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1 #include <algorithm>
2 #include <cmath>
3 #include <cstdlib>
4 #include <limits>
5 #include <signal.h>
6 #include <msp/fs/stat.h>
7 #include <msp/fs/utils.h>
8 #include <msp/graphics/display.h>
9 #include <msp/graphics/window.h>
10 #include <msp/gl/blend.h>
11 #include <msp/gl/framebuffer.h>
12 #include <msp/gl/matrix.h>
13 #include <msp/gl/misc.h>
14 #include <msp/gl/tests.h>
15 #include <msp/io/print.h>
16 #include <msp/strings/format.h>
17 #include <msp/time/units.h>
18 #include <msp/time/utils.h>
19 #include "libr2c2/driver.h"
20 #include "libr2c2/trackcircuit.h"
21 #include "libr2c2/tracktype.h"
22 #include "3d/path.h"
23 #include "3d/track.h"
24 #include "3d/vehicle.h"
25 #include "engineer.h"
26 #include "mainpanel.h"
27 #include "trainpanel.h"
28 #include "trainproperties.h"
29 #include "trainview.h"
30
31 using namespace std;
32 using namespace R2C2;
33 using namespace Msp;
34
35 Engineer::Engineer(int argc, char **argv):
36         options(argc, argv),
37         window(options.screen_w, options.screen_h, options.fullscreen),
38         keyboard(window),
39         mouse(window),
40         ui_res("r2c2.res"),
41         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
42         layout_3d(layout),
43         server(0),
44         pipeline(window.get_width(), window.get_height(), false),
45         picking(false),
46         picking_track(0),
47         picking_entry(0),
48         picking_path(0),
49         pointer_moved(false)
50 {
51         // Setup GUI
52         window.set_title("Railroad Engineer");
53         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
54
55         root = new GLtk::Root(ui_res, window);
56         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
57         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
58         root->set_visible(true);
59
60         main_panel = new MainPanel(*this);
61         root->add(*main_panel);
62         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
63         main_panel->set_visible(true);
64
65         overlay = new Overlay3D(ui_res.get_default_font());
66
67         // Setup railroad control
68         DataFile::load(catalogue, "tracks.dat");
69         DataFile::load(catalogue, "locos.dat");
70         DataFile::load(catalogue, "wagons.dat");
71         DataFile::load(layout, options.layout_fn);
72
73         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
74         layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
75         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
76         const set<Block *> &blocks = layout.get_all<Block>();
77         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
78                 (*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
79
80         if(FS::exists(options.state_fn))
81                 DataFile::load(layout, options.state_fn);
82
83         if(options.network)
84         {
85                 server = new Server(layout);
86                 server->use_event_dispatcher(event_disp);
87         }
88
89         // Setup 3D view
90         DataFile::load(arrow_mesh, "arrow.mesh");
91
92         pipeline.set_camera(&camera);
93         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
94         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
95         pipeline.add_renderable_for_pass(*overlay, "overlay");
96
97         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
98         light.set_diffuse(GL::Color(0.9));
99         lighting.set_ambient(GL::Color(0.4));
100         lighting.attach(0, light);
101
102         GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
103         pass->set_depth_test(&GL::DepthTest::lequal());
104         pass->set_lighting(&lighting);
105
106         pass = &pipeline.add_pass("unlit");
107         pass->set_depth_test(&GL::DepthTest::lequal());
108
109         pass = &pipeline.add_pass("overlay");
110         pass->set_blend(&GL::Blend::alpha());
111
112         view_all();
113
114         // Catch various signals so we can stop the trains in case we get terminated
115         catch_signal(SIGINT);
116         catch_signal(SIGTERM);
117         catch_signal(SIGSEGV);
118         catch_signal(SIGILL);
119         catch_signal(SIGFPE);
120         catch_signal(SIGABRT);
121 }
122
123 Engineer::~Engineer()
124 {
125         const map<unsigned, Train *> &trains = layout.get_trains();
126         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
127                 layout.get_driver().set_loco_speed(i->first, 0);
128         layout.get_driver().flush();
129
130         if(!options.simulate)
131         {
132                 layout.save_dynamic(options.state_fn+".tmp");
133                 FS::rename(options.state_fn+".tmp", options.state_fn);
134         }
135
136         delete overlay;
137         delete root;
138
139         delete server;
140 }
141
142 void Engineer::set_status(const string &text)
143 {
144         main_panel->set_status_text(text);
145         status_timeout = Time::now()+10*Time::sec;
146 }
147
148 void Engineer::rearrange_panels()
149 {
150         int y = main_panel->get_geometry().y;
151         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
152         {
153                 y -= (*i)->get_geometry().h;
154                 (*i)->set_position(0, y);
155         }
156 }
157
158 void Engineer::add_train_view(TrainView &tv)
159 {
160         train_views.push_back(&tv);
161 }
162
163 void Engineer::remove_train_view(TrainView &tv)
164 {
165         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
