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Make vehicles aware of which train they are in
[r2c2.git] / source / libr2c2 / vehicle.cpp
1 #include <cmath>
2 #include "catalogue.h"
3 #include "driver.h"
4 #include "layout.h"
5 #include "track.h"
6 #include "trackiter.h"
7 #include "tracktype.h"
8 #include "vehicle.h"
9 #include "vehicletype.h"
10
11 using namespace std;
12 using namespace Msp;
13
14 namespace R2C2 {
15
16 Vehicle::Vehicle(Layout &l, const VehicleType &t):
17         Object(l),
18         type(t),
19         train(0),
20         next(0),
21         prev(0),
22         front_sensor(0),
23         back_sensor(0)
24 {
25         axles.assign(type.get_fixed_axles().begin(), type.get_fixed_axles().end());
26         bogies.assign(type.get_bogies().begin(), type.get_bogies().end());
27         rods.assign(type.get_rods().begin(), type.get_rods().end());
28
29         layout.add(*this);
30 }
31
32 Vehicle::~Vehicle()
33 {
34         if(next)
35                 detach_back();
36         if(prev)
37                 detach_front();
38         layout.remove(*this);
39 }
40
41 Vehicle *Vehicle::clone(Layout *to_layout) const
42 {
43         Vehicle *veh = new Vehicle((to_layout ? *to_layout : layout), type);
44         veh->set_position(position);
45         veh->set_rotation(rotation);
46         return veh;
47 }
48
49 void Vehicle::set_train(Train *t)
50 {
51         train = t;
52 }
53
54 void Vehicle::attach_back(Vehicle &veh)
55 {
56         if(next || veh.prev)
57                 throw attachment_error("already attached");
58
59         next = &veh;
60         veh.prev = this;
61
62         if(track_pos.track)
63                 propagate_backward();
64 }
65
66 void Vehicle::attach_front(Vehicle &veh)
67 {
68         if(prev || veh.next)
69                 throw attachment_error("already attached");
70
71         prev = &veh;
72         veh.next = this;
73
74         if(prev->get_track())
75                 prev->propagate_backward();
76 }
77
78 void Vehicle::detach_back()
79 {
80         if(!next)
81                 throw attachment_error("not attached");
82
83         next->prev = 0;
84         next = 0;
85 }
86
87 void Vehicle::detach_front()
88 {
89         if(!prev)
90                 throw attachment_error("not attached");
91
92         prev->next = 0;
93         prev = 0;
94 }
95
96 void Vehicle::place(const TrackIter &t, float o, PlaceMode m)
97 {
98         if(!t)
99                 throw invalid_argument("Vehicle::place");
100
101         track_pos = TrackPosition(t, o);
102
103         if(m==FRONT_AXLE)
104                 track_pos.advance(-type.get_front_axle_offset());
105         else if(m==FRONT_BUFFER)
106                 track_pos.advance(-type.get_length()/2);
107         else if(m==BACK_AXLE)
108                 track_pos.advance(-type.get_back_axle_offset());
109         else if(m==BACK_BUFFER)
110                 track_pos.advance(type.get_length()/2);
111
112         update_position();
113         propagate_position();
114 }
115
116 void Vehicle::unplace()
117 {
118         if(!track_pos.track)
119                 return;
120
121         track_pos = TrackPosition();
122
123         if(prev)
124                 prev->unplace();
125         if(next)
126                 next->unplace();
127 }
128
129 void Vehicle::advance(float d)
130 {
131         track_pos.advance(d);
132         update_position();
133         turn_axles(d);
134         propagate_position();
135 }
136
137 const Vehicle::Axle &Vehicle::get_fixed_axle(unsigned i) const
138 {
139         if(i>=axles.size())
140                 throw out_of_range("Vehicle::get_fixed_axle");
141         return axles[i];
142 }
143
144 const Vehicle::Bogie &Vehicle::get_bogie(unsigned i) const
145 {
146         if(i>=bogies.size())
147                 throw out_of_range("Vehicle::get_bogie");
148         return bogies[i];
149 }
150
151 const Vehicle::Axle &Vehicle::get_bogie_axle(unsigned i, unsigned j) const
152 {
153         if(i>=bogies.size())
154                 throw out_of_range("Vehicle::get_bogie_axle");
155         if(j>=bogies[i].axles.size())
156                 throw out_of_range("Vehicle::get_bogie_axle");
157         return bogies[i].axles[j];
158 }
159
160 const Vehicle::Rod &Vehicle::get_rod(unsigned i) const
