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Use event-based matrix updates for objects
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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         signal_moved.emit();
210 }
211
212 void Vehicle::update_position_from(const Vehicle &veh)
213 {
214         int sign = (&veh==prev ? -1 : 1);
215
216         float tdist = (type.get_length()+veh.type.get_length())/2;
217         float margin = layout.get_catalogue().get_scale();
218
219         float dist = distance(veh.position, position);
220         if(!track_pos.track || dist<tdist-margin || dist>tdist+margin)
221         {
222                 track_pos = veh.track_pos;
223                 track_pos.advance(sign*tdist);
224                 update_position();
225
226                 dist = distance(veh.position, position);
227         }
228
229         track_pos.advance(sign*(tdist-dist));
230         update_position();
231         turn_axles(sign*(tdist-dist));
232 }
233
234 void Vehicle::propagate_position()
235 {
236         if(prev)
237                 propagate_forward();
238         if(next)
239                 propagate_backward();
240 }
241
242 void Vehicle::propagate_forward()
243 {
244         prev->update_position_from(*this);
245
246         if(prev->prev)
247                 prev->propagate_forward();
248 }
249
250 void Vehicle::propagate_backward()
251 {
252         next->update_position_from(*this);
253
254         if(next->next)
255                 next->propagate_backward();
256 }
257
258 void Vehicle::check_sensor(float offset, unsigned &sensor)
259 {
260         TrackPosition pos = track_pos;
261         pos.advance(offset);
262         unsigned s = pos.track->get_sensor_id();
263         if(s!=sensor)
264         {
265                 /* Sensor ID under axle has changed.  Deduce movement direction by using
266                 the sensor ID under the midpoint of the vehicle. */
267                 /* XXX This depends on the simulation running fast enough.  Something
268                 more robust would be preferable. */
269                 unsigned old = sensor;
270                 sensor = s;
271                 unsigned mid = track_pos.track->get_sensor_id();
272
273                 if(s && s!=mid)
274                         /* There's a sensor and it's different from mid.  We've just entered
275                         that sensor. */
276                         layout.get_driver().set_sensor(sensor, true);
277                 if(old && old!=mid)
278                         /* A sensor was under the axle and it was different from mid.  We've
279                         just left that sensor. */
280                         layout.get_driver().set_sensor(old, false);
281         }
282 }
283
284 void Vehicle::turn_axles(float d)
285 {
286         for(vector<Axle>::iterator i=axles.begin(); i!=axles.end(); ++i)
287                 i->angle += Angle::from_radians(d*2/i->type->wheel_dia);
288         for(vector<Bogie>::iterator i=bogies.begin(); i!=bogies.end(); ++i)
289                 for(vector<Axle>::iterator j=i->axles.begin(); j!=i->axles.end(); ++j)
290                         j->angle += Angle::from_radians(d*2/j->type->wheel_dia);
291
292         update_rods();
293 }
294
295 void Vehicle::update_rods()
296 {
297         for(vector<Rod>::iterator i=rods.begin(); i!=rods.end(); ++i)
298         {
299                 if(i->type->pivot==VehicleType::Rod::BODY)
300                         i->position = i->type->pivot_point;
301                 else if(i->type->pivot==VehicleType::Rod::AXLE)
302                 {
303                         const Axle &axle = get_fixed_axle(i->type->pivot_index);
304                         const Vector &pp = i->type->pivot_point;
305                         Transform trans = Transform::rotation(axle.angle, Vector(0, -1, 0));
306                         i->position = Vector(axle.type->position, 0, axle.type->wheel_dia/2)+trans.transform(pp);
307                 }
308                 else if(i->type->pivot==VehicleType::Rod::ROD)
309                 {
310                         const Rod &prod = get_rod(i->type->pivot_index);
311                         const Vector &pos = prod.position;
312                         const Vector &off = i->type->pivot_point;
313                         Transform trans = Transform::rotation(prod.angle, Vector(0, 1, 0));
314                         i->position = pos+trans.transform(off);
315                 }
316
317                 if(i->type->connect_index>=0)
318                 {
319                         Rod &crod = rods[i->type->connect_index];
320                         if(i->type->limit==VehicleType::Rod::ROTATE && crod.type->limit==VehicleType::Rod::SLIDE_X)
321                         {
322                                 Vector span = crod.position+i->type->connect_offset-i->position;
323                                 float cd = i->type->connect_point.norm();
324                                 Angle ca = Geometry::atan2(i->type->connect_point.z, i->type->connect_point.x);
325                                 span.x = sqrt(cd*cd-span.z*span.z)*(span.x>0 ? 1 : -1);
326                                 i->angle = Geometry::atan2(span.z, span.x)-ca;
327                                 crod.position.x = i->position.x+span.x-i->type->connect_offset.x;
328                         }
