Implementation of road intersections and road splitting (halfway)
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@@ -1,6 +1,5 @@
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package main
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import "base:intrinsics"
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import rl "vendor:raylib"
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import "common"
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@@ -10,6 +9,9 @@ Simulator :: struct {
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nodes: [dynamic]inf.Node,
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roads: [dynamic]inf.Road,
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temp_node_index: Maybe(u32),
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// tracking variables
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show_details: bool,
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auto_continue: bool,
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}
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init :: proc() -> Simulator {
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@@ -17,6 +19,8 @@ init :: proc() -> Simulator {
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nodes = nil,
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roads = nil,
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temp_node_index = nil,
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show_details = false,
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auto_continue = false,
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}
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}
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@@ -33,6 +37,9 @@ handle_input :: proc(self: ^Simulator, pos: rl.Vector2) {
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@(private="file")
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handle_keyboard_input :: proc(self: ^Simulator) {
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self.show_details = rl.IsKeyDown(.LEFT_ALT)
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self.auto_continue = rl.IsKeyDown(.LEFT_CONTROL)
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if (rl.IsKeyReleased(.C)) {
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self.temp_node_index = nil
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clear(&self.roads)
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@@ -47,13 +54,15 @@ handle_mouse_input :: proc(self: ^Simulator, pos: rl.Vector2) {
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@(private="file")
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left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
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cur_node_index := get_selected_node(self, pos)
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cur_node_index := get_or_create_node(self, pos)
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if val, ok := self.temp_node_index.?; ok {
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road := inf.road_init(get_new_id(self, self.roads[:]), val, cur_node_index)
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// TODO remove
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// replace by splitting functionality
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road := inf.road_init(val, cur_node_index)
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append(&self.roads, road)
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self.temp_node_index = nil
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self.temp_node_index = self.auto_continue ? cur_node_index : nil
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return
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}
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@@ -63,6 +72,7 @@ left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
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draw :: proc(self: ^Simulator, pos: rl.Vector2) {
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rl.ClearBackground(common.BACKGROUND_COLOUR)
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// draw roads
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for &road in self.roads {
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start := road.nodes[0]
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end := road.nodes[1]
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@@ -70,7 +80,11 @@ draw :: proc(self: ^Simulator, pos: rl.Vector2) {
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rl.DrawLineEx(self.nodes[start].pos, self.nodes[end].pos, common.ROAD_SIZE, common.ROAD_COLOUR)
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}
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// draw nodes
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for &node in self.nodes {
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// draws the snapping radius if key is held down
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if self.show_details do rl.DrawCircleV(node.pos, common.NODE_SNAP_RADIUS * common.NODE_RADIUS, common.NODE_SNAP_COLOUR)
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// draws the node
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rl.DrawCircleV(node.pos, common.NODE_RADIUS, common.NODE_DONE_COLOUR)
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}
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@@ -80,26 +94,80 @@ draw :: proc(self: ^Simulator, pos: rl.Vector2) {
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}
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}
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// This function only returns the index to the node or if it doesn't exist bool in the tuple is false
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@(private="file")
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get_selected_node :: proc(self: ^Simulator, pos: rl.Vector2) -> (u32, bool) {
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for &node, index in self.nodes {
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if inf.node_within_snapping_radius(&node, pos) do return u32(index), true
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}
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return 0, false
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}
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// Given position, the function will attempt the return the pointer to the node in near vicinity,
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// or if unsuccesful manually creating the node based on the position in the list and then returning the pointer to it
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@(private="file")
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get_selected_node :: proc(self: ^Simulator, pos: rl.Vector2) -> u32 {
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for node, index in self.nodes {
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if (!rl.CheckCollisionPointCircle(pos, node.pos, common.NODE_SNAP_RADIUS * common.NODE_RADIUS)) do continue
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return u32(index)
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}
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get_or_create_node :: proc(self: ^Simulator, pos: rl.Vector2) -> u32 {
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if node, ok := get_selected_node(self, pos); ok do return node
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node := inf.node_init(get_new_id(self, self.nodes[:]), pos)
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node := inf.node_init(pos)
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append(&self.nodes, node)
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return u32(len(self.nodes) - 1)
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}
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// Returns data about roads that intersect the given 2 nodes (points)
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@(private="file")
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get_new_id :: proc(self: ^Simulator, man: []$T) -> u32
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where intrinsics.type_field_type(T, "id") == u32 {
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mlen := len(man)
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get_intersecting_roads :: proc(self: ^Simulator, start: u32, end: u32) -> []common.Intersection_Data {
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intersections: [dynamic]common.Intersection_Data
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collision_point: rl.Vector2
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return mlen == 0 ? 0 : man[mlen - 1].id + 1
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outer: for road, index in self.roads {
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road_start_node := road.nodes[0]
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road_end_node := road.nodes[1]
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if !rl.CheckCollisionLines(self.nodes[start].pos, self.nodes[end].pos, self.nodes[road_start_node].pos, self.nodes[road_end_node].pos, &collision_point) do continue
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// Save the collision info
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data := common.Intersection_Data {
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road = u32(index),
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point = collision_point
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}
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node := inf.node_init(data.point)
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// Here we check if the intersection points that were recorded before, are already within snapping radius of our current intersected point
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for collision in intersections {
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if (inf.node_within_snapping_radius(&node, collision.point)) do continue outer
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}
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// Here we check if our new intersected point node is too close to already established nodes
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if _, ok := get_selected_node(self, data.point); ok do continue
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append(&intersections, data)
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}
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return intersections[:]
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}
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split_roads_by_points :: proc(self: ^Simulator, intersections: []common.Intersection_Data, start: u32, end: u32) {
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if len(intersections) == 0 {
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road := inf.road_init(start, end)
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append(&self.roads, road)
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return
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}
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first_intersection_node := get_or_create_node(self, intersections[0].point)
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road := inf.road_init(start, first_intersection_node)
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append(&self.roads, road)
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for intersection in intersections {
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// TODO
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}
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last_intersection_road := intersections[len(intersections) - 1]
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last_intersection_node := get_or_create_node(self, last_intersection_road.point)
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road = inf.road_init(last_intersection_node, end)
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append(&self.roads, road)
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}
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