Fully implemented road splitting
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@@ -4,11 +4,16 @@ import "../common"
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import rl "vendor:raylib"
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import rl "vendor:raylib"
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Node :: struct {
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Node :: struct {
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// Whether the node is reachable
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enabled: bool,
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enabled: bool,
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// This node's position
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pos: rl.Vector2,
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pos: rl.Vector2,
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// All of the roads that are connected to the node itself;
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// Stores the index of the Road object that is stored within Simulator struct in roads dynamic array
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roads: [dynamic]u32,
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roads: [dynamic]u32,
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}
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}
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// Node Initialisation
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node_init :: proc(new_pos: rl.Vector2) -> Node {
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node_init :: proc(new_pos: rl.Vector2) -> Node {
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return {
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return {
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enabled = true,
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enabled = true,
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@@ -17,10 +22,24 @@ node_init :: proc(new_pos: rl.Vector2) -> Node {
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}
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}
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}
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}
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// Returns whether passed pos(ition) is within this node's snapping radius
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node_within_snapping_radius :: proc(self: ^Node, pos: rl.Vector2) -> bool {
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node_within_snapping_radius :: proc(self: ^Node, pos: rl.Vector2) -> bool {
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return rl.CheckCollisionPointCircle(
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return rl.CheckCollisionPointCircle(
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pos,
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pos,
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self.pos,
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self.pos,
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common.NODE_SNAP_RADIUS * common.NODE_RADIUS,
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common.NODE_SNAP_RADIUS * common.NODE_RADIUS,
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)
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)
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}
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// Tries to remove the road reference from the node;
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// Returns false if failed
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node_unreference_road :: proc(self: ^Node, road_to_unref: u32) -> bool {
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for i in 0..<len(self.roads) {
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if self.roads[i] != road_to_unref do continue
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unordered_remove(&self.roads, i)
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return true
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}
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return false
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}
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}
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@@ -3,6 +3,7 @@ package main
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import rl "vendor:raylib"
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import rl "vendor:raylib"
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import "common"
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import "common"
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import "core:fmt"
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import inf "infrastructure"
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import inf "infrastructure"
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Simulator :: struct {
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Simulator :: struct {
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@@ -54,13 +55,11 @@ handle_mouse_input :: proc(self: ^Simulator, pos: rl.Vector2) {
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@(private="file")
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@(private="file")
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left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
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left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
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cur_node_index := get_or_create_node(self, pos)
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cur_node_index := get_node_or_new(self, pos)
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if val, ok := self.temp_node_index.?; ok {
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if temp, ok := self.temp_node_index.?; ok {
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// TODO remove
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data := get_intersecting_roads(self, temp, cur_node_index)
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// replace by splitting functionality
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split_roads_by_points(self, data, temp, cur_node_index)
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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 = self.auto_continue ? cur_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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return
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@@ -96,7 +95,7 @@ draw :: proc(self: ^Simulator, pos: rl.Vector2) {
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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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// 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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@(private="file")
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get_selected_node :: proc(self: ^Simulator, pos: rl.Vector2) -> (u32, bool) {
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get_node_index_if_exists :: proc(self: ^Simulator, pos: rl.Vector2) -> (u32, bool) {
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for &node, index in self.nodes {
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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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if inf.node_within_snapping_radius(&node, pos) do return u32(index), true
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}
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}
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@@ -107,8 +106,8 @@ get_selected_node :: proc(self: ^Simulator, pos: rl.Vector2) -> (u32, bool) {
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// Given position, the function will attempt the return the pointer to the node in near vicinity,
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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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// 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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@(private="file")
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get_or_create_node :: proc(self: ^Simulator, pos: rl.Vector2) -> u32 {
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get_node_or_new :: 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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if node, ok := get_node_index_if_exists(self, pos); ok do return node
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node := inf.node_init(pos)
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node := inf.node_init(pos)
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append(&self.nodes, node)
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append(&self.nodes, node)
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@@ -141,7 +140,7 @@ get_intersecting_roads :: proc(self: ^Simulator, start: u32, end: u32) -> []comm
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}
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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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// 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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if _, ok := get_node_index_if_exists(self, data.point); ok do continue
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append(&intersections, data)
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append(&intersections, data)
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}
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}
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@@ -157,17 +156,69 @@ split_roads_by_points :: proc(self: ^Simulator, intersections: []common.Intersec
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return
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return
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}
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}
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first_intersection_node := get_or_create_node(self, intersections[0].point)
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first_intersection_node := get_node_or_new(self, intersections[0].point)
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road := inf.road_init(start, first_intersection_node)
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road := inf.road_init(start, first_intersection_node)
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append(&self.roads, road)
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append(&self.roads, road)
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for intersection in intersections {
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for i in 0..<len(intersections) {
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// TODO
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intersection := intersections[i]
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// The node created at the point of intersection
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new_node := get_node_or_new(self, intersection.point)
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// Pointer to the node that borders the road that was intersected
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// This node and the new node will become nodes for the new road being created
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road_old_node := self.roads[intersection.road].nodes[1]
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// The old road that was intersected now borders the new node
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// and the old node is removed from the road's end node reference,
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// as is the end node's road reference
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ok := update_node_reference(self, intersection.road, road_old_node, new_node)
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if !ok do fmt.panicf("Failed to update the node reference to the Road ID=%d, because I couldn't find old reference ID=%d\n",
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intersection.road, road_old_node)
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// This adds the road (to the road manager) and also references the road at both nodes (pointers)
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add_road(self, new_node, road_old_node)
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if (i == len(intersections) - 1) do continue
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node_start := get_node_or_new(self, intersection.point)
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node_end := get_node_or_new(self, intersections[i + 1].point)
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add_road(self, node_start, node_end)
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}
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}
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last_intersection_road := intersections[len(intersections) - 1]
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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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last_intersection_node := get_node_or_new(self, last_intersection_road.point)
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road = inf.road_init(last_intersection_node, end)
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add_road(self, last_intersection_node, end)
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}
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// Adds a new road into roads array, start and end are indexes of existing nodes
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@(private="file")
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add_road :: proc(self: ^Simulator, start: u32, end: u32) {
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road := inf.road_init(start, end)
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append(&self.roads, road)
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append(&self.roads, road)
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road_index := u32(len(self.roads) - 1)
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append(&self.nodes[start].roads, road_index)
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append(&self.nodes[end].roads, road_index)
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}
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// Attempts to update node reference to the road;
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// Returns false if the old reference doesn't exist
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@(private="file")
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update_node_reference :: proc(self: ^Simulator, road_to_update: u32, old_ref: u32, new_ref: u32) -> bool {
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road := &self.roads[road_to_update]
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for i in 0..<len(road.nodes) {
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if road.nodes[i] != old_ref do continue
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road.nodes[i] = new_ref
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inf.node_unreference_road(&self.nodes[old_ref], road_to_update)
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append(&self.nodes[new_ref].roads, road_to_update)
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return true
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}
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return false
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}
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}
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