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Use raycasting instead of OpenGL selection mode to pick tracks
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1 /* $Id$
2
3 This file is part of R²C²
4 Copyright © 2006-2011 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/fs/utils.h>
16 #include <msp/gbase/display.h>
17 #include <msp/gbase/window.h>
18 #include <msp/gl/blend.h>
19 #include <msp/gl/framebuffer.h>
20 #include <msp/gl/matrix.h>
21 #include <msp/gl/misc.h>
22 #include <msp/gl/projection.h>
23 #include <msp/gl/tests.h>
24 #include <msp/gl/transform.h>
25 #include <msp/io/print.h>
26 #include <msp/strings/formatter.h>
27 #include <msp/time/units.h>
28 #include <msp/time/utils.h>
29 #include "libr2c2/driver.h"
30 #include "libr2c2/tracktype.h"
31 #include "3d/path.h"
32 #include "3d/track.h"
33 #include "3d/vehicle.h"
34 #include "engineer.h"
35 #include "mainpanel.h"
36 #include "trainpanel.h"
37 #include "trainproperties.h"
38 #include "trainview.h"
39
40 using namespace std;
41 using namespace R2C2;
42 using namespace Msp;
43
44 Application::RegApp<Engineer> Engineer::reg;
45
46 Engineer::Engineer(int argc, char **argv):
47         options(argc, argv),
48         window(options.screen_w, options.screen_h, options.fullscreen),
49         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
50         layout_3d(layout),
51         server(0),
52         pipeline(window.get_width(), window.get_height(), false),
53         picking(false),
54         picking_track(0),
55         picking_entry(0),
56         picking_path(0),
57         pointer_x(0),
58         pointer_y(0),
59         pointer_moved(false)
60 {
61         // Setup GUI
62         window.set_title("Railroad Engineer");
63         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
64
65         DataFile::load(ui_res, "r2c2.res");
66         root = new GLtk::Root(ui_res, window);
67         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
68         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
69         root->set_visible(true);
70
71         main_panel = new MainPanel(*this);
72         root->add(*main_panel);
73         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
74         main_panel->set_visible(true);
75
76         overlay = new Overlay3D(window, camera, ui_res.get_default_font());
77
78         // Setup railroad control
79         DataFile::load(catalogue, "tracks.dat");
80         DataFile::load(catalogue, "locos.dat");
81         DataFile::load(catalogue, "wagons.dat");
82         DataFile::load(layout, options.layout_fn);
83
84         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
85         layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
86         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
87         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
88         if(FS::exists(options.state_fn))
89                 DataFile::load(layout, options.state_fn);
90
91         if(options.network)
92         {
93                 server = new Server(layout);
94                 server->use_event_dispatcher(event_disp);
95         }
96
97         // Setup 3D view
98         DataFile::load(arrow_mesh, "arrow.mesh");
99
100         pipeline.set_camera(&camera);
101         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
102         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
103
104         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
105         light.set_diffuse(GL::Color(0.9));
106         lighting.set_ambient(GL::Color(0.4));
107         lighting.attach(0, light);
108
109         GL::PipelinePass *pass = &pipeline.add_pass(0);
110         pass->depth_test = &GL::DepthTest::lequal();
111         pass->lighting = &lighting;
112
113         pass = &pipeline.add_pass("unlit");
114         pass->depth_test = &GL::DepthTest::lequal();
115
116         view_all();
117
118         // Catch various signals so we can stop the trains in case we get terminated
119         catch_signal(SIGINT);
120         catch_signal(SIGTERM);
121         catch_signal(SIGSEGV);
122         catch_signal(SIGILL);
123         catch_signal(SIGFPE);
124         catch_signal(SIGABRT);
125 }
126
127 Engineer::~Engineer()
128 {
129         const map<unsigned, Train *> &trains = layout.get_trains();
130         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
131                 layout.get_driver().set_loco_speed(i->first, 0);
132         layout.get_driver().flush();
133
134         if(!options.simulate)
135         {
136                 layout.save_dynamic(options.state_fn+".tmp");
137                 FS::rename(options.state_fn+".tmp", options.state_fn);
138         }
139
140         delete overlay;
141         delete root;
142
143         delete server;
144 }
145
146 void Engineer::set_status(const string &text)
147 {
148         main_panel->set_status_text(text);
149         status_timeout = Time::now()+10*Time::sec;
150 }
151
152 void Engineer::rearrange_panels()
153 {
154         int y = main_panel->get_geometry().y;
155         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
156         {
157                 y -= (*i)->get_geometry().h;
158                 (*i)->set_position(0, y);
159         }
160 }
161
162 void Engineer::add_train_view(TrainView &tv)
163 {
164         train_views.push_back(&tv);
165 }
166
167 void Engineer::remove_train_view(TrainView &tv)
168 {
169         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
170 }
171
172 void Engineer::pick(bool with_ep)
173 {
174         picking = true;
175         picking_track = 0;
176         picking_entry = (with_ep ? 0 : -1);
177 }
178
179 int Engineer::main()
180 {
181         window.show();
182
183         return Application::main();
184 }
185
186 void Engineer::tick()
187 {
188         window.get_display().tick();
189
190         layout.tick();
