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Add framework for generating simple meshes for vehicles
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1 /* $Id$
2
3 This file is part of the MSP Märklin suite
4 Copyright © 2006-2010 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/gbase/display.h>
16 #include <msp/gbase/window.h>
17 #include <msp/gl/blend.h>
18 #include <msp/gl/framebuffer.h>
19 #include <msp/gl/matrix.h>
20 #include <msp/gl/misc.h>
21 #include <msp/gl/projection.h>
22 #include <msp/gl/tests.h>
23 #include <msp/gl/transform.h>
24 #include <msp/io/print.h>
25 #include <msp/strings/formatter.h>
26 #include <msp/time/units.h>
27 #include <msp/time/utils.h>
28 #include "libmarklin/driver.h"
29 #include "libmarklin/tracktype.h"
30 #include "3d/path.h"
31 #include "3d/track.h"
32 #include "3d/vehicle.h"
33 #include "engineer.h"
34 #include "mainpanel.h"
35 #include "trainpanel.h"
36 #include "trainproperties.h"
37 #include "trainview.h"
38
39 using namespace std;
40 using namespace Marklin;
41 using namespace Msp;
42
43 Application::RegApp<Engineer> Engineer::reg;
44
45 Engineer::Engineer(int argc, char **argv):
46         options(argc, argv),
47         window(options.screen_w, options.screen_h, options.fullscreen),
48         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
49         layout_3d(layout),
50         server(0),
51         pipeline(window.get_width(), window.get_height(), false),
52         picking(false),
53         picking_track(0),
54         picking_entry(0),
55         picking_path(0),
56         pointer_x(0),
57         pointer_y(0),
58         pointer_moved(false)
59 {
60         // Setup GUI
61         window.set_title("Railroad Engineer");
62         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
63
64         DataFile::load(ui_res, "marklin.res");
65         root = new GLtk::Root(ui_res, window);
66         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
67         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
68         root->set_visible(true);
69
70         main_panel = new MainPanel(*this, ui_res);
71         root->add(*main_panel);
72         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
73         main_panel->set_visible(true);
74
75         overlay = new Overlay3D(window, camera, ui_res.get_default_font());
76
77         // Setup railroad control
78         DataFile::load(catalogue, "tracks.dat");
79         DataFile::load(catalogue, "locos.dat");
80         DataFile::load(catalogue, "wagons.dat");
81         DataFile::load(layout, options.layout_fn);
82
83         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
84         layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
85         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
86         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
87         if(FS::exists(options.state_fn))
88                 DataFile::load(layout, options.state_fn);
89
90         if(options.network)
91         {
92                 server = new Server(layout);
93                 server->use_event_dispatcher(event_disp);
94         }
95
96         // Setup 3D view
97         DataFile::load(arrow_mesh, "arrow.mesh");
98
99         pipeline.set_camera(&camera);
100         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
101         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
102
103         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
104         light.set_diffuse(GL::Color(0.9));
105         lighting.set_ambient(GL::Color(0.4));
106         lighting.attach(0, light);
107
108         GL::PipelinePass *pass = &pipeline.add_pass(0);
109         pass->depth_test = &GL::DepthTest::lequal();
110         pass->lighting = &lighting;
111
112         pass = &pipeline.add_pass("unlit");
113         pass->depth_test = &GL::DepthTest::lequal();
114
115         view_all();
116
117         // Catch various signals so we can stop the trains in case we get terminated
118         catch_signal(SIGINT);
119         catch_signal(SIGTERM);
120         catch_signal(SIGSEGV);
121         catch_signal(SIGILL);
122         catch_signal(SIGFPE);
123         catch_signal(SIGABRT);
124 }
125
126 Engineer::~Engineer()
127 {
128         const map<unsigned, Train *> &trains = layout.get_trains();
129         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
130                 layout.get_driver().set_loco_speed(i->first, 0);
131         layout.get_driver().flush();
132
133         if(!options.simulate)
134                 layout.save_trains(options.state_fn);
135
136         delete overlay;
137         delete root;
138
139         delete server;
140 }
141
142 void Engineer::set_status(const string &text)
143 {
144         main_panel->set_status_text(text);
145         status_timeout = Time::now()+10*Time::sec;
146 }
147
148 void Engineer::rearrange_panels()
149 {
150         int y = main_panel->get_geometry().y;
151         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
152         {
153                 y -= (*i)->get_geometry().h;
154                 (*i)->set_position(0, y);
155         }
156 }
157
158 void Engineer::add_train_view(TrainView &tv)
159 {
160         train_views.push_back(&tv);
161 }
162
163 void Engineer::remove_train_view(TrainView &tv)
164 {
165         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
166 }
167
168 void Engineer::pick(bool with_ep)
169 {
170         picking = true;
171         picking_track = 0;
172         picking_entry = (with_ep ? 0 : -1);
173 }
174
175 int Engineer::main()
176 {
177         window.show();
178
179         return Application::main();
180 }
181
182 void Engineer::tick()
183 {
184         window.get_display().tick();
185
186         layout.tick();
187         event_disp.tick(Time::zero);
188
189         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
