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/units.h>
18 #include <msp/time/utils.h>
19 #include "libr2c2/driver.h"
20 #include "libr2c2/trackcircuit.h"
21 #include "libr2c2/tracktype.h"
24 #include "3d/vehicle.h"
26 #include "mainwindow.h"
27 #include "traindialog.h"
28 #include "trainview.h"
34 Engineer::Engineer(int argc, char **argv):
36 window(options.screen_w, options.screen_h, options.fullscreen),
40 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
43 pipeline(window.get_width(), window.get_height(), false),
51 window.set_title("Railroad Engineer");
52 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
54 root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
55 mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
56 mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
57 root->set_visible(true);
59 main_wnd = new MainWindow(*this);
62 main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
64 overlay = new Overlay3D(ui_res.get_default_font());
66 // Setup railroad control
67 DataFile::load(catalogue, "tracks.dat");
68 DataFile::load(catalogue, "locos.dat");
69 DataFile::load(catalogue, "wagons.dat");
70 DataFile::load(layout, options.layout_fn);
72 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
73 layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
74 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
75 const set<Block *> &blocks = layout.get_all<Block>();
76 for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
77 (*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
79 if(FS::exists(options.state_fn))
80 DataFile::load(layout, options.state_fn);
84 server = new Server(layout);
85 server->use_event_dispatcher(event_disp);
89 DataFile::load(arrow_mesh, "arrow.mesh");
91 pipeline.set_camera(&camera);
92 pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
93 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
94 pipeline.add_renderable_for_pass(*overlay, "overlay");
96 light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
97 light.set_diffuse(GL::Color(0.9));
98 lighting.set_ambient(GL::Color(0.4));
99 lighting.attach(0, light);
101 GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
102 pass->set_depth_test(&GL::DepthTest::lequal());
103 pass->set_lighting(&lighting);
105 pass = &pipeline.add_pass("unlit");
106 pass->set_depth_test(&GL::DepthTest::lequal());
108 pass = &pipeline.add_pass("overlay");
109 pass->set_blend(&GL::Blend::alpha());
113 // Catch various signals so we can stop the trains in case we get terminated
114 catch_signal(SIGINT);
115 catch_signal(SIGTERM);
116 catch_signal(SIGSEGV);
117 catch_signal(SIGILL);
118 catch_signal(SIGFPE);
119 catch_signal(SIGABRT);
122 Engineer::~Engineer()
124 const map<unsigned, Train *> &trains = layout.get_trains();
125 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
126 layout.get_driver().set_loco_speed(i->first, 0);
127 layout.get_driver().flush();
129 if(!options.simulate)
131 layout.save_dynamic(options.state_fn+".tmp");
132 FS::rename(options.state_fn+".tmp", options.state_fn);
141 void Engineer::set_status(const string &text)
143 main_wnd->set_status_text(text);
144 status_timeout = Time::now()+10*Time::sec;
147 void Engineer::add_train_view(TrainView &tv)
149 train_views.push_back(&tv);
152 void Engineer::remove_train_view(TrainView &tv)
154 train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
157 void Engineer::pick(bool with_ep)
161 picking_entry = (with_ep ? 0 : -1);
168 return Application::main();
171 void Engineer::tick()
173 window.get_display().tick();
175 for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
176 process_new_train(**i);
180 event_disp.tick(Time::zero);
182 for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
185 if(status_timeout && Time::now()>status_timeout)
187 main_wnd->set_status_text(string());
188 status_timeout = Time::TimeStamp();
191 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
197 pointer_moved = false;
201 Track *track = dynamic_cast<Track *>(pick_object(pointer));
202 if(track && track!=picking_track)
204 picking_track = track;
209 picking_path = new Path3D(layout_3d.get_track(*track));
211 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
213 picking_path->set_mask(picking_track->get_type().get_paths());
214 picking_path->set_color(GL::Color(0));
215 picking_path->set_layer(1);
220 if(picking && picking_track && picking_entry>=0)
223 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
225 Snap sn = picking_track->get_snap_node(picking_entry);
227 GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
228 GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
235 window.swap_buffers();
238 void Engineer::button_press(unsigned btn)
