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"
22 #include "3d/allocation.h"
25 #include "3d/trackcircuit.h"
26 #include "3d/vehicle.h"
28 #include "mainwindow.h"
29 #include "traindialog.h"
30 #include "trainview.h"
36 Engineer::Engineer(int argc, char **argv):
38 window(options.screen_w, options.screen_h, options.fullscreen),
42 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
45 pipeline(window.get_width(), window.get_height(), false),
53 window.set_title("Railroad Engineer");
54 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
56 root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
57 mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
58 mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
59 root->set_visible(true);
61 main_wnd = new MainWindow(*this);
64 main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
66 overlay = new Overlay3D(ui_res.get_default_font());
68 // Setup railroad control
69 DataFile::load(catalogue, "tracks.dat");
70 DataFile::load(catalogue, "locos.dat");
71 DataFile::load(catalogue, "wagons.dat");
72 DataFile::load(layout, options.layout_fn);
74 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
75 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
76 const set<Block *> &blocks = layout.get_all<Block>();
77 for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
78 if(TrackCircuit *tc = (*i)->get_sensor())
79 new TrackCircuit3D(layout_3d, *tc);
81 const set<Track *> &tracks = layout.get_all<Track>();
82 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
83 if((*i)->get_type().is_turnout())
84 new Path3D(layout_3d.get<Track3D>(**i));
86 if(FS::exists(options.state_fn))
87 DataFile::load(layout, options.state_fn);
91 server = new Server(layout);
92 server->use_event_dispatcher(event_disp);
96 DataFile::load(arrow_mesh, "arrow.mesh");
98 pipeline.set_camera(&camera);
99 pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
100 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
101 pipeline.add_renderable_for_pass(*overlay, "overlay");
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);
108 GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
109 pass->set_depth_test(&GL::DepthTest::lequal());
110 pass->set_lighting(&lighting);
112 pass = &pipeline.add_pass("unlit");
113 pass->set_depth_test(&GL::DepthTest::lequal());
115 pass = &pipeline.add_pass("overlay");
116 pass->set_blend(&GL::Blend::alpha());
120 // Catch various signals so we can stop the trains in case we get terminated
121 catch_signal(SIGINT);
122 catch_signal(SIGTERM);
123 catch_signal(SIGSEGV);
124 catch_signal(SIGILL);
125 catch_signal(SIGFPE);
126 catch_signal(SIGABRT);
129 Engineer::~Engineer()
131 const map<unsigned, Train *> &trains = layout.get_trains();
132 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
133 layout.get_driver().set_loco_speed(i->first, 0);
134 layout.get_driver().flush();
136 if(!options.simulate)
138 layout.save_dynamic(options.state_fn+".tmp");
139 FS::rename(options.state_fn+".tmp", options.state_fn);
148 void Engineer::set_status(const string &text)
150 main_wnd->set_status_text(text);
151 status_timeout = Time::now()+10*Time::sec;
154 void Engineer::add_train_view(TrainView &tv)
156 train_views.push_back(&tv);
159 void Engineer::remove_train_view(TrainView &tv)
161 train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
164 void Engineer::pick(bool with_ep)
168 picking_entry = (with_ep ? 0 : -1);
175 return Application::main();
178 void Engineer::tick()
180 window.get_display().tick();
182 for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
183 process_new_train(**i);
187 event_disp.tick(Time::zero);
189 for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
192 if(status_timeout && Time::now()>status_timeout)
194 main_wnd->set_status_text(string());
195 status_timeout = Time::TimeStamp();
198 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
204 pointer_moved = false;
208 Track *track = dynamic_cast<Track *>(pick_object(pointer));
209 if(track && track!=picking_track)
211 picking_track = track;
216 picking_path = new Path3D(layout_3d.get<Track3D>(*track));
217 picking_path->set_color(GL::Color(0));
218 picking_path->set_layer(2);
223 if(picking && picking_track && picking_entry>=0)
226 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
228 Snap sn = picking_track->get_snap_node(picking_entry);