190                 (*i)->prepare();
191
192         if(status_timeout && Time::now()>status_timeout)
193         {
194                 main_panel->set_status_text(string());
195                 status_timeout = Time::TimeStamp();
196         }
197
198         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
199
200         pipeline.render_all();
201         {
202                 GL::Bind blend(GL::Blend::alpha());
203                 overlay->render(0);
204         }
205
206         if(pointer_moved)
207         {
208                 pointer_moved = false;
209
210                 if(picking)
211                 {
212                         Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
213                         if(track && &track->get_track()!=picking_track)
214                         {
215                                 picking_track = &track->get_track();
216                                 if(picking_entry>=0)
217                                         picking_entry = 0;
218
219                                 delete picking_path;
220                                 picking_path = new Path3D(*track);
221                                 if(picking_entry>=0)
222                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
223                                 else
224                                         picking_path->set_mask(picking_track->get_type().get_paths());
225                                 picking_path->set_color(GL::Color(0));
226                                 picking_path->set_layer(1);
227                         }
228                 }
229         }
230
231         if(picking && picking_track && picking_entry>=0)
232         {
233                 GL::PushMatrix push_mat;
234
235                 float rot = picking_track->get_endpoint_direction(picking_entry);
236                 Point pos = picking_track->get_endpoint_position(picking_entry);
237
238                 GL::translate(pos.x, pos.y, pos.z+0.03);
239                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
240
241                 arrow_mesh.draw();
242         }
243
244         const GLtk::Geometry &rgeom = root->get_geometry();
245         GL::matrix_mode(GL::PROJECTION);
246         GL::load_identity();
247         GL::ortho_bottomleft(rgeom.w, rgeom.h);
248         GL::matrix_mode(GL::MODELVIEW);
249         GL::load_identity();
250
251         {
252                 GL::Bind blend(GL::Blend::alpha());
253                 root->render();
254                 GL::Texture::unbind();
255         }
256
257         window.swap_buffers();
258 }
259
260 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
261 {
262         if(picking)
263         {
264                 if(btn==1 && picking_track)
265                 {
266                         picking = false;
267                         delete picking_path;
268                         picking_path = 0;
269                         signal_pick_done.emit(picking_track, picking_entry);
270                 }
271                 else if(btn==3 && picking_entry>=0)
272                 {
273                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
274                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
275                 }
276         }
277         else
278         {
279                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
280                 if(t3d)
281                 {
282                         Track &track = t3d->get_track();
283                         if(track.get_turnout_id())
284                         {
285                                 Block &block = track.get_block();
286                                 if(block.get_train() && !block.get_train()->free_block(block))
287                                         set_status("Turnout is busy");
288                                 else
289                                 {
290                                         unsigned paths = track.get_type().get_paths();
291                                         unsigned i = track.get_active_path()+1;
292                                         while(!(paths&(1<<i)))
293                                         {
294                                                 if(!(paths>>i))
295                                                         i = 0;
296                                                 else
297                                                         ++i;
298                                         }
299                                         track.set_active_path(i);
300                                         set_status(format("Turnout %d", track.get_turnout_id()));
301                                 }
302                         }
303                         if(unsigned sid = track.get_sensor_id())
304                         {
305                                 if(options.simulate)
306                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
307                                 set_status(format("Sensor %d", sid));
308                         }
309                 }
310         }
311 }
312
313 void Engineer::pointer_motion(int x, int y)
314 {
315         pointer_x = x;
316         pointer_y = y;
317         pointer_moved = true;
318 }
319
320 void Engineer::view_all()
321 {
322         const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
323
324         float view_aspect = float(window.get_width()-200)/window.get_height();
325         float view_height = tan(camera.get_field_of_view()/2)*2;
326         float best_score = 0;
327         GL::Vector3 pos;
328         GL::Vector3 up;
329         for(float angle=0; angle<M_PI; angle+=0.01)
330         {
331                 float min_x = 0;
332                 float max_x = 0;
333                 float min_y = 0;
334                 float max_y = 0;
