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Only create track circuits for blocks that need one
[r2c2.git] / source / engineer / engineer.cpp
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/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/path.h"
23 #include "3d/track.h"
24 #include "3d/vehicle.h"
25 #include "engineer.h"
26 #include "mainwindow.h"
27 #include "traindialog.h"
28 #include "trainview.h"
29
30 using namespace std;
31 using namespace R2C2;
32 using namespace Msp;
33
34 Engineer::Engineer(int argc, char **argv):
35         options(argc, argv),
36         window(options.screen_w, options.screen_h, options.fullscreen),
37         keyboard(window),
38         mouse(window),
39         ui_res("r2c2.res"),
40         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
41         layout_3d(layout),
42         server(0),
43         pipeline(window.get_width(), window.get_height(), false),
44         picking(false),
45         picking_track(0),
46         picking_entry(0),
47         picking_path(0),
48         pointer_moved(false)
49 {
50         // Setup GUI
51         window.set_title("Railroad Engineer");
52         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
53
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);
58
59         main_wnd = new MainWindow(*this);
60         root->add(*main_wnd);
61         main_wnd->autosize();
62         main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
63
64         overlay = new Overlay3D(ui_res.get_default_font());
65
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);
71
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))));
79
80         if(FS::exists(options.state_fn))
81                 DataFile::load(layout, options.state_fn);
82
83         if(options.network)
84         {
85                 server = new Server(layout);
86                 server->use_event_dispatcher(event_disp);
87         }
88
89         // Setup 3D view
90         DataFile::load(arrow_mesh, "arrow.mesh");
91
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");
96
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);
101
102         GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
103         pass->set_depth_test(&GL::DepthTest::lequal());
104         pass->set_lighting(&lighting);
105
106         pass = &pipeline.add_pass("unlit");
107         pass->set_depth_test(&GL::DepthTest::lequal());
108
109         pass = &pipeline.add_pass("overlay");
110         pass->set_blend(&GL::Blend::alpha());
111
112         view_all();
113
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);
121 }
122
123 Engineer::~Engineer()
124 {
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();
129
130         if(!options.simulate)
131         {
132                 layout.save_dynamic(options.state_fn+".tmp");
133                 FS::rename(options.state_fn+".tmp", options.state_fn);
134         }
135
136         delete overlay;
137         delete root;
138
139         delete server;
140 }
141
142 void Engineer::set_status(const string &text)
143 {
144         main_wnd->set_status_text(text);
145         status_timeout = Time::now()+10*Time::sec;
146 }
147
148 void Engineer::add_train_view(TrainView &tv)
149 {
150         train_views.push_back(&tv);
151 }
152
153 void Engineer::remove_train_view(TrainView &tv)
154 {
155         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
156 }
157
158 void Engineer::pick(bool with_ep)
159 {
160         picking = true;
161         picking_track = 0;
162         picking_entry = (with_ep ? 0 : -1);
163 }
164
165 int Engineer::main()
166 {
167         window.show();
168
169         return Application::main();
170 }
171
172 void Engineer::tick()
173 {
174         window.get_display().tick();
175
176         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
177                 process_new_train(**i);
178         new_trains.clear();
179
180         layout.tick();
181         event_disp.tick(Time::zero);
182
183         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
184                 (*i)->prepare();
185
186         if(status_timeout && Time::now()>status_timeout)
187         {
188                 main_wnd->set_status_text(string());
189                 status_timeout = Time::TimeStamp();
190         }
191
192         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
193
194         pipeline.render();
195
196         if(pointer_moved)
197         {
198                 pointer_moved = false;
199
200                 if(picking)
201                 {
202                         Track *track = dynamic_cast<Track *>(pick_object(pointer));
203                         if(track && track!=picking_track)
204                         {
205                                 picking_track = track;
206                                 if(picking_entry>=0)
207                                         picking_entry = 0;
208
209                                 delete picking_path;
210                                 picking_path = new Path3D(layout_3d.get<Track3D>(*track));
211                                 if(picking_entry>=0)
212                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
213                                 else
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);
217                         }
218                 }
219         }
220
221         if(picking && picking_track && picking_entry>=0)
222         {
223                 camera.apply();
224                 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
225
226                 Snap sn = picking_track->get_snap_node(picking_entry);
227
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);
230
231                 arrow_mesh.draw();
232         }
233
234         root->render();
235
236         window.swap_buffers();
237 }
238
239 void Engineer::button_press(unsigned btn)
240 {
241         if(picking)
242         {
243                 if(btn==1 && picking_track)
244                 {
245                         picking = false;
246                         delete picking_path;
247                         picking_path = 0;
248                         signal_pick_done.emit(picking_track, picking_entry);
249                 }
250                 else if(btn==3 && picking_entry>=0)
