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Add TrainView for viewing the layout from the train's perspective
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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("engineer.state"))
88                 DataFile::load(layout, "engineer.state");
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(layout_3d.get_scene());
101
102         light.set_position(0, -0.259, 0.966, 0);
103         lighting.attach(0, light);
104
105         GL::PipelinePass &pass = pipeline.add_pass(0);
106         pass.depth_test = &GL::DepthTest::lequal();
107         pass.lighting = &lighting;
108
109         view_all();
110
111         // Catch various signals so we can stop the trains in case we get terminated
112         catch_signal(SIGINT);
113         catch_signal(SIGTERM);
114         catch_signal(SIGSEGV);
115         catch_signal(SIGILL);
116         catch_signal(SIGFPE);
117         catch_signal(SIGABRT);
118 }
119
120 Engineer::~Engineer()
121 {
122         const map<unsigned, Train *> &trains = layout.get_trains();
123         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
124                 layout.get_driver().set_loco_speed(i->first, 0);
125         layout.get_driver().flush();
126
127         if(!options.simulate)
128                 layout.save_trains("engineer.state");
129
130         delete overlay;
131         delete root;
132
133         delete server;
134 }
135
136 void Engineer::set_status(const string &text)
137 {
138         main_panel->set_status_text(text);
139         status_timeout = Time::now()+10*Time::sec;
140 }
141
142 void Engineer::rearrange_panels()
143 {
144         int y = main_panel->get_geometry().y;
145         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
146         {
147                 y -= (*i)->get_geometry().h;
148                 (*i)->set_position(0, y);
149         }
150 }
151
152 void Engineer::add_train_view(TrainView &tv)
153 {
154         train_views.push_back(&tv);
155 }
156
157 void Engineer::remove_train_view(TrainView &tv)
158 {
159         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
160 }
161
162 void Engineer::pick(bool with_ep)
163 {
164         picking = true;
165         picking_track = 0;
166         picking_entry = (with_ep ? 0 : -1);
167 }
168
169 int Engineer::main()
170 {
171         window.show();
172
173         return Application::main();
174 }
175
176 void Engineer::tick()
177 {
178         window.get_display().tick();
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_panel->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_all();
195         {
196                 GL::Bind depth(GL::DepthTest::lequal());
197                 layout_3d.get_path_scene().render();
198         }
199         {
200                 GL::Bind blend(GL::Blend::alpha());
201                 overlay->render(0);
202         }
203
204         if(pointer_moved)
205         {
206                 pointer_moved = false;
207
208                 if(picking)
209                 {
210                         Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
211                         if(track && &track->get_track()!=picking_track)
212                         {
213                                 picking_track = &track->get_track();
214                                 if(picking_entry>=0)
215                                         picking_entry = 0;
216
217                                 delete picking_path;
218                                 picking_path = new Path3D(*track);
219                                 if(picking_entry>=0)
220                                         picking_path->set_mask(picking_track->get_type().get_endpoints()[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                 Point 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_endpoints()[picking_entry].paths);
273                 }
274         }
275         else
276         {
277                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
278                 if(t3d)
279                 {
280                         Track &track = t3d->get_track();
281                         if(track.get_turnout_id())
282                         {
283                                 Block &block = layout.get_block_by_track(track);
284                                 if(block.get_train() && !block.get_train()->free_block(block))
285                                         set_status("Turnout is busy");
286                                 else
287                                 {
288                                         unsigned paths = track.get_type().get_paths();
289                                         unsigned i = track.get_active_path()+1;
290                                         while(!(paths&(1<<i)))
291                                         {
292                                                 if(!(paths>>i))
293                                                         i = 0;
294                                                 else
295                                                         ++i;
296                                         }
297                                         track.set_active_path(i);
298                                         set_status(format("Turnout %d", track.get_turnout_id()));
299                                 }
300                         }
301                         if(unsigned sid = track.get_sensor_id())
302                         {
303                                 if(options.simulate)
304                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
305                                 set_status(format("Sensor %d", sid));
306                         }
307                 }
308         }
309 }
310
311 void Engineer::pointer_motion(int x, int y)
312 {
313         pointer_x = x;
314         pointer_y = y;
315         pointer_moved = true;
316 }
317
318 void Engineer::view_all()
319 {
320         const list<Track3D *> &tracks = layout_3d.get_tracks();
321
322         float view_aspect = float(window.get_width()-200)/window.get_height();
323         float view_height = tan(camera.get_field_of_view()/2)*2;
