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