]> git.tdb.fi Git - r2c2.git/blob - source/engineer/engineer.cpp
Remove the now-unused async picking code from Engineer
[r2c2.git] / source / engineer / engineer.cpp
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/allocation.h"
23 #include "3d/path.h"
24 #include "3d/track.h"
25 #include "3d/trackcircuit.h"
26 #include "3d/vehicle.h"
27 #include "engineer.h"
28 #include "mainwindow.h"
29 #include "traindialog.h"
30 #include "trainview.h"
31
32 using namespace std;
33 using namespace R2C2;
34 using namespace Msp;
35
36 Engineer::Engineer(int argc, char **argv):
37         options(argc, argv),
38         window(options.screen_w, options.screen_h, options.fullscreen),
39         keyboard(window),
40         mouse(window),
41         ui_res("r2c2.res"),
42         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
43         layout_3d(layout),
44         server(0),
45         main_view(layout_3d, window.get_width(), window.get_height())
46 {
47         // Setup GUI
48         window.set_title("Railroad Engineer");
49         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
50
51         root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
52         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
53         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
54         root->set_visible(true);
55
56         main_wnd = new MainWindow(*this);
57         root->add(*main_wnd);
58         main_wnd->autosize();
59         main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
60
61         overlay = new Overlay3D(ui_res.get_default_font());
62
63         // Setup railroad control
64         DataFile::load(catalogue, "tracks.dat");
65         DataFile::load(catalogue, "locos.dat");
66         DataFile::load(catalogue, "wagons.dat");
67         DataFile::load(layout, options.layout_fn);
68
69         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
70         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
71         const set<Block *> &blocks = layout.get_all<Block>();
72         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
73                 if(TrackCircuit *tc = (*i)->get_sensor())
74                         new TrackCircuit3D(layout_3d, *tc);
75
76         const set<Track *> &tracks = layout.get_all<Track>();
77         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
78                 if((*i)->get_type().is_turnout())
79                         new Path3D(layout_3d.get<Track3D>(**i));
80
81         if(FS::exists(options.state_fn))
82                 DataFile::load(layout, options.state_fn);
83
84         if(options.network)
85         {
86                 server = new Server(layout);
87                 server->use_event_dispatcher(event_disp);
88         }
89
90         // Setup 3D view
91         GL::Pipeline &pipeline = main_view.get_pipeline();
92
93         GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
94         pass->set_depth_test(&GL::DepthTest::lequal());
95         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
96
97         pass = &pipeline.add_pass("overlay");
98         pass->set_blend(&GL::Blend::alpha());
99         pipeline.add_renderable_for_pass(*overlay, "overlay");
100
101         view_all();
102
103         // Catch various signals so we can stop the trains in case we get terminated
104         catch_signal(SIGINT);
105         catch_signal(SIGTERM);
106         catch_signal(SIGSEGV);
107         catch_signal(SIGILL);
108         catch_signal(SIGFPE);
109         catch_signal(SIGABRT);
110 }
111
112 Engineer::~Engineer()
113 {
114         const map<unsigned, Train *> &trains = layout.get_trains();
115         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
116                 layout.get_driver().set_loco_speed(i->first, 0);
117         layout.get_driver().flush();
118
119         if(!options.simulate)
120         {
121                 layout.save_dynamic(options.state_fn+".tmp");
122                 FS::rename(options.state_fn+".tmp", options.state_fn);
123         }
124
125         delete overlay;
126         delete root;
127
128         delete server;
129 }
130
131 void Engineer::set_status(const string &text)
132 {
133         main_wnd->set_status_text(text);
134         status_timeout = Time::now()+10*Time::sec;
135 }
136
137 void Engineer::add_train_view(TrainView &tv)
138 {
139         train_views.push_back(&tv);
140 }
141
142 void Engineer::remove_train_view(TrainView &tv)
143 {
144         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
145 }
146
147 int Engineer::main()
148 {
149         window.show();
150
151         return Application::main();
152 }
153
154 void Engineer::tick()
155 {
156         window.get_display().tick();
157
158         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
159                 process_new_train(**i);
160         new_trains.clear();
161
162         layout.tick();
163         event_disp.tick(Time::zero);
164
165         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
166                 (*i)->prepare();
167
168         if(status_timeout && Time::now()>status_timeout)
169         {
170                 main_wnd->set_status_text(string());
171                 status_timeout = Time::TimeStamp();
172         }
173
174         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
175
176         main_view.render();
177
178         root->render();
179
180         window.swap_buffers();
181 }
182
183 void Engineer::button_press(unsigned btn)
184 {
185         if(btn==1)
186         {
187                 Object *obj = pick_object(pointer);
188                 if(Track *track = dynamic_cast<Track *>(obj))
189                 {
190                         if(track->get_turnout_id())
191                         {
192                                 Block &block = track->get_block();
193                                 if(block.get_train() && block.get_train()->is_block_critical(block))
194                                         set_status("Turnout is busy");
195                                 else
196                                 {
197                                         unsigned paths = track->get_type().get_paths();
198                                         unsigned i = track->get_active_path()+1;
199                                         while(!(paths&(1<<i)))