335                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
336                 {
337                         Point minp, maxp;
338                         i->second->get_bounds(angle, minp, maxp);
339                         min_x = min(min_x, minp.x);
340                         max_x = max(max_x, maxp.x);
341                         min_y = min(min_y, minp.y);
342                         max_y = max(max_y, maxp.y);
343                 }
344
345                 float width = max_x-min_x;
346                 float height = max_y-min_y;
347                 float aspect = width/height;
348                 float score = min(aspect/view_aspect, view_aspect/aspect);
349
350                 if(score>best_score)
351                 {
352                         best_score = score;
353
354                         float size = max(width/view_aspect, height);
355                         float c = cos(angle);
356                         float s = sin(angle);
357                         float x = (min_x+max_x)/2-size*105/window.get_height();
358                         float y = (min_y+max_y)/2;
359                         float z = max(size*1.05/view_height, 0.15);
360
361                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
362                         up = GL::Vector3(-s, c, 0);
363                 }
364         }
365
366         camera.set_position(pos);
367         camera.set_up_direction(up);
368         camera.set_look_direction(GL::Vector3(0, 0, -1));
369         camera.set_aspect(float(window.get_width())/window.get_height());
370         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
371 }
372
373 void Engineer::set_block_color(const Block &block, const GL::Color &color)
374 {
375         const set<Track *> &tracks = block.get_tracks();
376         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
377                 layout_3d.get_track(**i).get_path().set_color(color);
378 }
379
380 void Engineer::reset_block_color(const Block &block)
381 {
382         bool active = false;
383         if(unsigned sid=block.get_sensor_id())
384                 active = layout.get_driver().get_sensor(sid);
385
386         if(block.get_train())
387         {
388                 GL::Color color;
389                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
390                 if(i!=train_colors.end())
391                         color = i->second;
392
393                 if(active)
394                         set_block_color(block, color*0.6);
395                 else
396                         set_block_color(block, color*0.5+0.5);
397         }
398         else if(active)
399                 set_block_color(block, GL::Color(0.6));
400         else
401                 set_block_color(block, GL::Color(1));
402 }
403
404 void Engineer::sensor_event(unsigned addr, bool)
405 {
406         const set<Block *> &blocks = layout.get_blocks();
407         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
408                 if((*i)->get_sensor_id()==addr)
409                         reset_block_color(**i);
410 }
411
412 void Engineer::block_reserved(const Block &block, const Train *)
413 {
414         reset_block_color(block);
415 }
416
417 Track3D *Engineer::pick_track(int x, int y)
418 {
419         float view_height = tan(camera.get_field_of_view()/2)*2;
420         float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
421         float yy = (float(y)/window.get_height()-0.5)*view_height;
422         float size = 4.0/window.get_height()*view_height;
423
424         camera.apply();
425
426         return layout_3d.pick_track(xx, yy, size);
427 }
428
429 void Engineer::train_added(Train &train)
430 {
431         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
432         root->add(*tpanel);
433         train_panels.push_back(tpanel);
434         rearrange_panels();
435
436         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
437         overlay->set_label(loco3d, train.get_name());
438         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
439
440         GL::Color best_color;
441         float best_d_sq = 0;
442         for(unsigned i=0; i<10; ++i)
443         {
444                 GL::Color color;
445                 color.r = rand()*1.0/RAND_MAX;
446                 color.g = rand()*1.0/RAND_MAX;
447                 color.b = rand()*1.0/RAND_MAX;
448                 color = color*(1/max(max(color.r, color.g), color.b));
449                 float min_d_sq = 3;
450                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
451                 {
452                         float dr = color.r-j->second.r;
453                         float dg = color.g-j->second.g;
454                         float db = color.b-j->second.b;
455                         float d_sq = dr*dr+dg*dg+db*db;
456                         if(d_sq<min_d_sq)
457                                 min_d_sq = d_sq;
458                 }
459                 if(min_d_sq>best_d_sq)
460                 {
461                         best_color = color;
462                         best_d_sq = min_d_sq;
463                 }
464         }
465         train_colors[&train] = best_color;
466 }
467
468 void Engineer::sighandler(int sig)
469 {
470         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
471         {
472                 signal(sig, SIG_DFL);
473                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
474                 const map<unsigned, Train *> &trains = layout.get_trains();
475                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
476                         layout.get_driver().set_loco_speed(i->first, 0);
477                 layout.get_driver().flush();
478                 raise(sig);
479         }
480         else if(sig==SIGTERM || sig==SIGINT)
481                 exit(0);
482 }