161 {
162         if(i>=rods.size())
163                 throw out_of_range("Vehicle::get_rod");
164         return rods[i];
165 }
166
167 void Vehicle::update_position()
168 {
169         TrackPoint tp;
170
171         if(axles.size()>=2)
172         {
173                 float wheelbase = axles.front().type->position-axles.back().type->position;
174                 tp = get_point(track_pos, wheelbase, -axles.back().type->position/wheelbase);
175         }
176         else if(bogies.size()>=2)
177         {
178                 TrackPosition front = track_pos;
179                 front.advance(bogies.front().type->position);
180                 TrackPosition back = track_pos;
181                 back.advance(bogies.back().type->position);
182                 float bogie_spacing = bogies.front().type->position-bogies.back().type->position;
183                 adjust_for_distance(front, back, bogie_spacing);
184
185                 const vector<Axle> &front_axles = bogies.front().axles;
186                 float wheelbase = front_axles.front().type->position-front_axles.back().type->position;
187                 TrackPoint front_point = get_point(front, wheelbase, -front_axles.back().type->position/wheelbase);
188
189                 const vector<Axle> &back_axles = bogies.back().axles;
190                 wheelbase = back_axles.front().type->position-back_axles.back().type->position;
191                 TrackPoint back_point = get_point(back, wheelbase, -back_axles.back().type->position/wheelbase);
192
193                 tp = get_point(front_point.pos, back_point.pos, -bogies.back().type->position/bogie_spacing);
194
195                 bogies.front().direction = front_point.dir-tp.dir;
196                 bogies.back().direction = back_point.dir-tp.dir;
197         }
198         else
199                 tp = track_pos.get_point();
200
201         if(!prev)
202                 check_sensor(type.get_front_axle_offset(), front_sensor);
203         if(!next)
204                 check_sensor(type.get_back_axle_offset(), back_sensor);
205
206         position = tp.pos;
207         position.z += layout.get_catalogue().get_rail_elevation();
208         rotation = tp.dir;
209 }
210
211 void Vehicle::update_position_from(const Vehicle &veh)
212 {
213         int sign = (&veh==prev ? -1 : 1);
214
215         float tdist = (type.get_length()+veh.type.get_length())/2;
216         float margin = layout.get_catalogue().get_scale();
217
218         float dist = distance(veh.position, position);
219         if(!track_pos.track || dist<tdist-margin || dist>tdist+margin)
220         {
221                 track_pos = veh.track_pos;
222                 track_pos.advance(sign*tdist);
223                 update_position();
224
225                 dist = distance(veh.position, position);
226         }
227
228         track_pos.advance(sign*(tdist-dist));
229         update_position();
230         turn_axles(sign*(tdist-dist));
231 }
232
233 void Vehicle::propagate_position()
234 {
235         if(prev)
236                 propagate_forward();
237         if(next)
238                 propagate_backward();
239 }
240
241 void Vehicle::propagate_forward()
242 {
243         prev->update_position_from(*this);
244
245         if(prev->prev)
246                 prev->propagate_forward();
247 }
248
249 void Vehicle::propagate_backward()
250 {
251         next->update_position_from(*this);
252
253         if(next->next)
254                 next->propagate_backward();
255 }
256
257 void Vehicle::check_sensor(float offset, unsigned &sensor)
258 {
259         TrackPosition pos = track_pos;
260         pos.advance(offset);
261         unsigned s = pos.track->get_sensor_id();
262         if(s!=sensor)
263         {
264                 /* Sensor ID under axle has changed.  Deduce movement direction by using
265                 the sensor ID under the midpoint of the vehicle. */
266                 /* XXX This depends on the simulation running fast enough.  Something
267                 more robust would be preferable. */
268                 unsigned old = sensor;
269                 sensor = s;
270                 unsigned mid = track_pos.track->get_sensor_id();
271
272                 if(s && s!=mid)