242 if(btn==1 && picking_track)
247 signal_pick_done.emit(picking_track, picking_entry);
249 else if(btn==3 && picking_entry>=0)
251 picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
252 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
257 Object *obj = pick_object(pointer);
258 if(Track *track = dynamic_cast<Track *>(obj))
260 if(track->get_turnout_id())
262 Block &block = track->get_block();
263 if(block.get_train() && block.get_train()->is_block_critical(block))
264 set_status("Turnout is busy");
267 unsigned paths = track->get_type().get_paths();
268 unsigned i = track->get_active_path()+1;
269 while(!(paths&(1<<i)))
276 track->set_active_path(i);
277 set_status(format("Turnout %d", track->get_turnout_id()));
280 if(unsigned sid = track->get_sensor_id())
283 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
284 set_status(format("Sensor %d", sid));
287 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
289 TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
296 void Engineer::axis_motion(unsigned axis, float value, float)
302 pointer_moved = true;
305 void Engineer::view_all()
307 const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
309 float view_aspect = float(window.get_width())/window.get_height();
310 float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
311 float best_score = 0;
314 for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
316 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
318 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
319 bbox = bbox|trans.transform(i->second->get_track().get_bounding_box());
321 const Vector &minp = bbox.get_minimum_point();
322 const Vector &maxp = bbox.get_maximum_point();
324 float width = maxp.x-minp.x;
325 float height = maxp.y-minp.y;
326 float aspect = width/height;
327 float score = min(aspect/view_aspect, view_aspect/aspect);
333 float size = max(width/view_aspect, height);
334 float c = cos(angle);
335 float s = sin(angle);
336 float x = (minp.x+maxp.x)/2;
337 float y = (minp.y+maxp.y)/2;
338 float z = max(size*1.05/view_height, 0.15);
340 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
341 up = GL::Vector3(-s, c, 0);
345 camera.set_position(pos);
346 camera.set_up_direction(up);
347 camera.set_look_direction(GL::Vector3(0, 0, -1));
348 camera.set_aspect(float(window.get_width())/window.get_height());
349 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
352 void Engineer::set_block_color(const Block &block, const GL::Color &color)
354 const set<Track *> &tracks = block.get_tracks();
355 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
356 layout_3d.get_track(**i).get_path().set_color(color);
359 void Engineer::reset_block_color(const Block &block)
361 bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
363 if(block.get_train())
366 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
367 if(i!=train_colors.end())
371 set_block_color(block, color*0.6);
373 set_block_color(block, color*0.5+0.5);
376 set_block_color(block, GL::Color(0.6));
378 set_block_color(block, GL::Color(1));
381 Object *Engineer::pick_object(const Vector &p)
383 const GL::Vector3 &start = camera.get_position();
384 GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
386 // XXX Do this better; make this function a template?
387 if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
389 return layout.pick<Track>(Ray(start, Vector(ray)));
392 void Engineer::process_new_train(Train &train)
394 Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
395 overlay->set_label(loco3d, train.get_name());
396 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
399 void Engineer::train_added(Train &train)
401 new_trains.push_back(&train);
403 GL::Color best_color;
405 for(unsigned i=0; i<10; ++i)
408 unsigned h = rand()%3;
409 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
410 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
411 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
412 color = color*(1/max(max(color.r, color.g), color.b));
414 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
416 float dr = color.r-j->second.r;
417 float dg = color.g-j->second.g;
418 float db = color.b-j->second.b;
419 float d_sq = dr*dr+dg*dg+db*db;
423 if(min_d_sq>best_d_sq)
426 best_d_sq = min_d_sq;
429 train_colors[&train] = best_color;
432 void Engineer::sighandler(int sig)
434 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
436 signal(sig, SIG_DFL);
437 IO::print(IO::cerr, "Fatal signal received, terminating\n");
438 const map<unsigned, Train *> &trains = layout.get_trains();
439 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
440 layout.get_driver().set_loco_speed(i->first, 0);
441 layout.get_driver().flush();
444 else if(sig==SIGTERM || sig==SIGINT)