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