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