324         float best_score = 0;
325         GL::Vector3 pos;
326         GL::Vector3 up;
327         for(float angle=0; angle<M_PI; angle+=0.01)
328         {
329                 float min_x = 0;
330                 float max_x = 0;
331                 float min_y = 0;
332                 float max_y = 0;
333                 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
334                 {
335                         Point minp, maxp;
336                         (*i)->get_bounds(angle, minp, maxp);
337                         min_x = min(min_x, minp.x);
338                         max_x = max(max_x, maxp.x);
339                         min_y = min(min_y, minp.y);
340                         max_y = max(max_y, maxp.y);
341                 }
342
343                 float width = max_x-min_x;
344                 float height = max_y-min_y;
345                 float aspect = width/height;
346                 float score = min(aspect/view_aspect, view_aspect/aspect);
347
348                 if(score>best_score)
349                 {
350                         best_score = score;
351
352                         float size = max(width/view_aspect, height);
353                         float c = cos(angle);
354                         float s = sin(angle);
355                         float x = (min_x+max_x)/2-size*105/window.get_height();
356                         float y = (min_y+max_y)/2;
357                         float z = max(size*1.05/view_height, 0.15);
358
359                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
360                         up = GL::Vector3(-s, c, 0);
361                 }
362         }
363
364         camera.set_position(pos);
365         camera.set_up_direction(up);
366         camera.set_look_direction(GL::Vector3(0, 0, -1));
367         camera.set_aspect(float(window.get_width())/window.get_height());
368         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
369 }
370
371 void Engineer::set_block_color(const Block &block, const GL::Color &color)
372 {
373         const set<Track *> &tracks = block.get_tracks();
374         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
375                 layout_3d.get_track(**i).get_path().set_color(color);
376 }
377
378 void Engineer::reset_block_color(const Block &block)
379 {
380         bool active = false;
381         if(unsigned sid=block.get_sensor_id())
382                 active = layout.get_driver().get_sensor(sid);
383
384         if(block.get_train())
385         {
386                 GL::Color color;
387                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
388                 if(i!=train_colors.end())
389                         color = i->second;
390
391                 if(active)
392                         set_block_color(block, color*0.6);
393                 else
394                         set_block_color(block, color*0.5+0.5);
395         }
396         else if(active)
397                 set_block_color(block, GL::Color(0.6));
398         else
399                 set_block_color(block, GL::Color(1));
400 }
401
402 void Engineer::sensor_event(unsigned addr, bool)
403 {
404         const set<Block *> &blocks = layout.get_blocks();
405         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
406                 if((*i)->get_sensor_id()==addr)
407                         reset_block_color(**i);
408 }
409
410 void Engineer::block_reserved(const Block &block, const Train *)
411 {
412         reset_block_color(block);
413 }
414
415 Track3D *Engineer::pick_track(int x, int y)
416 {
417         float view_height = tan(camera.get_field_of_view()/2)*2;
418         float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
419         float yy = (float(y)/window.get_height()-0.5)*view_height;
420         float size = 4.0/window.get_height()*view_height;
421
422         camera.apply();
423
424         return layout_3d.pick_track(xx, yy, size);
425 }
426
427 void Engineer::train_added(Train &train)
428 {
429         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
430         root->add(*tpanel);
431         train_panels.push_back(tpanel);
432         rearrange_panels();
433
434         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
435         overlay->set_label(loco3d, train.get_name());
436         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
437
438         GL::Color best_color;
439         float best_d_sq = 0;
440         for(unsigned i=0; i<10; ++i)
441         {
442                 GL::Color color;
443                 color.r = rand()*1.0/RAND_MAX;
444                 color.g = rand()*1.0/RAND_MAX;
445                 color.b = rand()*1.0/RAND_MAX;
446                 color = color*(1/max(max(color.r, color.g), color.b));
447                 float min_d_sq = 3;
448                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
449                 {
450                         float dr = color.r-j->second.r;
451                         float dg = color.g-j->second.g;
452                         float db = color.b-j->second.b;
453                         float d_sq = dr*dr+dg*dg+db*db;
454                         if(d_sq<min_d_sq)
455                                 min_d_sq = d_sq;
456                 }
457                 if(min_d_sq>best_d_sq)
458                 {
459                         best_color = color;
460                         best_d_sq = min_d_sq;
461                 }
462         }
463         train_colors[&train] = best_color;
464 }
465
466 void Engineer::sighandler(int sig)
467 {
468         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
469         {
470                 signal(sig, SIG_DFL);
471                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
472                 const map<unsigned, Train *> &trains = layout.get_trains();
473                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
474                         layout.get_driver().set_loco_speed(i->first, 0);
475                 layout.get_driver().flush();
476                 raise(sig);
477         }
478         else if(sig==SIGTERM || sig==SIGINT)
479                 exit(0);
480 }