191         event_disp.tick(Time::zero);
192
193         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
194                 (*i)->prepare();
195
196         if(status_timeout && Time::now()>status_timeout)
197         {
198                 main_panel->set_status_text(string());
199                 status_timeout = Time::TimeStamp();
200         }
201
202         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
203
204         pipeline.render_all();
205         {
206                 GL::Bind blend(GL::Blend::alpha());
207                 overlay->render(0);
208         }
209
210         if(pointer_moved)
211         {
212                 pointer_moved = false;
213
214                 if(picking)
215                 {
216                         Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
217                         if(track && track!=picking_track)
218                         {
219                                 picking_track = track;
220                                 if(picking_entry>=0)
221                                         picking_entry = 0;
222
223                                 delete picking_path;
224                                 picking_path = new Path3D(layout_3d.get_track(*track));
225                                 if(picking_entry>=0)
226                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
227                                 else
228                                         picking_path->set_mask(picking_track->get_type().get_paths());
229                                 picking_path->set_color(GL::Color(0));
230                                 picking_path->set_layer(1);
231                         }
232                 }
233         }
234
235         if(picking && picking_track && picking_entry>=0)
236         {
237                 GL::PushMatrix push_mat;
238
239                 float rot = picking_track->get_endpoint_direction(picking_entry);
240                 Vector pos = picking_track->get_endpoint_position(picking_entry);
241
242                 GL::translate(pos.x, pos.y, pos.z+0.03);
243                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
244
245                 arrow_mesh.draw();
246         }
247
248         const GLtk::Geometry &rgeom = root->get_geometry();
249         GL::matrix_mode(GL::PROJECTION);
250         GL::load_identity();
251         GL::ortho_bottomleft(rgeom.w, rgeom.h);
252         GL::matrix_mode(GL::MODELVIEW);
253         GL::load_identity();
254
255         {
256                 GL::Bind blend(GL::Blend::alpha());
257                 root->render();
258                 GL::Texture::unbind();
259         }
260
261         window.swap_buffers();
262 }
263
264 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
265 {
266         if(picking)
267         {
268                 if(btn==1 && picking_track)
269                 {
270                         picking = false;
271                         delete picking_path;
272                         picking_path = 0;
273                         signal_pick_done.emit(picking_track, picking_entry);
274                 }
275                 else if(btn==3 && picking_entry>=0)
276                 {
277                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
278                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
279                 }
280         }
281         else
282         {
283                 Track *track = pick_track(x, window.get_height()-y-1);
284                 if(track)
285                 {
286                         if(track->get_turnout_id())
287                         {
288                                 Block &block = track->get_block();
289                                 if(block.get_train() && !block.get_train()->free_block(block))
290                                         set_status("Turnout is busy");
291                                 else
292                                 {
293                                         unsigned paths = track->get_type().get_paths();
294                                         unsigned i = track->get_active_path()+1;
295                                         while(!(paths&(1<<i)))
296                                         {
297                                                 if(!(paths>>i))
298                                                         i = 0;
299                                                 else
300                                                         ++i;
301                                         }
302                                         track->set_active_path(i);
303                                         set_status(format("Turnout %d", track->get_turnout_id()));
304                                 }
305                         }
306                         if(unsigned sid = track->get_sensor_id())
307                         {
308                                 if(options.simulate)
309                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
310                                 set_status(format("Sensor %d", sid));
311                         }
312                 }
313         }
314 }
315
316 void Engineer::pointer_motion(int x, int y)
317 {
318         pointer_x = x;
319         pointer_y = y;
320         pointer_moved = true;
321 }
322
323 void Engineer::view_all()
324 {
325         const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
326
327         float view_aspect = float(window.get_width()-200)/window.get_height();
328         float view_height = tan(camera.get_field_of_view()/2)*2;
329         float best_score = 0;
330         GL::Vector3 pos;
331         GL::Vector3 up;
332         for(float angle=0; angle<M_PI; angle+=0.01)
333         {
334                 float min_x = 0;
335                 float max_x = 0;
336                 float min_y = 0;
