Implementation of road intersections and road splitting (halfway)

This commit is contained in:
2026-04-24 18:22:55 +02:00
parent 91e205869c
commit b9b7f610ac
5 changed files with 103 additions and 21 deletions

View File

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