]> git.tdb.fi Git - r2c2.git/blobdiff - source/engineer/engineer.cpp
Redesign the train activation system
[r2c2.git] / source / engineer / engineer.cpp
index e1268c63f25323f55a9b002589989a419a3c573a..9a3b930a01da1b55137c9a45b9279672f3d44565 100644 (file)
 #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/io/print.h>
 #include <msp/strings/format.h>
 #include <msp/time/units.h>
 #include <msp/time/utils.h>
 #include "libr2c2/driver.h"
+#include "libr2c2/trackcircuit.h"
 #include "libr2c2/tracktype.h"
 #include "3d/path.h"
 #include "3d/track.h"
@@ -53,8 +53,8 @@ Engineer::Engineer(int argc, char **argv):
        window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
 
        root = new GLtk::Root(ui_res, window);
-       mouse.signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
-       mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Engineer::axis_motion));
+       mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
+       mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
        root->set_visible(true);
 
        main_panel = new MainPanel(*this);
@@ -72,8 +72,10 @@ Engineer::Engineer(int argc, char **argv):
 
        layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
        layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
-       layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
        layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
+       const set<Block *> &blocks = layout.get_all<Block>();
+       for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
+               (*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
 
        if(FS::exists(options.state_fn))
                DataFile::load(layout, options.state_fn);
@@ -231,11 +233,10 @@ void Engineer::tick()
                camera.apply();
                GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
 
-               float rot = picking_track->get_endpoint_direction(picking_entry);
-               Vector pos = picking_track->get_endpoint_position(picking_entry);
+               Snap sn = picking_track->get_snap_node(picking_entry);
 
-               GL::MatrixStack::modelview() *= GL::Matrix::translation(pos.x, pos.y, pos.z+0.03);
-               GL::MatrixStack::modelview() *= GL::Matrix::rotation(rot+M_PI, 0, 0, 1);
+               GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
+               GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
 
                arrow_mesh.draw();
        }
@@ -270,7 +271,7 @@ void Engineer::button_press(unsigned btn)
                        if(track->get_turnout_id())
                        {
                                Block &block = track->get_block();
-                               if(block.get_train() && !block.get_train()->free_block(block))
+                               if(block.get_train() && block.get_train()->is_block_critical(block))
                                        set_status("Turnout is busy");
                                else
                                {
@@ -311,28 +312,22 @@ void Engineer::view_all()
        const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
 
        float view_aspect = float(window.get_width()-200)/window.get_height();
-       float view_height = tan(camera.get_field_of_view()/2)*2;
+       float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
        float best_score = 0;
        GL::Vector3 pos;
        GL::Vector3 up;
-       for(float angle=0; angle<M_PI; angle+=0.01)
+       for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
        {
-               float min_x = 0;
-               float max_x = 0;
-               float min_y = 0;
-               float max_y = 0;
+               Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
+               BoundingBox bbox;
                for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               {
-                       Vector minp, maxp;
-                       i->second->get_bounds(angle, minp, maxp);
-                       min_x = min(min_x, minp.x);
-                       max_x = max(max_x, maxp.x);
-                       min_y = min(min_y, minp.y);
-                       max_y = max(max_y, maxp.y);
-               }
+                       bbox = bbox|trans.transform(i->second->get_track().get_bounding_box());
+
+               const Vector &minp = bbox.get_minimum_point();
+               const Vector &maxp = bbox.get_maximum_point();
 
-               float width = max_x-min_x;
-               float height = max_y-min_y;
+               float width = maxp.x-minp.x;
+               float height = maxp.y-minp.y;
                float aspect = width/height;
                float score = min(aspect/view_aspect, view_aspect/aspect);
 
@@ -343,8 +338,8 @@ void Engineer::view_all()
                        float size = max(width/view_aspect, height);
                        float c = cos(angle);
                        float s = sin(angle);
-                       float x = (min_x+max_x)/2-size*105/window.get_height();
-                       float y = (min_y+max_y)/2;
+                       float x = (minp.x+maxp.x)/2-size*105/window.get_height();
+                       float y = (minp.y+maxp.y)/2;
                        float z = max(size*1.05/view_height, 0.15);
 
                        pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
@@ -368,7 +363,7 @@ void Engineer::set_block_color(const Block &block, const GL::Color &color)
 
 void Engineer::reset_block_color(const Block &block)
 {
-       bool active = block.get_state()>Block::INACTIVE;
+       bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
 
        if(block.get_train())
        {
@@ -393,7 +388,7 @@ Track *Engineer::pick_track(const Vector &p)
        const GL::Vector3 &start = camera.get_position();
        GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
 
-       return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
+       return layout.pick<Track>(Ray(start, Vector(ray)));
 }
 
 void Engineer::process_new_train(Train &train)