337                 float max_y = 0;
338                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
339                 {
340                         Vector minp, maxp;
341                         i->second->get_bounds(angle, minp, maxp);
342                         min_x = min(min_x, minp.x);
343                         max_x = max(max_x, maxp.x);
344                         min_y = min(min_y, minp.y);
345                         max_y = max(max_y, maxp.y);
346                 }
347
348                 float width = max_x-min_x;
349                 float height = max_y-min_y;
350                 float aspect = width/height;
351                 float score = min(aspect/view_aspect, view_aspect/aspect);
352
353                 if(score>best_score)
354                 {
355                         best_score = score;
356
357                         float size = max(width/view_aspect, height);
358                         float c = cos(angle);
359                         float s = sin(angle);
360                         float x = (min_x+max_x)/2-size*105/window.get_height();
361                         float y = (min_y+max_y)/2;
362                         float z = max(size*1.05/view_height, 0.15);
363
364                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
365                         up = GL::Vector3(-s, c, 0);
366                 }
367         }
368
369         camera.set_position(pos);
370         camera.set_up_direction(up);
371         camera.set_look_direction(GL::Vector3(0, 0, -1));
372         camera.set_aspect(float(window.get_width())/window.get_height());
373         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
374 }
375
376 void Engineer::set_block_color(const Block &block, const GL::Color &color)
377 {
378         const set<Track *> &tracks = block.get_tracks();
379         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
380                 layout_3d.get_track(**i).get_path().set_color(color);
381 }
382
383 void Engineer::reset_block_color(const Block &block)
384 {
385         bool active = false;
386         if(unsigned sid=block.get_sensor_id())
387                 active = layout.get_driver().get_sensor(sid);
388
389         if(block.get_train())
390         {
391                 GL::Color color;
392                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
393                 if(i!=train_colors.end())
394                         color = i->second;
395
396                 if(active)
397                         set_block_color(block, color*0.6);
398                 else
399                         set_block_color(block, color*0.5+0.5);
400         }
401         else if(active)
402                 set_block_color(block, GL::Color(0.6));
403         else
404                 set_block_color(block, GL::Color(1));
405 }
406
407 void Engineer::sensor_event(unsigned addr, bool)
408 {
409         const set<Block *> &blocks = layout.get_blocks();
410         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
411                 if((*i)->get_sensor_id()==addr)
412                         reset_block_color(**i);
413 }
414
415 void Engineer::block_reserved(const Block &block, const Train *)
416 {
417         reset_block_color(block);
418 }
419
420 Track *Engineer::pick_track(int x, int y)
421 {
422         const GL::Vector3 &start = camera.get_position();
423         float xx = x*2.0/window.get_width()-1.0;
424         float yy = y*2.0/window.get_height()-1.0;
425         GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
426
427         return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
428 }
429
430 void Engineer::train_added(Train &train)
431 {
432         TrainPanel *tpanel = new TrainPanel(*this, train);
433         root->add(*tpanel);
434         train_panels.push_back(tpanel);
435         rearrange_panels();
436
437         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
438         overlay->set_label(loco3d, train.get_name());
439         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
440
441         GL::Color best_color;
442         float best_d_sq = 0;
443         for(unsigned i=0; i<10; ++i)
444         {
445                 GL::Color color;
446                 color.r = rand()*1.0/RAND_MAX;
447                 color.g = rand()*1.0/RAND_MAX;
448                 color.b = rand()*1.0/RAND_MAX;
449                 color = color*(1/max(max(color.r, color.g), color.b));
450                 float min_d_sq = 3;
451                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
452                 {
453                         float dr = color.r-j->second.r;
454                         float dg = color.g-j->second.g;
455                         float db = color.b-j->second.b;
456                         float d_sq = dr*dr+dg*dg+db*db;
457                         if(d_sq<min_d_sq)
458                                 min_d_sq = d_sq;
459                 }
460                 if(min_d_sq>best_d_sq)
461                 {
462                         best_color = color;
463                         best_d_sq = min_d_sq;
464                 }
465         }
466         train_colors[&train] = best_color;
467 }
468
469 void Engineer::sighandler(int sig)
470 {
471         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
472         {
473                 signal(sig, SIG_DFL);
474                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
475                 const map<unsigned, Train *> &trains = layout.get_trains();
476                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
477                         layout.get_driver().set_loco_speed(i->first, 0);
478                 layout.get_driver().flush();
479                 raise(sig);
480         }
481         else if(sig==SIGTERM || sig==SIGINT)
482                 exit(0);
483 }