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1 /* $Id$
2
3 This file is part of R²C²
4 Copyright © 2006-2011 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
6 */
7
8 #include <algorithm>
9 #include <cmath>
10 #include <cstdlib>
11 #include <limits>
12 #include <signal.h>
13 #include <msp/core/except.h>
14 #include <msp/fs/stat.h>
15 #include <msp/fs/utils.h>
16 #include <msp/gbase/display.h>
17 #include <msp/gbase/window.h>
18 #include <msp/gl/blend.h>
19 #include <msp/gl/framebuffer.h>
20 #include <msp/gl/matrix.h>
21 #include <msp/gl/misc.h>
22 #include <msp/gl/projection.h>
23 #include <msp/gl/tests.h>
24 #include <msp/gl/transform.h>
25 #include <msp/io/print.h>
26 #include <msp/strings/formatter.h>
27 #include <msp/time/units.h>
28 #include <msp/time/utils.h>
29 #include "libr2c2/driver.h"
30 #include "libr2c2/tracktype.h"
31 #include "3d/path.h"
32 #include "3d/track.h"
33 #include "3d/vehicle.h"
34 #include "engineer.h"
35 #include "mainpanel.h"
36 #include "trainpanel.h"
37 #include "trainproperties.h"
38 #include "trainview.h"
39
40 using namespace std;
41 using namespace R2C2;
42 using namespace Msp;
43
44 Application::RegApp<Engineer> Engineer::reg;
45
46 Engineer::Engineer(int argc, char **argv):
47         options(argc, argv),
48         window(options.screen_w, options.screen_h, options.fullscreen),
49         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
50         layout_3d(layout),
51         server(0),
52         pipeline(window.get_width(), window.get_height(), false),
53         picking(false),
54         picking_track(0),
55         picking_entry(0),
56         picking_path(0),
57         pointer_x(0),
58         pointer_y(0),
59         pointer_moved(false)
60 {
61         // Setup GUI
62         window.set_title("Railroad Engineer");
63         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
64
65         DataFile::load(ui_res, "r2c2.res");
66         root = new GLtk::Root(ui_res, window);
67         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
68         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
69         root->set_visible(true);
70
71         main_panel = new MainPanel(*this);
72         root->add(*main_panel);
73         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
74         main_panel->set_visible(true);
75
76         overlay = new Overlay3D(ui_res.get_default_font());
77
78         // Setup railroad control
79         DataFile::load(catalogue, "tracks.dat");
80         DataFile::load(catalogue, "locos.dat");
81         DataFile::load(catalogue, "wagons.dat");
82         DataFile::load(layout, options.layout_fn);
83
84         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
85         layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
86         layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
87         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
88
89         if(FS::exists(options.state_fn))
90                 DataFile::load(layout, options.state_fn);
91
92         if(options.network)
93         {
94                 server = new Server(layout);
95                 server->use_event_dispatcher(event_disp);
96         }
97
98         // Setup 3D view
99         DataFile::load(arrow_mesh, "arrow.mesh");
100
101         pipeline.set_camera(&camera);
102         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
103         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
104         pipeline.add_renderable_for_pass(*overlay, "overlay");
105
106         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
107         light.set_diffuse(GL::Color(0.9));
108         lighting.set_ambient(GL::Color(0.4));
109         lighting.attach(0, light);
110
111         GL::PipelinePass *pass = &pipeline.add_pass(0);
112         pass->depth_test = &GL::DepthTest::lequal();
113         pass->lighting = &lighting;
114
115         pass = &pipeline.add_pass("unlit");
116         pass->depth_test = &GL::DepthTest::lequal();
117
118         pass = &pipeline.add_pass("overlay");
119         pass->blend = &GL::Blend::alpha();
120
121         view_all();
122
123         // Catch various signals so we can stop the trains in case we get terminated
124         catch_signal(SIGINT);
125         catch_signal(SIGTERM);
126         catch_signal(SIGSEGV);
127         catch_signal(SIGILL);
128         catch_signal(SIGFPE);
129         catch_signal(SIGABRT);
130 }
131
132 Engineer::~Engineer()
133 {
134         const map<unsigned, Train *> &trains = layout.get_trains();
135         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
136                 layout.get_driver().set_loco_speed(i->first, 0);
137         layout.get_driver().flush();
138
139         if(!options.simulate)
140         {
141                 layout.save_dynamic(options.state_fn+".tmp");
142                 FS::rename(options.state_fn+".tmp", options.state_fn);
143         }
144
145         delete overlay;
146         delete root;
147
148         delete server;
149 }
150
151 void Engineer::set_status(const string &text)
152 {
153         main_panel->set_status_text(text);
154         status_timeout = Time::now()+10*Time::sec;
155 }
156
157 void Engineer::rearrange_panels()
158 {
159         int y = main_panel->get_geometry().y;
160         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
161         {
162                 y -= (*i)->get_geometry().h;
163                 (*i)->set_position(0, y);
164         }
165 }
166
167 void Engineer::add_train_view(TrainView &tv)
168 {
169         train_views.push_back(&tv);
170 }
171
172 void Engineer::remove_train_view(TrainView &tv)
173 {
174         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
175 }
176