200                                         {
201                                                 if(!(paths>>i))
202                                                         i = 0;
203                                                 else
204                                                         ++i;
205                                         }
206                                         track->set_active_path(i);
207                                         set_status(format("Turnout %d", track->get_turnout_id()));
208                                 }
209                         }
210                         if(unsigned sid = track->get_sensor_id())
211                         {
212                                 if(options.simulate)
213                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
214                                 set_status(format("Sensor %d", sid));
215                         }
216                 }
217                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
218                 {
219                         TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
220                         root->add(*dlg);
221                         dlg->autosize();
222                 }
223         }
224 }
225
226 void Engineer::axis_motion(unsigned axis, float value, float)
227 {
228         if(axis==0)
229                 pointer.x = value;
230         if(axis==1)
231                 pointer.y = value;
232 }
233
234 void Engineer::view_all()
235 {
236         const Layout3D::ObjectMap &objects = layout_3d.get_all();
237
238         float view_aspect = float(window.get_width())/window.get_height();
239         float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
240         float best_score = 0;
241         GL::Vector3 pos;
242         GL::Vector3 up;
243         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
244         {
245                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
246                 BoundingBox bbox;
247                 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
248                         bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
249
250                 const Vector &minp = bbox.get_minimum_point();
251                 const Vector &maxp = bbox.get_maximum_point();
252
253                 float width = maxp.x-minp.x;
254                 float height = maxp.y-minp.y;
255                 float aspect = width/height;
256                 float score = min(aspect/view_aspect, view_aspect/aspect);
257
258                 if(score>best_score)
259                 {
260                         best_score = score;
261
262                         float size = max(width/view_aspect, height);
263                         float c = cos(angle);
264                         float s = sin(angle);
265                         float x = (minp.x+maxp.x)/2;
266                         float y = (minp.y+maxp.y)/2;
267                         float z = max(size*1.05/view_height, 0.15);
268
269                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
270                         up = GL::Vector3(-s, c, 0);
271                 }
272         }
273
274         GL::Camera &camera = main_view.get_camera();
275         camera.set_position(pos);
276         camera.set_up_direction(up);
277         camera.set_look_direction(GL::Vector3(0, 0, -1));
278         camera.set_aspect(float(window.get_width())/window.get_height());
279         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
280 }
281
282 Object *Engineer::pick_object(const Vector &p)
283 {
284         const GL::Vector3 &start = main_view.get_camera().get_position();
285         GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
286
287         // XXX Do this better; make this function a template?
288         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
289                 return veh;
290         return layout.pick<Track>(Ray(start, Vector(ray)));
291 }
292
293 void Engineer::process_new_train(Train &train)
294 {
295         Vehicle3D &loco3d = layout_3d.get<Vehicle3D>(train.get_vehicle(0));
296         overlay->set_label(loco3d, train.get_name());
297         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
298 }
299
300 void Engineer::train_added(Train &train)
301 {
302         new_trains.push_back(&train);
303
304         GL::Color best_color;
305         float best_d_sq = 0;
306         for(unsigned i=0; i<10; ++i)
307         {
308                 GL::Color color;
309                 unsigned h = rand()%3;
310                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
311                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
312                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
313                 color = color*(1/max(max(color.r, color.g), color.b));
314                 float min_d_sq = 3;
315                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
316                 {
317                         float dr = color.r-j->second.r;
318                         float dg = color.g-j->second.g;
319                         float db = color.b-j->second.b;
320                         float d_sq = dr*dr+dg*dg+db*db;
321                         if(d_sq<min_d_sq)
322                                 min_d_sq = d_sq;
323                 }
324                 if(min_d_sq>best_d_sq)
325                 {
326                         best_color = color;
327                         best_d_sq = min_d_sq;
328                 }
329         }
330         train_colors[&train] = best_color;
331
332         Allocation3D *alloc = new Allocation3D(layout_3d, train);
333         alloc->set_color(best_color);
334 }
335
336 void Engineer::sighandler(int sig)
337 {
338         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
339         {
340                 signal(sig, SIG_DFL);
341                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
342                 const map<unsigned, Train *> &trains = layout.get_trains();
343                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
344                         layout.get_driver().set_loco_speed(i->first, 0);
345                 layout.get_driver().flush();
346                 raise(sig);
347         }
348         else if(sig==SIGTERM || sig==SIGINT)
349                 exit(0);
350 }