs/utils.h>
8 #include <msp/graphics/display.h>
9 #include <msp/graphics/window.h>
10 #include <msp/gl/blend.h>
11 #include <msp/gl/framebuffer.h>
12 #include <msp/gl/matrix.h>
13 #include <msp/gl/misc.h>
14 #include <msp/gl/tests.h>
15 #include <msp/io/print.h>
16 #include <msp/strings/format.h>
17 #include <msp/time/utils.h>
18 #include "libr2c2/driver.h"
19 #include "libr2c2/trackcircuit.h"
20 #include "libr2c2/tracktype.h"
21 #include "libr2c2/zone.h"
22 #include "3d/allocation.h"
25 #include "3d/trackcircuit.h"
26 #include "3d/vehicle.h"
33 Engineer::Engineer(int argc, char **argv):
35 window(options.screen_w, options.screen_h, options.fullscreen),
38 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
41 main_view(layout_3d, window.get_width(), window.get_height()),
42 ui(*this, window, keyboard, mouse),
43 emergency_blink_state(0)
46 window.set_title("Railroad Engineer");
47 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
49 mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
50 mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
52 overlay = new Overlay3D(ui.get_resources().get_default_font());
54 // Setup railroad control
55 catalogue.add_source("data/Märklin/H0");
56 DataFile::load(layout, options.layout_fn);
58 if(layout.has_driver())
60 Driver &driver = layout.get_driver();
61 driver.signal_halt.connect(sigc::mem_fun(this, &Engineer::halt_event));
63 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
64 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::emergency));
65 const set<Block *> &blocks = layout.get_all<Block>();
66 for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
67 if(TrackCircuit *tc = (*i)->get_sensor())
68 new TrackCircuit3D(layout_3d, *tc);
70 const set<Track *> &tracks = layout.get_all<Track>();
71 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
72 if((*i)->get_type().is_turnout())
73 new Path3D(layout_3d.get_3d(**i));
75 if(FS::exists(options.state_fn))
76 DataFile::load(layout, options.state_fn);
78 if(FS::exists(options.uistate_fn))
79 DataFile::load(ui, options.uistate_fn);
83 server = new Server(layout);
84 server->use_event_dispatcher(event_disp);
88 GL::Pipeline &pipeline = main_view.get_pipeline();
90 GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
91 pass->set_depth_test(&GL::DepthTest::lequal());
92 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
94 pass = &pipeline.add_pass("overlay");
95 pass->set_blend(&GL::Blend::alpha());
96 pipeline.add_renderable_for_pass(*overlay, "overlay");
100 // Catch various signals so we can stop the trains in case we get terminated
101 catch_signal(SIGINT);
102 catch_signal(SIGTERM);
103 catch_signal(SIGSEGV);
104 catch_signal(SIGILL);
105 catch_signal(SIGFPE);
106 catch_signal(SIGABRT);
109 Engineer::~Engineer()
111 if(!options.simulate)
113 layout.save_dynamic(options.state_fn+".tmp");
114 FS::rename(options.state_fn+".tmp", options.state_fn);
117 ui.save_state(options.uistate_fn);
119 layout.get_driver().halt(true);
120 layout.get_driver().flush();
131 return Application::main();
134 void Engineer::tick()
136 window.get_display().tick();
138 for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
139 process_new_train(**i);
142 layout.tick(options.sim_speed);
144 event_disp.tick(Time::zero);
148 Time::TimeStamp t = Time::now();
149 if(!emergencies.empty() && t>emergency_blink_timeout)
151 emergency_blink_state = (emergency_blink_state+1)%2;
152 GL::Color color(1.0f/(1+emergency_blink_state), 0.0f, 0.0f);
153 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
154 (*i)->set_color(color);
155 emergency_blink_timeout = t+0.5*Time::sec;
158 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
164 window.swap_buffers();
167 void Engineer::button_press(unsigned btn)
171 Object *obj = pick_object(pointer);
172 if(Track *track = dynamic_cast<Track *>(obj))
174 if(track->get_type().is_turnout())
176 Block &block = track->get_block();
177 if(block.get_train() && block.get_train()->is_block_critical(block))
178 ui.set_status("Turnout is busy");
