*/
#include <cmath>
+#include <cstdlib>
#include <limits>
#include <signal.h>
#include <msp/core/except.h>
#include <msp/gl/framebuffer.h>
#include <msp/gl/matrix.h>
#include <msp/gl/misc.h>
+#include <msp/gl/projection.h>
#include <msp/gl/tests.h>
#include <msp/gl/transform.h>
#include <msp/io/print.h>
#include <msp/strings/formatter.h>
#include <msp/time/units.h>
+#include <msp/time/utils.h>
#include "libmarklin/driver.h"
#include "libmarklin/tracktype.h"
+#include "3d/path.h"
#include "engineer.h"
#include "mainpanel.h"
#include "trainpanel.h"
using namespace Marklin;
using namespace Msp;
+Application::RegApp<Engineer> Engineer::reg;
+
Engineer::Engineer(int argc, char **argv):
options(argc, argv),
window(options.screen_w, options.screen_h, options.fullscreen),
layout_3d(layout),
server(0),
pipeline(window.get_width(), window.get_height(), false),
- placing_train(0),
- placing_block(0),
- placing_entry(0)
+ picking(false),
+ picking_track(0),
+ picking_entry(0),
+ picking_path(0)
{
// Setup GUI
window.set_title("Railroad Engineer");
main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
main_panel->set_visible(true);
+ overlay = new Overlay3D(window, camera, ui_res.get_default_font());
+
// Setup railroad control
DataFile::load(catalogue, "tracks.dat");
DataFile::load(catalogue, "locos.dat");
// Setup 3D view
DataFile::load(arrow_mesh, "arrow.mesh");
- overlay = new Overlay3D(window, camera, ui_res.get_default_font());
-
pipeline.set_camera(&camera);
pipeline.add_renderable(layout_3d.get_scene());
delete server;
}
-void Engineer::place_train(Train &train)
+void Engineer::set_status(const string &text)
+{
+ main_panel->set_status_text(text);
+ status_timeout = Time::now()+10*Time::sec;
+}
+
+void Engineer::pick(bool with_ep)
{
- placing_train = &train;
- placing_block = 0;
- main_panel->set_status_text("Select location");
+ picking = true;
+ picking_track = 0;
+ picking_entry = (with_ep ? 0 : -1);
}
int Engineer::main()
layout.tick();
event_disp.tick(Time::zero);
- for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
- overlay->set_label(layout_3d.get_train(**i), (*i)->get_name());
- new_trains.clear();
+ if(status_timeout && Time::now()>status_timeout)
+ {
+ main_panel->set_status_text(string());
+ status_timeout = Time::TimeStamp();
+ }
GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
pipeline.render_all();
+ {
+ GL::Bind depth(GL::DepthTest::lequal());
+ layout_3d.get_path_scene().render();
+ }
{
GL::Bind blend(GL::Blend::alpha());
overlay->render(0);
}
- if(placing_train && placing_block)
+ if(picking && picking_track && picking_entry>=0)
{
GL::PushMatrix push_mat;
- const Marklin::Block::Endpoint &bep = placing_block->get_endpoints()[placing_entry];
- float rot = bep.track->get_endpoint_direction(bep.track_ep);
- Point pos = bep.track->get_endpoint_position(bep.track_ep);
+ float rot = picking_track->get_endpoint_direction(picking_entry);
+ Point pos = picking_track->get_endpoint_position(picking_entry);
GL::translate(pos.x, pos.y, pos.z+0.03);
GL::rotate(rot*180/M_PI+180, 0, 0, 1);
void Engineer::button_press(int x, int y, unsigned btn, unsigned)
{
- if(placing_train)
+ if(picking)
{
- if(btn==1 && placing_block && !placing_block->get_train())
+ if(btn==1 && picking_track)
{
- reset_block_color(*placing_block);
-
- placing_train->place(*placing_block, placing_entry);
- placing_train = 0;
- main_panel->set_status_text(string());
+ picking = false;
+ delete picking_path;
+ picking_path = 0;
+ signal_pick_done.emit(picking_track, picking_entry);
}
- else if(btn==3)
+ else if(btn==3 && picking_entry>=0)
{
