#include "libr2c2/driver.h"
#include "libr2c2/trackcircuit.h"
#include "libr2c2/tracktype.h"
+#include "3d/allocation.h"
#include "3d/path.h"
#include "3d/track.h"
+#include "3d/trackcircuit.h"
#include "3d/vehicle.h"
#include "engineer.h"
#include "mainwindow.h"
layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
layout_3d(layout),
server(0),
- pipeline(window.get_width(), window.get_height(), false),
+ main_view(layout_3d, window.get_width(), window.get_height()),
picking(false),
picking_track(0),
picking_entry(0),
DataFile::load(layout, options.layout_fn);
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_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(TrackCircuit *tc = (*i)->get_sensor())
+ new TrackCircuit3D(layout_3d, *tc);
+
+ const set<Track *> &tracks = layout.get_all<Track>();
+ for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ if((*i)->get_type().is_turnout())
+ new Path3D(layout_3d.get<Track3D>(**i));
if(FS::exists(options.state_fn))
DataFile::load(layout, options.state_fn);
// Setup 3D view
DataFile::load(arrow_mesh, "arrow.mesh");
- pipeline.set_camera(&camera);
- pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
- pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
- pipeline.add_renderable_for_pass(*overlay, "overlay");
-
- light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
- light.set_diffuse(GL::Color(0.9));
- lighting.set_ambient(GL::Color(0.4));
- lighting.attach(0, light);
-
- GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
- pass->set_depth_test(&GL::DepthTest::lequal());
- pass->set_lighting(&lighting);
+ GL::Pipeline &pipeline = main_view.get_pipeline();
- pass = &pipeline.add_pass("unlit");
+ GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
pass->set_depth_test(&GL::DepthTest::lequal());
+ pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
pass = &pipeline.add_pass("overlay");
pass->set_blend(&GL::Blend::alpha());
+ pipeline.add_renderable_for_pass(*overlay, "overlay");
view_all();
GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
- pipeline.render();
+ main_view.render();
if(pointer_moved)
{
delete picking_path;
picking_path = new Path3D(layout_3d.get<Track3D>(*track));
- if(picking_entry>=0)
- picking_path->set_mask(picking_track->get_type().get_endpoint(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);
+ picking_path->set_layer(2);
}
}
}
if(picking && picking_track && picking_entry>=0)
{
- camera.apply();
+ main_view.get_camera().apply();
GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
Snap sn = picking_track->get_snap_node(picking_entry);
else if(btn==3 && picking_entry>=0)
{
picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
- picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
}
}
else
const Layout3D::ObjectMap &objects = layout_3d.get_all();
float view_aspect = float(window.get_width())/window.get_height();
- float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
+ float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;
}
}
+ GL::Camera &camera = main_view.get_camera();
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)
-{
- const set<Track *> &tracks = block.get_tracks();
- for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- layout_3d.get<Track3D>(**i).get_path().set_color(color);
-}
-
-void Engineer::reset_block_color(const Block &block)
-{
- bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
-
- if(block.get_train())
- {
- 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));
-}
-
Object *Engineer::pick_object(const Vector &p)
{
- const GL::Vector3 &start = camera.get_position();
- GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
+ const GL::Vector3 &start = main_view.get_camera().get_position();
+ GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
// XXX Do this better; make this function a template?
if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
}
}
train_colors[&train] = best_color;
+
+ Allocation3D *alloc = new Allocation3D(layout_3d, train);
+ alloc->set_color(best_color);
}
void Engineer::sighandler(int sig)