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New approach for displaying track state
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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/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         pipeline(window.get_width(), window.get_height(), false),
46         picking(false),
47         picking_track(0),
48         picking_entry(0),
49         picking_path(0),
50         pointer_moved(false)
51 {
52         // Setup GUI
53         window.set_title("Railroad Engineer");
54         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
55
56         root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
57         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
58         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
59         root->set_visible(true);
60
61         main_wnd = new MainWindow(*this);
62         root->add(*main_wnd);
63         main_wnd->autosize();
64         main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
65
66         overlay = new Overlay3D(ui_res.get_default_font());
67
68         // Setup railroad control
69         DataFile::load(catalogue, "tracks.dat");
70         DataFile::load(catalogue, "locos.dat");
71         DataFile::load(catalogue, "wagons.dat");
72         DataFile::load(layout, options.layout_fn);
73
74         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
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                 if(TrackCircuit *tc = (*i)->get_sensor())
79                         new TrackCircuit3D(layout_3d, *tc);
80
81         const set<Track *> &tracks = layout.get_all<Track>();
82         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
83                 if((*i)->get_type().is_turnout())
84                         new Path3D(layout_3d.get<Track3D>(**i));
85
86         if(FS::exists(options.state_fn))
87                 DataFile::load(layout, options.state_fn);
88
89         if(options.network)
90         {
91                 server = new Server(layout);
92                 server->use_event_dispatcher(event_disp);
93         }
94
95         // Setup 3D view
96         DataFile::load(arrow_mesh, "arrow.mesh");
97
98         pipeline.set_camera(&camera);
99         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
100         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
101         pipeline.add_renderable_for_pass(*overlay, "overlay");
102
103         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
104         light.set_diffuse(GL::Color(0.9));
105         lighting.set_ambient(GL::Color(0.4));
106         lighting.attach(0, light);
107
108         GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
109         pass->set_depth_test(&GL::DepthTest::lequal());
110         pass->set_lighting(&lighting);
111
112         pass = &pipeline.add_pass("unlit");
113         pass->set_depth_test(&GL::DepthTest::lequal());
114
115         pass = &pipeline.add_pass("overlay");
116         pass->set_blend(&GL::Blend::alpha());
117
118         view_all();
119
120         // Catch various signals so we can stop the trains in case we get terminated
121         catch_signal(SIGINT);
122         catch_signal(SIGTERM);
123         catch_signal(SIGSEGV);
124         catch_signal(SIGILL);
125         catch_signal(SIGFPE);
126         catch_signal(SIGABRT);
127 }
128
129 Engineer::~Engineer()
130 {
131         const map<unsigned, Train *> &trains = layout.get_trains();
132         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
133                 layout.get_driver().set_loco_speed(i->first, 0);
134         layout.get_driver().flush();
135
136         if(!options.simulate)
137         {
138                 layout.save_dynamic(options.state_fn+".tmp");
139                 FS::rename(options.state_fn+".tmp", options.state_fn);
140         }
141
142         delete overlay;
143         delete root;
144
145         delete server;
146 }
147
148 void Engineer::set_status(const string &text)
149 {
150         main_wnd->set_status_text(text);
151         status_timeout = Time::now()+10*Time::sec;
152 }
153
154 void Engineer::add_train_view(TrainView &tv)
155 {
156         train_views.push_back(&tv);
157 }
158
159 void Engineer::remove_train_view(TrainView &tv)
160 {
161         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
162 }
163
164 void Engineer::pick(bool with_ep)
165 {
166         picking = true;
167         picking_track = 0;
168         picking_entry = (with_ep ? 0 : -1);
169 }
170
171 int Engineer::main()
172 {
173         window.show();
174
175         return Application::main();
176 }
177
178 void Engineer::tick()
179 {
180         window.get_display().tick();
181
182         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
183                 process_new_train(**i);
184         new_trains.clear();
185
186         layout.tick();
187         event_disp.tick(Time::zero);
188
189         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
190                 (*i)->prepare();
191
192         if(status_timeout && Time::now()>status_timeout)
193         {
194                 main_wnd->set_status_text(string());
195                 status_timeout = Time::TimeStamp();
196         }
197
198         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
199
200         pipeline.render();
201
202         if(pointer_moved)
203         {
204                 pointer_moved = false;
205
206                 if(picking)
207                 {
208                         Track *track = dynamic_cast<Track *>(pick_object(pointer));
209                         if(track && track!=picking_track)
210                         {
211                                 picking_track = track;
212                                 if(picking_entry>=0)
213                                         picking_entry = 0;
214
215                                 delete picking_path;
216                                 picking_path = new Path3D(layout_3d.get<Track3D>(*track));
217                                 picking_path->set_color(GL::Color(0));
218                                 picking_path->set_layer(2);
219                         }
220                 }
221         }
222
223         if(picking && picking_track && picking_entry>=0)
224         {
225                 camera.apply();
226                 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
227
228                 Snap sn = picking_track->get_snap_node(picking_entry);
229
230                 GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
231                 GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
232
233                 arrow_mesh.draw();
234         }
235
236         root->render();
237
238         window.swap_buffers();
239 }
240
241 void Engineer::button_press(unsigned btn)
242 {
243         if(picking)
244         {
245                 if(btn==1 && picking_track)
246                 {
247                         picking = false;
248                         delete picking_path;
249                         picking_path = 0;
250                         signal_pick_done.emit(picking_track, picking_entry);
251                 }
252                 else if(btn==3 && picking_entry>=0)
253                 {