- const vector<Block::Endpoint> &endpoints = placing_block->get_endpoints();
- placing_entry = (placing_entry+1)%endpoints.size();
+ picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
+ picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
}
}
else
{
Block &block = layout.get_block_by_track(track);
if(block.get_train() && !block.get_train()->free_block(block))
- main_panel->set_status_text("Turnout busy");
+ set_status("Turnout is busy");
else
{
unsigned paths = track.get_type().get_paths();
void Engineer::pointer_motion(int x, int y)
{
- if(placing_train)
+ if(picking)
{
Track3D *track = pick_track(x, window.get_height()-y-1);
- if(track)
+ if(track && &track->get_track()!=picking_track)
{
- Block &block = layout.get_block_by_track(track->get_track());
- if(&block!=placing_block)
- {
- if(placing_block)
- reset_block_color(*placing_block);
- placing_block = █
- placing_entry = 0;
- set_block_color(*placing_block, GL::Color(0.5, 1, 0.7));
- }
+ picking_track = &track->get_track();
+ if(picking_entry>=0)
+ picking_entry = 0;
+
+ delete picking_path;
+ picking_path = new Path3D(*track);
+ if(picking_entry>=0)
+ picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
+ else
+ picking_path->set_mask(picking_track->get_type().get_paths());
+ picking_path->set_color(GL::Color(0));
+ picking_path->set_layer(1);
}
}
}
camera.set_position(pos);
camera.set_up_direction(up);
camera.set_look_direction(GL::Vector3(0, 0, -1));
+ camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
}
void Engineer::set_block_color(const Block &block, const GL::Color &color)
{
- (void)block; (void)color;
+ const set<Track *> &tracks = block.get_tracks();
+ for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ layout_3d.get_track(**i).get_path().set_color(color);
}
void Engineer::reset_block_color(const Block &block)
{
+ bool active = false;
if(unsigned sid=block.get_sensor_id())
- {
- if(layout.get_driver().get_sensor(sid))
- {
- set_block_color(block, GL::Color(1, 0.5, 0.3));
- return;
- }
- }
+ active = layout.get_driver().get_sensor(sid);
if(block.get_train())
- set_block_color(block, GL::Color(1, 1, 0.3));
+ {
+ GL::Color color;
+ map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
+ if(i!=train_colors.end())
+ color = i->second;
+
+ if(active)
+ set_block_color(block, color*0.6);
+ else
+ set_block_color(block, color*0.5+0.5);
+ }
+ else if(active)
+ set_block_color(block, GL::Color(0.6));
else
- set_block_color(block, GL::Color(1, 1, 1));
+ set_block_color(block, GL::Color(1));
}
void Engineer::sensor_event(unsigned addr, bool)
train_panels.push_back(tpanel);
tpanel->set_visible(true);
- new_trains.push_back(&train);
+ Train3D &t3d = layout_3d.get_train(train);
+ overlay->set_label(t3d, train.get_name());
+ train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(t3d)));
+
+ GL::Color best_color;
+ float best_d_sq = 0;
+ for(unsigned i=0; i<10; ++i)
+ {
+ GL::Color color;
+ color.r = rand()*1.0/RAND_MAX;
+ color.g = rand()*1.0/RAND_MAX;
+ color.b = rand()*1.0/RAND_MAX;
+ color = color*(1/max(max(color.r, color.g), color.b));
+ float min_d_sq = 3;
+ for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
+ {
+ float dr = color.r-j->second.r;
+ float dg = color.g-j->second.g;
+ float db = color.b-j->second.b;
+ float d_sq = dr*dr+dg*dg+db*db;
+ if(d_sq<min_d_sq)
+ min_d_sq = d_sq;
+ }
+ if(min_d_sq>best_d_sq)
+ {
+ best_color = color;
+ best_d_sq = min_d_sq;
+ }
+ }
+ train_colors[&train] = best_color;
}
void Engineer::sighandler(int sig)
else if(sig==SIGTERM || sig==SIGINT)
exit(0);
}
-
-Application::RegApp<Engineer> Engineer::reg;