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Add a generic snapping interface in Object
[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/tracktype.h"
21 #include "3d/path.h"
22 #include "3d/track.h"
23 #include "3d/vehicle.h"
24 #include "engineer.h"
25 #include "mainpanel.h"
26 #include "trainpanel.h"
27 #include "trainproperties.h"
28 #include "trainview.h"
29
30 using namespace std;
31 using namespace R2C2;
32 using namespace Msp;
33
34 Engineer::Engineer(int argc, char **argv):
35         options(argc, argv),
36         window(options.screen_w, options.screen_h, options.fullscreen),
37         keyboard(window),
38         mouse(window),
39         ui_res("r2c2.res"),
40         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
41         layout_3d(layout),
42         server(0),
43         pipeline(window.get_width(), window.get_height(), false),
44         picking(false),
45         picking_track(0),
46         picking_entry(0),
47         picking_path(0),
48         pointer_moved(false)
49 {
50         // Setup GUI
51         window.set_title("Railroad Engineer");
52         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
53
54         root = new GLtk::Root(ui_res, window);
55         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
56         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
57         root->set_visible(true);
58
59         main_panel = new MainPanel(*this);
60         root->add(*main_panel);
61         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
62         main_panel->set_visible(true);
63
64         overlay = new Overlay3D(ui_res.get_default_font());
65
66         // Setup railroad control
67         DataFile::load(catalogue, "tracks.dat");
68         DataFile::load(catalogue, "locos.dat");
69         DataFile::load(catalogue, "wagons.dat");
70         DataFile::load(layout, options.layout_fn);
71
72         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
73         layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
74         layout.signal_block_state_changed.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
77         if(FS::exists(options.state_fn))
78                 DataFile::load(layout, options.state_fn);
79
80         if(options.network)
81         {
82                 server = new Server(layout);
83                 server->use_event_dispatcher(event_disp);
84         }
85
86         // Setup 3D view
87         DataFile::load(arrow_mesh, "arrow.mesh");
88
89         pipeline.set_camera(&camera);
90         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
91         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
92         pipeline.add_renderable_for_pass(*overlay, "overlay");
93
94         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
95         light.set_diffuse(GL::Color(0.9));
96         lighting.set_ambient(GL::Color(0.4));
97         lighting.attach(0, light);
98
99         GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
100         pass->set_depth_test(&GL::DepthTest::lequal());
101         pass->set_lighting(&lighting);
102
103         pass = &pipeline.add_pass("unlit");
104         pass->set_depth_test(&GL::DepthTest::lequal());
105
106         pass = &pipeline.add_pass("overlay");
107         pass->set_blend(&GL::Blend::alpha());
108
109         view_all();
110
111         // Catch various signals so we can stop the trains in case we get terminated
112         catch_signal(SIGINT);
113         catch_signal(SIGTERM);
114         catch_signal(SIGSEGV);
115         catch_signal(SIGILL);
116         catch_signal(SIGFPE);
117         catch_signal(SIGABRT);
118 }
119
120 Engineer::~Engineer()
121 {
122         const map<unsigned, Train *> &trains = layout.get_trains();
123         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
124                 layout.get_driver().set_loco_speed(i->first, 0);
125         layout.get_driver().flush();
126
127         if(!options.simulate)
128         {
129                 layout.save_dynamic(options.state_fn+".tmp");
130                 FS::rename(options.state_fn+".tmp", options.state_fn);
131         }
132
133         delete overlay;
134         delete root;
135
136         delete server;
137 }
138
139 void Engineer::set_status(const string &text)
140 {
141         main_panel->set_status_text(text);
142         status_timeout = Time::now()+10*Time::sec;
143 }
144
145 void Engineer::rearrange_panels()
146 {
147         int y = main_panel->get_geometry().y;
148         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
149         {
150                 y -= (*i)->get_geometry().h;
151                 (*i)->set_position(0, y);
152         }
153 }
154
155 void Engineer::add_train_view(TrainView &tv)
156 {
157         train_views.push_back(&tv);
158 }
159
160 void Engineer::remove_train_view(TrainView &tv)
161 {
162         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
163 }
164
165 void Engineer::pick(bool with_ep)
166 {
167         picking = true;
168         picking_track = 0;
169         picking_entry = (with_ep ? 0 : -1);
170 }
171
172 int Engineer::main()
173 {
174         window.show();
175
176         return Application::main();
177 }
178
179 void Engineer::tick()
180 {
181         window.get_display().tick();
182
183         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