181 unsigned paths = track->get_type().get_paths();
182 unsigned i = track->get_active_path()+1;
183 while(!(paths&(1<<i)))
190 track->set_active_path(i);
191 ui.set_status(format("Turnout %d", track->get_turnout_address()));
194 else if(unsigned saddr = track->get_sensor_address())
197 layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
198 ui.set_status(format("Sensor %d", saddr));
202 const set<Zone *> &zones = layout.get_all<Zone>();
203 for(set<Zone *>::const_iterator i=zones.begin(); i!=zones.end(); ++i)
204 if((*i)->has_track(*track))
211 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
212 ui.show_train(*veh->get_train());
216 void Engineer::axis_motion(unsigned axis, float value, float)
224 void Engineer::view_all()
226 const Layout3D::ObjectMap &objects = layout_3d.get_all();
228 float view_aspect = float(window.get_width())/window.get_height();
229 float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
230 float best_score = 0;
233 for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
235 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
237 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
238 bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
240 const Vector &minp = bbox.get_minimum_point();
241 const Vector &maxp = bbox.get_maximum_point();
243 float width = maxp.x-minp.x;
244 float height = maxp.y-minp.y;
245 float aspect = width/height;
246 float score = min(aspect/view_aspect, view_aspect/aspect);
252 float size = max(width/view_aspect, height);
253 float c = cos(angle);
254 float s = sin(angle);
255 float x = (minp.x+maxp.x)/2;
256 float y = (minp.y+maxp.y)/2;
257 float z = max(size*1.05/view_height, 0.15);
259 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
260 up = GL::Vector3(-s, c, 0);
264 GL::Camera &camera = main_view.get_camera();
265 camera.set_position(pos);
266 camera.set_up_direction(up);
267 camera.set_look_direction(GL::Vector3(0, 0, -1));
268 camera.set_aspect(float(window.get_width())/window.get_height());
269 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
272 Object *Engineer::pick_object(const Vector &p)
274 const GL::Vector3 &start = main_view.get_camera().get_position();
275 GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
277 // XXX Do this better; make this function a template?
278 if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, ray.slice<3>(0))))
280 return layout.pick<Track>(Ray(start, ray.slice<3>(0)));
283 void Engineer::emergency(Block *block, const string &)
287 TrackChain3D *tch3d = new TrackChain3D(layout_3d, *block);
288 tch3d->set_color(GL::Color(1.0f, 0.0f, 0.0f));
290 emergencies.push_back(tch3d);
294 void Engineer::halt_event(bool h)
298 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
304 void Engineer::process_new_train(Train &train)
306 Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
307 overlay->set_label(loco3d, train.get_name());
308 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
311 void Engineer::train_added(Train &train)
313 new_trains.push_back(&train);
315 GL::Color best_color;
317 for(unsigned i=0; i<10; ++i)
320 unsigned h = rand()%3;
321 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
322 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
323 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
324 color = color*(1/max(max(color.r, color.g), color.b));
326 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
328 float dr = color.r-j->second.r;
329 float dg = color.g-j->second.g;
330 float db = color.b-j->second.b;
331 float d_sq = dr*dr+dg*dg+db*db;
335 if(min_d_sq>best_d_sq)
338 best_d_sq = min_d_sq;
341 train_colors[&train] = best_color;
343 Allocation3D *alloc = new Allocation3D(layout_3d, train);
344 alloc->set_color(best_color);
347 void Engineer::sighandler(int sig)
349 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
351 signal(sig, SIG_DFL);
352 IO::print(IO::cerr, "Fatal signal received, terminating\n");
353 layout.get_driver().halt(true);
354 layout.get_driver().flush();
357 else if(sig==SIGTERM || sig==SIGINT)