177 void Engineer::pick(bool with_ep)
178 {
179         picking = true;
180         picking_track = 0;
181         picking_entry = (with_ep ? 0 : -1);
182 }
183
184 int Engineer::main()
185 {
186         window.show();
187
188         return Application::main();
189 }
190
191 void Engineer::tick()
192 {
193         window.get_display().tick();
194
195         layout.tick();
196         event_disp.tick(Time::zero);
197
198         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
199                 (*i)->prepare();
200
201         if(status_timeout && Time::now()>status_timeout)
202         {
203                 main_panel->set_status_text(string());
204                 status_timeout = Time::TimeStamp();
205         }
206
207         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
208
209         pipeline.render_all();
210
211         if(pointer_moved)
212         {
213                 pointer_moved = false;
214
215                 if(picking)
216                 {
217                         Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
218                         if(track && track!=picking_track)
219                         {
220                                 picking_track = track;
221                                 if(picking_entry>=0)
222                                         picking_entry = 0;
223
224                                 delete picking_path;
225                                 picking_path = new Path3D(layout_3d.get_track(*track));
226                                 if(picking_entry>=0)
227                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
228                                 else
229                                         picking_path->set_mask(picking_track->get_type().get_paths());
230                                 picking_path->set_color(GL::Color(0));
231                                 picking_path->set_layer(1);
232                         }
233                 }
234         }
235
236         if(picking && picking_track && picking_entry>=0)
237         {
238                 GL::PushMatrix push_mat;
239
240                 float rot = picking_track->get_endpoint_direction(picking_entry);
241                 Vector pos = picking_track->get_endpoint_position(picking_entry);
242
243                 GL::translate(pos.x, pos.y, pos.z+0.03);
244                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
245
246                 arrow_mesh.draw();
247         }
248
249         const GLtk::Geometry &rgeom = root->get_geometry();
250         GL::matrix_mode(GL::PROJECTION);
251         GL::load_identity();
252         GL::ortho_bottomleft(rgeom.w, rgeom.h);
253         GL::matrix_mode(GL::MODELVIEW);
254         GL::load_identity();
255
256         {
257                 GL::Bind blend(GL::Blend::alpha());
258                 root->render();
259                 GL::Texture::unbind();
260         }
261
262         window.swap_buffers();
263 }
264
265 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
266 {
267         if(picking)
268         {
269                 if(btn==1 && picking_track)
270                 {
271                         picking = false;
272                         delete picking_path;
273                         picking_path = 0;
274                         signal_pick_done.emit(picking_track, picking_entry);
275                 }
276                 else if(btn==3 && picking_entry>=0)
277                 {
278                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
279                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
280                 }
281         }
282         else
283         {
284                 Track *track = pick_track(x, window.get_height()-y-1);
285                 if(track)
286                 {
287                         if(track->get_turnout_id())
288                         {
289                                 Block &block = track->get_block();
290                                 if(block.get_train() && !block.get_train()->free_block(block))
291                                         set_status("Turnout is busy");
292                                 else
293                                 {
294                                         unsigned paths = track->get_type().get_paths();
295                                         unsigned i = track->get_active_path()+1;
296                                         while(!(paths&(1<<i)))
297                                         {
298                                                 if(!(paths>>i))
299                                                         i = 0;
300                                                 else
301                                                         ++i;
302                                         }
303                                         track->set_active_path(i);
304                                         set_status(format("Turnout %d", track->get_turnout_id()));
305                                 }
306                         }
307                         if(unsigned sid = track->get_sensor_id())
308                         {
309                                 if(options.simulate)
310                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
311                                 set_status(format("Sensor %d", sid));
312                         }
313                 }
314         }
315 }
316
317 void Engineer::pointer_motion(int x, int y)
318 {
319         pointer_x = x;
320         pointer_y = y;
321         pointer_moved = true;
322 }
323
324 void Engineer::view_all()
325 {
326         const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
327