251                 {
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);
254                 }
255         }
256         else
257         {
258                 Object *obj = pick_object(pointer);
259                 if(Track *track = dynamic_cast<Track *>(obj))
260                 {
261                         if(track->get_turnout_id())
262                         {
263                                 Block &block = track->get_block();
264                                 if(block.get_train() && block.get_train()->is_block_critical(block))
265                                         set_status("Turnout is busy");
266                                 else
267                                 {
268                                         unsigned paths = track->get_type().get_paths();
269                                         unsigned i = track->get_active_path()+1;
270                                         while(!(paths&(1<<i)))
271                                         {
272                                                 if(!(paths>>i))
273                                                         i = 0;
274                                                 else
275                                                         ++i;
276                                         }
277                                         track->set_active_path(i);
278                                         set_status(format("Turnout %d", track->get_turnout_id()));
279                                 }
280                         }
281                         if(unsigned sid = track->get_sensor_id())
282                         {
283                                 if(options.simulate)
284                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
285                                 set_status(format("Sensor %d", sid));
286                         }
287                 }
288                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
289                 {
290                         TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
291                         root->add(*dlg);
292                         dlg->autosize();
293                 }
294         }
295 }
296
297 void Engineer::axis_motion(unsigned axis, float value, float)
298 {
299         if(axis==0)
300                 pointer.x = value;
301         if(axis==1)
302                 pointer.y = value;
303         pointer_moved = true;
304 }
305
306 void Engineer::view_all()
307 {
308         const Layout3D::ObjectMap &objects = layout_3d.get_all();
309
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;
313         GL::Vector3 pos;
314         GL::Vector3 up;
315         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
316         {
317                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
318                 BoundingBox bbox;
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());
321
322                 const Vector &minp = bbox.get_minimum_point();
323                 const Vector &maxp = bbox.get_maximum_point();
324
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);
329
330                 if(score>best_score)
331                 {
332                         best_score = score;
333
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);
340
341                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
342                         up = GL::Vector3(-s, c, 0);
343                 }
344         }
345
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);
351 }
352
353 void Engineer::set_block_color(const Block &block, const GL::Color &color)
354 {
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);
358 }
359
360 void Engineer::reset_block_color(const Block &block)
361 {
362         bool active = false;
363         if(Sensor *sensor = block.get_sensor())
364                 active = sensor->get_state()>Sensor::INACTIVE;
365
366         if(block.get_train())
367         {
368                 GL::Color color;
369                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
370                 if(i!=train_colors.end())
371                         color = i->second;
372
373                 if(active)
374                         set_block_color(block, color*0.6);
375                 else
376                         set_block_color(block, color*0.5+0.5);
377         }
378         else if(active)
379                 set_block_color(block, GL::Color(0.6));
380         else
381                 set_block_color(block, GL::Color(1));
382 }
383
384 Object *Engineer::pick_object(const Vector &p)
385 {
386         const GL::Vector3 &start = camera.get_position();
387         GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
388
389         // XXX Do this better; make this function a template?
390         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
391                 return veh;
392         return layout.pick<Track>(Ray(start, Vector(ray)));
393 }
394
395 void Engineer::process_new_train(Train &train)
396 {
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)));
400 }
401
402 void Engineer::train_added(Train &train)
403 {
404         new_trains.push_back(&train);
405
406         GL::Color best_color;
407         float best_d_sq = 0;
408         for(unsigned i=0; i<10; ++i)
409         {
410                 GL::Color color;
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));
416                 float min_d_sq = 3;
417                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
418                 {
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;
423                         if(d_sq<min_d_sq)
424                                 min_d_sq = d_sq;
425                 }
426                 if(min_d_sq>best_d_sq)
427                 {
428                         best_color = color;
429                         best_d_sq = min_d_sq;
430                 }
431         }
432         train_colors[&train] = best_color;
433 }
434
435 void Engineer::sighandler(int sig)
436 {
437         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
438         {
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();
445                 raise(sig);
446         }
447         else if(sig==SIGTERM || sig==SIGINT)
448                 exit(0);
449 }