184                 process_new_train(**i);
185         new_trains.clear();
186
187         layout.tick();
188         event_disp.tick(Time::zero);
189
190         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
191                 (*i)->prepare();
192
193         if(status_timeout && Time::now()>status_timeout)
194         {
195                 main_panel->set_status_text(string());
196                 status_timeout = Time::TimeStamp();
197         }
198
199         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
200
201         pipeline.render();
202
203         if(pointer_moved)
204         {
205                 pointer_moved = false;
206
207                 if(picking)
208                 {
209                         Track *track = pick_track(pointer);
210                         if(track && track!=picking_track)
211                         {
212                                 picking_track = track;
213                                 if(picking_entry>=0)
214                                         picking_entry = 0;
215
216                                 delete picking_path;
217                                 picking_path = new Path3D(layout_3d.get_track(*track));
218                                 if(picking_entry>=0)
219                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
220                                 else
221                                         picking_path->set_mask(picking_track->get_type().get_paths());
222                                 picking_path->set_color(GL::Color(0));
223                                 picking_path->set_layer(1);
224                         }
225                 }
226         }
227
228         if(picking && picking_track && picking_entry>=0)
229         {
230                 camera.apply();
231                 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
232
233                 Snap sn = picking_track->get_snap_node(picking_entry);
234
235                 GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position.x, sn.position.y, sn.position.z+0.03);
236                 GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+M_PI, 0, 0, 1);
237
238                 arrow_mesh.draw();
239         }
240
241         root->render();
242
243         window.swap_buffers();
244 }
245
246 void Engineer::button_press(unsigned btn)
247 {
248         if(picking)
249         {
250                 if(btn==1 && picking_track)
251                 {
252                         picking = false;
253                         delete picking_path;
254                         picking_path = 0;
255                         signal_pick_done.emit(picking_track, picking_entry);
256                 }
257                 else if(btn==3 && picking_entry>=0)
258                 {
259                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
260                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
261                 }
262         }
263         else
264         {
265                 Track *track = pick_track(pointer);
266                 if(track)
267                 {
268                         if(track->get_turnout_id())
269                         {
270                                 Block &block = track->get_block();
271                                 if(block.get_train() && !block.get_train()->free_block(block))
272                                         set_status("Turnout is busy");
273                                 else
274                                 {
275                                         unsigned paths = track->get_type().get_paths();
276                                         unsigned i = track->get_active_path()+1;
277                                         while(!(paths&(1<<i)))
278                                         {
279                                                 if(!(paths>>i))
280                                                         i = 0;
281                                                 else
282                                                         ++i;
283                                         }
284                                         track->set_active_path(i);
285                                         set_status(format("Turnout %d", track->get_turnout_id()));
286                                 }
287                         }
288                         if(unsigned sid = track->get_sensor_id())
289                         {
290                                 if(options.simulate)
291                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
292                                 set_status(format("Sensor %d", sid));
293                         }
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::TrackMap &tracks = layout_3d.get_tracks();
310
311         float view_aspect = float(window.get_width()-200)/window.get_height();
312         float view_height = tan(camera.get_field_of_view()/2)*2;
313         float best_score = 0;
314         GL::Vector3 pos;
315         GL::Vector3 up;
316         for(float angle=0; angle<M_PI; angle+=0.01)
317         {
318                 float min_x = 0;
319                 float max_x = 0;
320                 float min_y = 0;
321                 float max_y = 0;
322                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