230 GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
231 GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
238 window.swap_buffers();
241 void Engineer::button_press(unsigned btn)
245 if(btn==1 && picking_track)
250 signal_pick_done.emit(picking_track, picking_entry);
252 else if(btn==3 && picking_entry>=0)
254 picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
259 Object *obj = pick_object(pointer);
260 if(Track *track = dynamic_cast<Track *>(obj))
262 if(track->get_turnout_id())
264 Block &block = track->get_block();
265 if(block.get_train() && block.get_train()->is_block_critical(block))
266 set_status("Turnout is busy");
269 unsigned paths = track->get_type().get_paths();
270 unsigned i = track->get_active_path()+1;
271 while(!(paths&(1<<i)))
278 track->set_active_path(i);
279 set_status(format("Turnout %d", track->get_turnout_id()));
282 if(unsigned sid = track->get_sensor_id())
285 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
286 set_status(format("Sensor %d", sid));
289 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
291 TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
298 void Engineer::axis_motion(unsigned axis, float value, float)
304 pointer_moved = true;
307 void Engineer::view_all()
309 const Layout3D::ObjectMap &objects = layout_3d.get_all();
311 float view_aspect = float(window.get_width())/window.get_height();
312 float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
313 float best_score = 0;
316 for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
318 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
320 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
321 bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
323 const Vector &minp = bbox.get_minimum_point();
324 const Vector &maxp = bbox.get_maximum_point();
326 float width = maxp.x-minp.x;
327 float height = maxp.y-minp.y;
328 float aspect = width/height;
329 float score = min(aspect/view_aspect, view_aspect/aspect);
335 float size = max(width/view_aspect, height);
336 float c = cos(angle);
337 float s = sin(angle);
338 float x = (minp.x+maxp.x)/2;
339 float y = (minp.y+maxp.y)/2;
340 float z = max(size*1.05/view_height, 0.15);
342 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
343 up = GL::Vector3(-s, c, 0);
347 camera.set_position(pos);
348 camera.set_up_direction(up);
349 camera.set_look_direction(GL::Vector3(0, 0, -1));
350 camera.set_aspect(float(window.get_width())/window.get_height());
351 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
354 Object *Engineer::pick_object(const Vector &p)
356 const GL::Vector3 &start = camera.get_position();
357 GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
359 // XXX Do this better; make this function a template?
360 if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
362 return layout.pick<Track>(Ray(start, Vector(ray)));
365 void Engineer::process_new_train(Train &train)
367 Vehicle3D &loco3d = layout_3d.get<Vehicle3D>(train.get_vehicle(0));
368 overlay->set_label(loco3d, train.get_name());
369 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
372 void Engineer::train_added(Train &train)
374 new_trains.push_back(&train);
376 GL::Color best_color;
378 for(unsigned i=0; i<10; ++i)
381 unsigned h = rand()%3;
382 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
383 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
384 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
385 color = color*(1/max(max(color.r, color.g), color.b));
387 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
389 float dr = color.r-j->second.r;
390 float dg = color.g-j->second.g;
391 float db = color.b-j->second.b;
392 float d_sq = dr*dr+dg*dg+db*db;
396 if(min_d_sq>best_d_sq)
399 best_d_sq = min_d_sq;
402 train_colors[&train] = best_color;
404 Allocation3D *alloc = new Allocation3D(layout_3d, train);
405 alloc->set_color(best_color);
408 void Engineer::sighandler(int sig)
410 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
412 signal(sig, SIG_DFL);
413 IO::print(IO::cerr, "Fatal signal received, terminating\n");
414 const map<unsigned, Train *> &trains = layout.get_trains();
415 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
416 layout.get_driver().set_loco_speed(i->first, 0);
417 layout.get_driver().flush();
420 else if(sig==SIGTERM || sig==SIGINT)