328         float view_aspect = float(window.get_width()-200)/window.get_height();
329         float view_height = tan(camera.get_field_of_view()/2)*2;
330         float best_score = 0;
331         GL::Vector3 pos;
332         GL::Vector3 up;
333         for(float angle=0; angle<M_PI; angle+=0.01)
334         {
335                 float min_x = 0;
336                 float max_x = 0;
337                 float min_y = 0;
338                 float max_y = 0;
339                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
340                 {
341                         Vector minp, maxp;
342                         i->second->get_bounds(angle, minp, maxp);
343                         min_x = min(min_x, minp.x);
344                         max_x = max(max_x, maxp.x);
345                         min_y = min(min_y, minp.y);
346                         max_y = max(max_y, maxp.y);
347                 }
348
349                 float width = max_x-min_x;
350                 float height = max_y-min_y;
351                 float aspect = width/height;
352                 float score = min(aspect/view_aspect, view_aspect/aspect);
353
354                 if(score>best_score)
355                 {
356                         best_score = score;
357
358                         float size = max(width/view_aspect, height);
359                         float c = cos(angle);
360                         float s = sin(angle);
361                         float x = (min_x+max_x)/2-size*105/window.get_height();
362                         float y = (min_y+max_y)/2;
363                         float z = max(size*1.05/view_height, 0.15);
364
365                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
366                         up = GL::Vector3(-s, c, 0);
367                 }
368         }
369
370         camera.set_position(pos);
371         camera.set_up_direction(up);
372         camera.set_look_direction(GL::Vector3(0, 0, -1));
373         camera.set_aspect(float(window.get_width())/window.get_height());
374         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
375 }
376
377 void Engineer::set_block_color(const Block &block, const GL::Color &color)
378 {
379         const set<Track *> &tracks = block.get_tracks();
380         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
381                 layout_3d.get_track(**i).get_path().set_color(color);
382 }
383
384 void Engineer::reset_block_color(const Block &block)
385 {
386         bool active = block.get_state()>Block::INACTIVE;
387
388         if(block.get_train())
389         {
390                 GL::Color color;
391                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
392                 if(i!=train_colors.end())
393                         color = i->second;
394
395                 if(active)
396                         set_block_color(block, color*0.6);
397                 else
398                         set_block_color(block, color*0.5+0.5);
399         }
400         else if(active)
401                 set_block_color(block, GL::Color(0.6));
402         else
403                 set_block_color(block, GL::Color(1));
404 }
405
406 Track *Engineer::pick_track(int x, int y)
407 {
408         const GL::Vector3 &start = camera.get_position();
409         float xx = x*2.0/window.get_width()-1.0;
410         float yy = y*2.0/window.get_height()-1.0;
411         GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
412
413         return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
414 }
415
416 void Engineer::train_added(Train &train)
417 {
418         TrainPanel *tpanel = new TrainPanel(*this, train);
419         root->add(*tpanel);
420         train_panels.push_back(tpanel);
421         rearrange_panels();
422
423         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
424         overlay->set_label(loco3d, train.get_name());
425         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
426
427         GL::Color best_color;
428         float best_d_sq = 0;
429         for(unsigned i=0; i<10; ++i)
430         {
431                 GL::Color color;
432                 color.r = rand()*1.0/RAND_MAX;
433                 color.g = rand()*1.0/RAND_MAX;
434                 color.b = rand()*1.0/RAND_MAX;
435                 color = color*(1/max(max(color.r, color.g), color.b));
436                 float min_d_sq = 3;
437                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
438                 {
439                         float dr = color.r-j->second.r;
440                         float dg = color.g-j->second.g;
441                         float db = color.b-j->second.b;
442                         float d_sq = dr*dr+dg*dg+db*db;
443                         if(d_sq<min_d_sq)
444                                 min_d_sq = d_sq;
445                 }
446                 if(min_d_sq>best_d_sq)
447                 {
448                         best_color = color;
449                         best_d_sq = min_d_sq;
450                 }
451         }
452         train_colors[&train] = best_color;
453 }
454
455 void Engineer::sighandler(int sig)
456 {
457         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
458         {
459                 signal(sig, SIG_DFL);
460                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
461                 const map<unsigned, Train *> &trains = layout.get_trains();
462                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
463                         layout.get_driver().set_loco_speed(i->first, 0);
464                 layout.get_driver().flush();
465                 raise(sig);
466         }
467         else if(sig==SIGTERM || sig==SIGINT)
468                 exit(0);
469 }