166 }
167
168 void Engineer::pick(bool with_ep)
169 {
170         picking = true;
171         picking_track = 0;
172         picking_entry = (with_ep ? 0 : -1);
173 }
174
175 int Engineer::main()
176 {
177         window.show();
178
179         return Application::main();
180 }
181
182 void Engineer::tick()
183 {
184         window.get_display().tick();
185
186         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
187                 process_new_train(**i);
188         new_trains.clear();
189
190         layout.tick();
191         event_disp.tick(Time::zero);
192
193         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
194                 (*i)->prepare();
195
196         if(status_timeout && Time::now()>status_timeout)
197         {
198                 main_panel->set_status_text(string());
199                 status_timeout = Time::TimeStamp();
200         }
201
202         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
203
204         pipeline.render();
205
206         if(pointer_moved)
207         {
208                 pointer_moved = false;
209
210                 if(picking)
211                 {
212                         Track *track = pick_track(pointer);
213                         if(track && track!=picking_track)
214                         {
215                                 picking_track = track;
216                                 if(picking_entry>=0)
217                                         picking_entry = 0;
218
219                                 delete picking_path;
220                                 picking_path = new Path3D(layout_3d.get_track(*track));
221                                 if(picking_entry>=0)
222                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
223                                 else
224                                         picking_path->set_mask(picking_track->get_type().get_paths());
225                                 picking_path->set_color(GL::Color(0));
226                                 picking_path->set_layer(1);
227                         }
228                 }
229         }
230
231         if(picking && picking_track && picking_entry>=0)
232         {
233                 camera.apply();
234                 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
235
236                 Snap sn = picking_track->get_snap_node(picking_entry);
237
238                 GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
239                 GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
240
241                 arrow_mesh.draw();
242         }
243
244         root->render();
245
246         window.swap_buffers();
247 }
248
249 void Engineer::button_press(unsigned btn)
250 {
251         if(picking)
252         {
253                 if(btn==1 && picking_track)
254                 {
255                         picking = false;
256                         delete picking_path;
257                         picking_path = 0;
258                         signal_pick_done.emit(picking_track, picking_entry);
259                 }
260                 else if(btn==3 && picking_entry>=0)
261                 {
262                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
263                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
264                 }
265         }
266         else
267         {
268                 Track *track = pick_track(pointer);
269                 if(track)
270                 {
271                         if(track->get_turnout_id())
272                         {
273                                 Block &block = track->get_block();
274                                 if(block.get_train() && block.get_train()->is_block_critical(block))
275                                         set_status("Turnout is busy");
276                                 else
277                                 {
278                                         unsigned paths = track->get_type().get_paths();
279                                         unsigned i = track->get_active_path()+1;
280                                         while(!(paths&(1<<i)))
281                                         {
282                                                 if(!(paths>>i))
283                                                         i = 0;
284                                                 else
285                                                         ++i;
286                                         }
287                                         track->set_active_path(i);
288                                         set_status(format("Turnout %d", track->get_turnout_id()));
289                                 }
290                         }
291                         if(unsigned sid = track->get_sensor_id())
292                         {
293                                 if(options.simulate)
294                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
295                                 set_status(format("Sensor %d", sid));
296                         }
297                 }
298         }
299 }
300
301 void Engineer::axis_motion(unsigned axis, float value, float)
302 {
303         if(axis==0)
304                 pointer.x = value;
305         if(axis==1)
306                 pointer.y = value;
307         pointer_moved = true;
308 }
309
310 void Engineer::view_all()
311 {
312         const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
313
314         float view_aspect = float(window.get_width()-200)/window.get_height();