323                 {
324                         Vector minp, maxp;
325                         i->second->get_bounds(angle, minp, maxp);
326                         min_x = min(min_x, minp.x);
327                         max_x = max(max_x, maxp.x);
328                         min_y = min(min_y, minp.y);
329                         max_y = max(max_y, maxp.y);
330                 }
331
332                 float width = max_x-min_x;
333                 float height = max_y-min_y;
334                 float aspect = width/height;
335                 float score = min(aspect/view_aspect, view_aspect/aspect);
336
337                 if(score>best_score)
338                 {
339                         best_score = score;
340
341                         float size = max(width/view_aspect, height);
342                         float c = cos(angle);
343                         float s = sin(angle);
344                         float x = (min_x+max_x)/2-size*105/window.get_height();
345                         float y = (min_y+max_y)/2;
346                         float z = max(size*1.05/view_height, 0.15);
347
348                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
349                         up = GL::Vector3(-s, c, 0);
350                 }
351         }
352
353         camera.set_position(pos);
354         camera.set_up_direction(up);
355         camera.set_look_direction(GL::Vector3(0, 0, -1));
356         camera.set_aspect(float(window.get_width())/window.get_height());
357         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
358 }
359
360 void Engineer::set_block_color(const Block &block, const GL::Color &color)
361 {
362         const set<Track *> &tracks = block.get_tracks();
363         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
364                 layout_3d.get_track(**i).get_path().set_color(color);
365 }
366
367 void Engineer::reset_block_color(const Block &block)
368 {
369         bool active = block.get_state()>Block::INACTIVE;
370
371         if(block.get_train())
372         {
373                 GL::Color color;
374                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
375                 if(i!=train_colors.end())
376                         color = i->second;
377
378                 if(active)
379                         set_block_color(block, color*0.6);
380                 else
381                         set_block_color(block, color*0.5+0.5);
382         }
383         else if(active)
384                 set_block_color(block, GL::Color(0.6));
385         else
386                 set_block_color(block, GL::Color(1));
387 }
388
389 Track *Engineer::pick_track(const Vector &p)
390 {
391         const GL::Vector3 &start = camera.get_position();
392         GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
393
394         return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
395 }
396
397 void Engineer::process_new_train(Train &train)
398 {
399         TrainPanel *tpanel = new TrainPanel(*this, train);
400         root->add(*tpanel);
401         train_panels.push_back(tpanel);
402         rearrange_panels();
403
404         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
405         overlay->set_label(loco3d, train.get_name());
406         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
407 }
408
409 void Engineer::train_added(Train &train)
410 {
411         new_trains.push_back(&train);
412
413         GL::Color best_color;
414         float best_d_sq = 0;
415         for(unsigned i=0; i<10; ++i)
416         {
417                 GL::Color color;
418                 unsigned h = rand()%3;
419                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
420                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
421                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
422                 color = color*(1/max(max(color.r, color.g), color.b));
423                 float min_d_sq = 3;
424                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
425                 {
426                         float dr = color.r-j->second.r;
427                         float dg = color.g-j->second.g;
428                         float db = color.b-j->second.b;
429                         float d_sq = dr*dr+dg*dg+db*db;
430                         if(d_sq<min_d_sq)
431                                 min_d_sq = d_sq;
432                 }
433                 if(min_d_sq>best_d_sq)
434                 {
435                         best_color = color;
436                         best_d_sq = min_d_sq;
437                 }
438         }
439         train_colors[&train] = best_color;
440 }
441
442 void Engineer::sighandler(int sig)
443 {
444         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
445         {
446                 signal(sig, SIG_DFL);
447                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
448                 const map<unsigned, Train *> &trains = layout.get_trains();
449                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
450                         layout.get_driver().set_loco_speed(i->first, 0);
451                 layout.get_driver().flush();
452                 raise(sig);
453         }
454         else if(sig==SIGTERM || sig==SIGINT)
455                 exit(0);
456 }