329                         else if(i->type->limit==VehicleType::Rod::ROTATE && crod.type->limit==VehicleType::Rod::ROTATE)
330                         {
331                                 Vector span = crod.position-i->position;
332                                 float d = span.norm();
333                                 float cd1 = i->type->connect_point.norm();
334                                 float cd2 = i->type->connect_offset.norm();
335                                 float a = (d*d+cd1*cd1-cd2*cd2)/(2*d);
336                                 float b = sqrt(cd1*cd1-a*a);
337                                 float sign = (cross(i->type->connect_point, span).y>0 ? 1 : -1);
338                                 Vector conn = Vector(span.x*a-span.z*b, 0, span.z*a+span.x*b)/(d*sign);
339                                 Angle ca1 = Geometry::atan2(i->type->connect_point.z, i->type->connect_point.x);
340                                 Angle ca2 = Geometry::atan2(i->type->connect_offset.z, i->type->connect_offset.x);
341                                 i->angle = Geometry::atan2(conn.z, conn.x)-ca1;
342                                 crod.angle = Geometry::atan2(conn.z-span.z, conn.x-span.x)-ca2;
343                         }
344                 }
345         }
346 }
347
348 void Vehicle::adjust_for_distance(TrackPosition &front, TrackPosition &back, float tdist, float ratio) const
349 {
350         float margin = 0.01*layout.get_catalogue().get_scale();
351         int adjust_dir = 0;
352         while(1)
353         {
354                 Vector front_point = front.get_point().pos;
355                 Vector back_point = back.get_point().pos;
356
357                 float dist = distance(front_point, back_point);
358
359                 float diff = tdist-dist;
360                 if(diff<-margin && adjust_dir<=0)
361                 {
362                         diff -= margin;
363                         adjust_dir = -1;
364                 }
365                 else if(diff>margin && adjust_dir>=0)
366                 {
367                         diff += margin;
368                         adjust_dir = 1;
369                 }
370                 else
371                         return;
372
373                 front.advance(diff*(1-ratio));
374                 back.advance(-diff*ratio);
375         }
376 }
377
378 TrackPoint Vehicle::get_point(const Vector &front, const Vector &back, float ratio) const
379 {
380         Vector span = front-back;
381
382         TrackPoint tp;
383         tp.pos = back+span*ratio;
384         tp.dir = Geometry::atan2(span.y, span.x);
385
386         return tp;
387 }
388
389 TrackPoint Vehicle::get_point(const TrackPosition &pos, float tdist, float ratio) const
390 {
391         TrackPosition front = pos;
392         front.advance(tdist*(1-ratio));
393
394         TrackPosition back = pos;
395         back.advance(-tdist*ratio);
396
397         adjust_for_distance(front, back, tdist, ratio);
398         return get_point(front.get_point().pos, back.get_point().pos, ratio);
399 }
400
401 unsigned Vehicle::get_n_link_slots() const
402 {
403         return 2;
404 }
405
406 Vehicle *Vehicle::get_link(unsigned i) const
407 {
408         if(i>=2)
409                 throw out_of_range("Vehicle::get_link");
410
411         return (i==0 ? prev : next);
412 }
413
414 int Vehicle::get_link_slot(const Object &other) const
415 {
416         if(&other==prev)
417                 return 0;
418         else if(&other==next)
419                 return 1;
420         else
421                 return -1;
422 }
423
424
425 Vehicle::Axle::Axle(const VehicleType::Axle &t):
426         type(&t)
427 { }
428
429
430 Vehicle::Bogie::Bogie(const VehicleType::Bogie &t):
431         type(&t)
432 {
433         for(VehicleType::AxleArray::const_iterator i=type->axles.begin(); i!=type->axles.end(); ++i)
434                 axles.push_back(*i);
435 }
436
437
438 Vehicle::Rod::Rod(const VehicleType::Rod &t):
439         type(&t)
440 { }
441
442
443 Vehicle::TrackPosition::TrackPosition():
444         offs(0)
445 { }
446
447 Vehicle::TrackPosition::TrackPosition(const TrackIter &t, float o):
448         track(t),
449         offs(o)
450 { }
451
452 void Vehicle::TrackPosition::advance(float d)
453 {
454         if(!track)
455                 return;
456
457         offs += d;
458         while(track)
459         {
460                 float path_len = track->get_type().get_path_length(track->get_active_path());
461
462                 if(offs>path_len)
463                 {
464                         offs -= path_len;
465                         track = track.next();
466                 }
467                 else
468                         break;
469         }
470
471         while(track && offs<0)
472         {
473                 track = track.flip().reverse();
474
475                 if(track)
476                 {
477                         float path_len = track->get_type().get_path_length(track->get_active_path());
478                         offs += path_len;
479                 }
480         }
481
482         if(!track)
483                 offs = 0;
484 }
485
486 TrackPoint Vehicle::TrackPosition::get_point() const
487 {
488         if(track)
489                 return track->get_point(track.entry(), offs);
490         else
491                 return TrackPoint();
492 }
493
494 } // namespace R2C2