315         float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
316         float best_score = 0;
317         GL::Vector3 pos;
318         GL::Vector3 up;
319         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
320         {
321                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
322                 BoundingBox bbox;
323                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
324                         bbox = bbox|trans.transform(i->second->get_track().get_bounding_box());
325
326                 const Vector &minp = bbox.get_minimum_point();
327                 const Vector &maxp = bbox.get_maximum_point();
328
329                 float width = maxp.x-minp.x;
330                 float height = maxp.y-minp.y;
331                 float aspect = width/height;
332                 float score = min(aspect/view_aspect, view_aspect/aspect);
333
334                 if(score>best_score)
335                 {
336                         best_score = score;
337
338                         float size = max(width/view_aspect, height);
339                         float c = cos(angle);
340                         float s = sin(angle);
341                         float x = (minp.x+maxp.x)/2-size*105/window.get_height();
342                         float y = (minp.y+maxp.y)/2;
343                         float z = max(size*1.05/view_height, 0.15);
344
345                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
346                         up = GL::Vector3(-s, c, 0);
347                 }
348         }
349
350         camera.set_position(pos);
351         camera.set_up_direction(up);
352         camera.set_look_direction(GL::Vector3(0, 0, -1));
353         camera.set_aspect(float(window.get_width())/window.get_height());
354         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
355 }
356
357 void Engineer::set_block_color(const Block &block, const GL::Color &color)
358 {
359         const set<Track *> &tracks = block.get_tracks();
360         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
361                 layout_3d.get_track(**i).get_path().set_color(color);
362 }
363
364 void Engineer::reset_block_color(const Block &block)
365 {
366         bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
367
368         if(block.get_train())
369         {
370                 GL::Color color;
371                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
372                 if(i!=train_colors.end())
373                         color = i->second;
374
375                 if(active)
376                         set_block_color(block, color*0.6);
377                 else
378                         set_block_color(block, color*0.5+0.5);
379         }
380         else if(active)
381                 set_block_color(block, GL::Color(0.6));
382         else
383                 set_block_color(block, GL::Color(1));
384 }
385
386 Track *Engineer::pick_track(const Vector &p)
387 {
388         const GL::Vector3 &start = camera.get_position();
389         GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
390
391         return layout.pick<Track>(Ray(start, Vector(ray)));
392 }
393
394 void Engineer::process_new_train(Train &train)
395 {
396         TrainPanel *tpanel = new TrainPanel(*this, train);
397         root->add(*tpanel);
398         train_panels.push_back(tpanel);
399         rearrange_panels();
400
401         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
402         overlay->set_label(loco3d, train.get_name());
403         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
404 }
405
406 void Engineer::train_added(Train &train)
407 {
408         new_trains.push_back(&train);
409
410         GL::Color best_color;
411         float best_d_sq = 0;
412         for(unsigned i=0; i<10; ++i)
413         {
414                 GL::Color color;
415                 unsigned h = rand()%3;
416                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
417                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
418                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
419                 color = color*(1/max(max(color.r, color.g), color.b));
420                 float min_d_sq = 3;
421                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
422                 {
423                         float dr = color.r-j->second.r;
424                         float dg = color.g-j->second.g;
425                         float db = color.b-j->second.b;
426                         float d_sq = dr*dr+dg*dg+db*db;
427                         if(d_sq<min_d_sq)
428                                 min_d_sq = d_sq;
429                 }
430                 if(min_d_sq>best_d_sq)
431                 {
432                         best_color = color;
433                         best_d_sq = min_d_sq;
434                 }
435         }
436         train_colors[&train] = best_color;
437 }
438
439 void Engineer::sighandler(int sig)
440 {
441         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
442         {
443                 signal(sig, SIG_DFL);
444                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
445                 const map<unsigned, Train *> &trains = layout.get_trains();
446                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
447                         layout.get_driver().set_loco_speed(i->first, 0);
448                 layout.get_driver().flush();
449                 raise(sig);
450         }
451         else if(sig==SIGTERM || sig==SIGINT)
452                 exit(0);
453 }