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 if(Sensor *sensor = (*i)->get_sensor())
78 sensor->signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
80 if(FS::exists(options.state_fn))
81 DataFile::load(layout, options.state_fn);
85 server = new Server(layout);
86 server->use_event_dispatcher(event_disp);
90 DataFile::load(arrow_mesh, "arrow.mesh");
92 pipeline.set_camera(&camera);
93 pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
94 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
95 pipeline.add_renderable_for_pass(*overlay, "overlay");
97 light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
98 light.set_diffuse(GL::Color(0.9));
99 lighting.set_ambient(GL::Color(0.4));
100 lighting.attach(0, light);
102 GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
103 pass->set_depth_test(&GL::DepthTest::lequal());
104 pass->set_lighting(&lighting);
106 pass = &pipeline.add_pass("unlit");
107 pass->set_depth_test(&GL::DepthTest::lequal());
109 pass = &pipeline.add_pass("overlay");
110 pass->set_blend(&GL::Blend::alpha());
114 // Catch various signals so we can stop the trains in case we get terminated
115 catch_signal(SIGINT);
116 catch_signal(SIGTERM);
117 catch_signal(SIGSEGV);
118 catch_signal(SIGILL);
119 catch_signal(SIGFPE);
120 catch_signal(SIGABRT);
123 Engineer::~Engineer()
125 const map<unsigned, Train *> &trains = layout.get_trains();
126 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
127 layout.get_driver().set_loco_speed(i->first, 0);
128 layout.get_driver().flush();
130 if(!options.simulate)
132 layout.save_dynamic(options.state_fn+".tmp");
133 FS::rename(options.state_fn+".tmp", options.state_fn);
142 void Engineer::set_status(const string &text)
144 main_wnd->set_status_text(text);
145 status_timeout = Time::now()+10*Time::sec;
148 void Engineer::add_train_view(TrainView &tv)
150 train_views.push_back(&tv);
153 void Engineer::remove_train_view(TrainView &tv)
155 train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
158 void Engineer::pick(bool with_ep)
162 picking_entry = (with_ep ? 0 : -1);
169 return Application::main();
172 void Engineer::tick()
174 window.get_display().tick();
176 for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
177 process_new_train(**i);
181 event_disp.tick(Time::zero);
183 for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
186 if(status_timeout && Time::now()>status_timeout)
188 main_wnd->set_status_text(string());
189 status_timeout = Time::TimeStamp();
192 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
198 pointer_moved = false;
202 Track *track = dynamic_cast<Track *>(pick_object(pointer));
203 if(track && track!=picking_track)
205 picking_track = track;
210 picking_path = new Path3D(layout_3d.get<Track3D>(*track));
212 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
214 picking_path->set_mask(picking_track->get_type().get_paths());
215 picking_path->set_color(GL::Color(0));
216 picking_path->set_layer(1);
221 if(picking && picking_track && picking_entry>=0)
224 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
226 Snap sn = picking_track->get_snap_node(picking_entry);
228 GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
229 GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
236 window.swap_buffers();
239 void Engineer::button_press(unsigned btn)
243 if(btn==1 && picking_track)
248 signal_pick_done.emit(picking_track, picking_entry);
250 else if(btn==3 && picking_entry>=0)
252 picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
253 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
258 Object *obj = pick_object(pointer);
259 if(Track *track = dynamic_cast<Track *>(obj))
261 if(track->get_turnout_id())
263 Block &block = track->get_block();
264 if(block.get_train() && block.get_train()->is_block_critical(block))
265 set_status("Turnout is busy");
268 unsigned paths = track->get_type().get_paths();
269 unsigned i = track->get_active_path()+1;
270 while(!(paths&(1<<i)))
277 track->set_active_path(i);
278 set_status(format("Turnout %d", track->get_turnout_id()));
281 if(unsigned sid = track->get_sensor_id())
284 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
285 set_status(format("Sensor %d", sid));
288 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
290 TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
297 void Engineer::axis_motion(unsigned axis, float value, float)
303 pointer_moved = true;
306 void Engineer::view_all()
308 const Layout3D::ObjectMap &objects = layout_3d.get_all();
310 float view_aspect = float(window.get_width())/window.get_height();
311 float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
312 float best_score = 0;
315 for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
317 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
319 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
320 bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
322 const Vector &minp = bbox.get_minimum_point();
323 const Vector &maxp = bbox.get_maximum_point();
325 float width = maxp.x-minp.x;
326 float height = maxp.y-minp.y;
327 float aspect = width/height;
328 float score = min(aspect/view_aspect, view_aspect/aspect);
334 float size = max(width/view_aspect, height);
335 float c = cos(angle);
336 float s = sin(angle);
337 float x = (minp.x+maxp.x)/2;
338 float y = (minp.y+maxp.y)/2;
339 float z = max(size*1.05/view_height, 0.15);
341 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
342 up = GL::Vector3(-s, c, 0);
346 camera.set_position(pos);
347 camera.set_up_direction(up);
348 camera.set_look_direction(GL::Vector3(0, 0, -1));
349 camera.set_aspect(float(window.get_width())/window.get_height());
350 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
353 void Engineer::set_block_color(const Block &block, const GL::Color &color)
355 const set<Track *> &tracks = block.get_tracks();
356 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
357 layout_3d.get<Track3D>(**i).get_path().set_color(color);
360 void Engineer::reset_block_color(const Block &block)
363 if(Sensor *sensor = block.get_sensor())
364 active = sensor->get_state()>Sensor::INACTIVE;
366 if(block.get_train())
369 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
370 if(i!=train_colors.end())
374 set_block_color(block, color*0.6);
376 set_block_color(block, color*0.5+0.5);
379 set_block_color(block, GL::Color(0.6));
381 set_block_color(block, GL::Color(1));
384 Object *Engineer::pick_object(const Vector &p)
386 const GL::Vector3 &start = camera.get_position();
387 GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
389 // XXX Do this better; make this function a template?
390 if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
392 return layout.pick<Track>(Ray(start, Vector(ray)));
395 void Engineer::process_new_train(Train &train)
397 Vehicle3D &loco3d = layout_3d.get<Vehicle3D>(train.get_vehicle(0));
398 overlay->set_label(loco3d, train.get_name());
399 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
402 void Engineer::train_added(Train &train)
404 new_trains.push_back(&train);
406 GL::Color best_color;
408 for(unsigned i=0; i<10; ++i)
411 unsigned h = rand()%3;
412 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
413 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
414 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
415 color = color*(1/max(max(color.r, color.g), color.b));
417 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
419 float dr = color.r-j->second.r;
420 float dg = color.g-j->second.g;
421 float db = color.b-j->second.b;
422 float d_sq = dr*dr+dg*dg+db*db;
426 if(min_d_sq>best_d_sq)
429 best_d_sq = min_d_sq;
432 train_colors[&train] = best_color;
435 void Engineer::sighandler(int sig)
437 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
439 signal(sig, SIG_DFL);
440 IO::print(IO::cerr, "Fatal signal received, terminating\n");
441 const map<unsigned, Train *> &trains = layout.get_trains();
442 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
443 layout.get_driver().set_loco_speed(i->first, 0);
444 layout.get_driver().flush();
447 else if(sig==SIGTERM || sig==SIGINT)