273                         /* There's a sensor and it's different from mid.  We've just entered
274                         that sensor. */
275                         layout.get_driver().set_sensor(sensor, true);
276                 if(old && old!=mid)
277                         /* A sensor was under the axle and it was different from mid.  We've
278                         just left that sensor. */
279                         layout.get_driver().set_sensor(old, false);
280         }
281 }
282
283 void Vehicle::turn_axles(float d)
284 {
285         for(vector<Axle>::iterator i=axles.begin(); i!=axles.end(); ++i)
286                 i->angle += Angle::from_radians(d*2/i->type->wheel_dia);
287         for(vector<Bogie>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
288                 for(vector<Axle>::iterator j=i->axles.begin(); j!=i->axles.end(); ++j)
289                         j->angle += Angle::from_radians(d*2/j->type->wheel_dia);
290
291         update_rods();
292 }
293
294 void Vehicle::update_rods()
295 {
296         for(vector<Rod>::iterator i=rods.begin(); i!=rods.end(); ++i)
297         {
298                 if(i->type->pivot==VehicleType::Rod::BODY)
299                         i->position = i->type->pivot_point;
300                 else if(i->type->pivot==VehicleType::Rod::AXLE)
301                 {
302                         const Axle &axle = get_fixed_axle(i->type->pivot_index);
303                         const Vector &pp = i->type->pivot_point;
304                         Transform trans = Transform::rotation(axle.angle, Vector(0, -1, 0));
305                         i->position = Vector(axle.type->position, 0, axle.type->wheel_dia/2)+trans.transform(pp);
306                 }
307                 else if(i->type->pivot==VehicleType::Rod::ROD)
308                 {
309                         const Rod &prod = get_rod(i->type->pivot_index);
310                         const Vector &pos = prod.position;
311                         const Vector &off = i->type->pivot_point;
312                         Transform trans = Transform::rotation(prod.angle, Vector(0, 1, 0));
313                         i->position = pos+trans.transform(off);
314                 }
315
316                 if(i->type->connect_index>=0)
317                 {
318                         Rod &crod = rods[i->type->connect_index];
319                         if(i->type->limit==VehicleType::Rod::ROTATE && crod.type->limit==VehicleType::Rod::SLIDE_X)
320                         {
321                                 Vector span = crod.position+i->type->connect_offset-i->position;
322                                 float cd = i->type->connect_point.norm();
323                                 Angle ca = Geometry::atan2(i->type->connect_point.z, i->type->connect_point.x);
324                                 span.x = sqrt(cd*cd-span.z*span.z)*(span.x>0 ? 1 : -1);
325                                 i->angle = Geometry::atan2(span.z, span.x)-ca;
326                                 crod.position.x = i->position.x+span.x-i->type->connect_offset.x;
327                         }
328                         else if(i->type->limit==VehicleType::Rod::ROTATE && crod.type->limit==VehicleType::Rod::ROTATE)
329                         {
330                                 Vector span = crod.position-i->position;
331                                 float d = span.norm();
332                                 float cd1 = i->type->connect_point.norm();
333                                 float cd2 = i->type->connect_offset.norm();
334                                 float a = (d*d+cd1*cd1-cd2*cd2)/(2*d);
335                                 float b = sqrt(cd1*cd1-a*a);
336                                 float sign = (cross(i->type->connect_point, span).y>0 ? 1 : -1);
337                                 Vector conn = Vector(span.x*a-span.z*b, 0, span.z*a+span.x*b)/(d*sign);
338                                 Angle ca1 = Geometry::atan2(i->type->connect_point.z, i->type->connect_point.x);
339                                 Angle ca2 = Geometry::atan2(i->type->connect_offset.z, i->type->connect_offset.x);
340                                 i->angle = Geometry::atan2(conn.z, conn.x)-ca1;