254                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
255                 }
256         }
257         else
258         {
259                 Object *obj = pick_object(pointer);
260                 if(Track *track = dynamic_cast<Track *>(obj))
261                 {
262                         if(track->get_turnout_id())
263                         {
264                                 Block &block = track->get_block();
265                                 if(block.get_train() && block.get_train()->is_block_critical(block))
266                                         set_status("Turnout is busy");
267                                 else
268                                 {
269                                         unsigned paths = track->get_type().get_paths();
270                                         unsigned i = track->get_active_path()+1;
271                                         while(!(paths&(1<<i)))
272                                         {
273                                                 if(!(paths>>i))
274                                                         i = 0;
275                                                 else
276                                                         ++i;
277                                         }
278                                         track->set_active_path(i);
279                                         set_status(format("Turnout %d", track->get_turnout_id()));
280                                 }
281                         }
282                         if(unsigned sid = track->get_sensor_id())
283                         {
284                                 if(options.simulate)
285                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
286                                 set_status(format("Sensor %d", sid));
287                         }
288                 }
289                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
290                 {
291                         TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
292                         root->add(*dlg);
293                         dlg->autosize();
294                 }
295         }
296 }
297
298 void Engineer::axis_motion(unsigned axis, float value, float)
299 {
300         if(axis==0)
301                 pointer.x = value;
302         if(axis==1)
303                 pointer.y = value;
304         pointer_moved = true;
305 }
306
307 void Engineer::view_all()
308 {
309         const Layout3D::ObjectMap &objects = layout_3d.get_all();
310
311         float view_aspect = float(window.get_width())/window.get_height();
312         float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
313         float best_score = 0;
314         GL::Vector3 pos;
315         GL::Vector3 up;
316         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
317         {
318                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
319                 BoundingBox bbox;
320                 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
321                         bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
322
323                 const Vector &minp = bbox.get_minimum_point();
324                 const Vector &maxp = bbox.get_maximum_point();
325
326                 float width = maxp.x-minp.x;
327                 float height = maxp.y-minp.y;
328                 float aspect = width/height;
329                 float score = min(aspect/view_aspect, view_aspect/aspect);
330
331                 if(score>best_score)
332                 {
333                         best_score = score;
334
335                         float size = max(width/view_aspect, height);
336                         float c = cos(angle);
337                         float s = sin(angle);
338                         float x = (minp.x+maxp.x)/2;
339                         float y = (minp.y+maxp.y)/2;
340                         float z = max(size*1.05/view_height, 0.15);
341
342                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
343                         up = GL::Vector3(-s, c, 0);
344                 }
345         }
346
347         camera.set_position(pos);
348         camera.set_up_direction(up);
349         camera.set_look_direction(GL::Vector3(0, 0, -1));
350         camera.set_aspect(float(window.get_width())/window.get_height());
351         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
352 }
353
354 Object *Engineer::pick_object(const Vector &p)
355 {
356         const GL::Vector3 &start = camera.get_position();
357         GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
358
359         // XXX Do this better; make this function a template?
360         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
361                 return veh;
362         return layout.pick<Track>(Ray(start, Vector(ray)));
363 }
364
365 void Engineer::process_new_train(Train &train)
366 {
367         Vehicle3D &loco3d = layout_3d.get<Vehicle3D>(train.get_vehicle(0));
368         overlay->set_label(loco3d, train.get_name());
369         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
370 }
371
372 void Engineer::train_added(Train &train)
373 {
374         new_trains.push_back(&train);
375
376         GL::Color best_color;
377         float best_d_sq = 0;
378         for(unsigned i=0; i<10; ++i)
379         {
380                 GL::Color color;
381                 unsigned h = rand()%3;
382                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
383                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
384                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
385                 color = color*(1/max(max(color.r, color.g), color.b));
386                 float min_d_sq = 3;
387                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
388                 {
389                         float dr = color.r-j->second.r;
390                         float dg = color.g-j->second.g;
391                         float db = color.b-j->second.b;
392                         float d_sq = dr*dr+dg*dg+db*db;
393                         if(d_sq<min_d_sq)
394                                 min_d_sq = d_sq;
395                 }
396                 if(min_d_sq>best_d_sq)
397                 {
398                         best_color = color;
399                         best_d_sq = min_d_sq;
400                 }
401         }
402         train_colors[&train] = best_color;
403
404         Allocation3D *alloc = new Allocation3D(layout_3d, train);
405         alloc->set_color(best_color);
406 }
407
408 void Engineer::sighandler(int sig)
409 {
410         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
411         {
412                 signal(sig, SIG_DFL);
413                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
414                 const map<unsigned, Train *> &trains = layout.get_trains();
415                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
416                         layout.get_driver().set_loco_speed(i->first, 0);
417                 layout.get_driver().flush();
418                 raise(sig);
419         }
420         else if(sig==SIGTERM || sig==SIGINT)
421                 exit(0);
422 }