341                                 crod.angle = Geometry::atan2(conn.z-span.z, conn.x-span.x)-ca2;
342                         }
343                 }
344         }
345 }
346
347 void Vehicle::adjust_for_distance(TrackPosition &front, TrackPosition &back, float tdist, float ratio) const
348 {
349         float margin = 0.01*layout.get_catalogue().get_scale();
350         int adjust_dir = 0;
351         while(1)
352         {
353                 Vector front_point = front.get_point().pos;
354                 Vector back_point = back.get_point().pos;
355
356                 float dist = distance(front_point, back_point);
357
358                 float diff = tdist-dist;
359                 if(diff<-margin && adjust_dir<=0)
360                 {
361                         diff -= margin;
362                         adjust_dir = -1;
363                 }
364                 else if(diff>margin && adjust_dir>=0)
365                 {
366                         diff += margin;
367                         adjust_dir = 1;
368                 }
369                 else
370                         return;
371
372                 front.advance(diff*(1-ratio));
373                 back.advance(-diff*ratio);
374         }
375 }
376
377 TrackPoint Vehicle::get_point(const Vector &front, const Vector &back, float ratio) const
378 {
379         Vector span = front-back;
380
381         TrackPoint tp;
382         tp.pos = back+span*ratio;
383         tp.dir = Geometry::atan2(span.y, span.x);
384
385         return tp;
386 }
387
388 TrackPoint Vehicle::get_point(const TrackPosition &pos, float tdist, float ratio) const
389 {
390         TrackPosition front = pos;
391         front.advance(tdist*(1-ratio));
392
393         TrackPosition back = pos;
394         back.advance(-tdist*ratio);
395
396         adjust_for_distance(front, back, tdist, ratio);
397         return get_point(front.get_point().pos, back.get_point().pos, ratio);
398 }
399
400 unsigned Vehicle::get_n_link_slots() const
401 {
402         return 2;
403 }
404
405 Vehicle *Vehicle::get_link(unsigned i) const
406 {
407         if(i>=2)
408                 throw out_of_range("Vehicle::get_link");
409
410         return (i==0 ? prev : next);
411 }
412
413 int Vehicle::get_link_slot(const Object &other) const
414 {
415         if(&other==prev)
416                 return 0;
417         else if(&other==next)
418                 return 1;
419         else
420                 return -1;
421 }
422
423
424 Vehicle::Axle::Axle(const VehicleType::Axle &t):
425         type(&t)
426 { }
427
428
429 Vehicle::Bogie::Bogie(const VehicleType::Bogie &t):
430         type(&t)
431 {
432         for(VehicleType::AxleArray::const_iterator i=type->axles.begin(); i!=type->axles.end(); ++i)
433                 axles.push_back(*i);
434 }
435
436
437 Vehicle::Rod::Rod(const VehicleType::Rod &t):
438         type(&t)
439 { }
440
441
442 Vehicle::TrackPosition::TrackPosition():
443         offs(0)
444 { }
445
446 Vehicle::TrackPosition::TrackPosition(const TrackIter &t, float o):
447         track(t),
448         offs(o)
449 { }
450
451 void Vehicle::TrackPosition::advance(float d)
452 {
453         if(!track)
454                 return;
455
456         offs += d;
457         while(track)
458         {
459                 float path_len = track->get_type().get_path_length(track->get_active_path());
460
461                 if(offs>path_len)
462                 {
463                         offs -= path_len;
464                         track = track.next();
465                 }
466                 else
467                         break;
468         }
469
470         while(track && offs<0)
471         {
472                 track = track.flip().reverse();
473
474                 if(track)
475                 {
476                         float path_len = track->get_type().get_path_length(track->get_active_path());
477                         offs += path_len;
478                 }
479         }
480
481         if(!track)
482                 offs = 0;
483 }
484
485 TrackPoint Vehicle::TrackPosition::get_point() const
486 {
487         if(track)
488                 return track->get_point(track.entry(), offs);
489         else
490                 return TrackPoint();
491 }
492
493 } // namespace R2C2