Files
odin-base-road-network/simulator.odin

360 lines
12 KiB
Odin

package main
import rl "vendor:raylib"
import "common"
import "core:fmt"
import inf "infrastructure"
// PLAN AREA
// TODO implement deleting of roads
Simulator :: struct {
// Stores all nodes
nodes: [dynamic]inf.Node,
// Stores all roads
roads: [dynamic]inf.Road,
// Tracks the temporary node location
temp_node_index: Maybe(u32),
// Tracks the selected road
highlighted_road: Maybe(u32),
// Tracks whether the user wishes to see node's snapping radius
show_details: bool,
// Tracks whether after placing a road new one will start being placed
auto_continue: bool,
// Tracks whether the delete mode is activated
delete_mode: bool,
}
// Destructor
deinit :: proc(self: ^Simulator) {
self.temp_node_index = nil
delete(self.roads)
for &node in self.nodes {
inf.node_deinit(&node)
}
delete(self.nodes)
}
// Functionality that runs every tick regardless of input
update :: proc(self: ^Simulator, pos: rl.Vector2) {
update_highlighted_road(self, pos)
}
// Public input function that gets called in graphics library loop
handle_input :: proc(self: ^Simulator, pos: rl.Vector2) {
handle_keyboard_input(self)
handle_mouse_input(self, pos)
}
// General keyboard input event handler
@(private="file")
handle_keyboard_input :: proc(self: ^Simulator) {
self.show_details = rl.IsKeyDown(.LEFT_ALT)
self.auto_continue = rl.IsKeyDown(.LEFT_CONTROL)
self.delete_mode = rl.IsKeyDown(.LEFT_SHIFT)
if (rl.IsKeyReleased(.C)) {
self.temp_node_index = nil
clear(&self.roads)
clear(&self.nodes)
}
}
// Generally mouse event handler
@(private="file")
handle_mouse_input :: proc(self: ^Simulator, pos: rl.Vector2) {
if (rl.IsMouseButtonReleased(.LEFT)) {
left_click_event(self, pos)
} else if (rl.IsMouseButtonReleased(.RIGHT)) {
right_click_event(self)
}
}
// Handles left click functionality
@(private="file")
left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
// DELETE
if road, ok := self.highlighted_road.?; ok && self.delete_mode do delete_road(self, road)
// BUILD
cur_node_index := get_node_or_new(self, pos)
if temp, ok := self.temp_node_index.?; ok {
// If both values are identical this means the user has to create a new road using the same nodes
if cur_node_index == temp do return
data := get_intersecting_roads(self, temp, cur_node_index)
split_roads_by_points(self, data, temp, cur_node_index)
self.temp_node_index = self.auto_continue ? cur_node_index : nil
return
}
self.temp_node_index = cur_node_index
}
// Handles right click functionality
@(private="file")
right_click_event :: proc(self: ^Simulator) {
if self.temp_node_index == nil do return
index := self.temp_node_index.?
temp_node := &self.nodes[index]
self.temp_node_index = nil
if len(temp_node.roads) > 0 do return
inf.node_deinit(temp_node)
// We can safely call the remove here as the only way it will get deleted is if it's the only node aka it was created during our creation process
// Consequently this means that it will always be on last place and never swapped with anything
unordered_remove(&self.nodes, index)
}
// Main drawing function
draw :: proc(self: ^Simulator, pos: rl.Vector2) {
rl.ClearBackground(common.BACKGROUND_COLOUR)
// draw roads
for &road, index in self.roads {
start := road.nodes[0]
end := road.nodes[1]
road_colour: rl.Color
if road, ok := self.highlighted_road.?; ok && road == u32(index) && self.delete_mode {
road_colour = common.ROAD_HIGHLIGHT_COLOUR
} else do road_colour = common.ROAD_COLOUR
rl.DrawLineEx(self.nodes[start].pos, self.nodes[end].pos, common.ROAD_SIZE, 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)
}
// draw temp road if exists
if val, ok := self.temp_node_index.?; ok {
rl.DrawLineEx(self.nodes[val].pos, pos, common.ROAD_SIZE, common.ROAD_COLOUR)
rl.DrawCircleV(pos, common.NODE_RADIUS, common.NODE_BUILD_COLOUR)
}
draw_ui(self)
}
@(private="file")
draw_ui :: proc(self: ^Simulator) {
entity_count := fmt.ctprintf("Nodes: %d\nRoads: %d", len(self.nodes), len(self.roads))
rl.DrawText(entity_count, i32(common.WIDTH - 13 * len(entity_count)), common.HEIGHT - 2 * common.TEXT_SIZE, common.TEXT_SIZE, common.TEXT_COLOUR)
}
// This function only returns the index to the node or if it doesn't exist bool in the tuple is false
@(private="file")
get_node_index_if_exists :: 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_node_or_new :: proc(self: ^Simulator, pos: rl.Vector2) -> u32 {
if node, ok := get_node_index_if_exists(self, pos); ok do return node
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_intersecting_roads :: proc(self: ^Simulator, start: u32, end: u32) -> []common.Intersection_Data {
intersections: [dynamic]common.Intersection_Data
collision_point: rl.Vector2
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_node_index_if_exists(self, data.point); ok do continue
append(&intersections, data)
}
return intersections[:]
}
// Given intersection data, the function splits all existing roads and adds new nodes on intersections
@(private="file")
split_roads_by_points :: proc(self: ^Simulator, intersections: []common.Intersection_Data, start: u32, end: u32) {
if len(intersections) == 0 {
add_road(self, start, end)
return
}
first_intersection_node := get_node_or_new(self, intersections[0].point)
add_road(self, start, first_intersection_node)
for i in 0..<len(intersections) {
intersection := intersections[i]
// The node created at the point of intersection
new_node := get_node_or_new(self, intersection.point)
// Pointer to the node that borders the road that was intersected
// This node and the new node will become nodes for the new road being created
road_old_node := self.roads[intersection.road].nodes[1]
// The old road that was intersected now borders the new node
// and the old node is removed from the road's end node reference,
// as is the end node's road reference
ok := update_node_reference(self, intersection.road, road_old_node, new_node)
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",
intersection.road, road_old_node)
// This adds the road (to the road manager) and also references the road at both nodes (pointers)
add_road(self, new_node, road_old_node)
if (i == len(intersections) - 1) do continue
node_start := get_node_or_new(self, intersection.point)
node_end := get_node_or_new(self, intersections[i + 1].point)
add_road(self, node_start, node_end)
}
last_intersection_road := intersections[len(intersections) - 1]
last_intersection_node := get_node_or_new(self, last_intersection_road.point)
add_road(self, last_intersection_node, end)
}
// Adds a new road into roads array, start and end are indexes of existing nodes
@(private="file")
add_road :: proc(self: ^Simulator, start: u32, end: u32) {
road := inf.road_init(start, end)
append(&self.roads, road)
road_index := u32(len(self.roads) - 1)
append(&self.nodes[start].roads, road_index)
append(&self.nodes[end].roads, road_index)
}
// Attempts to update node reference to the road;
// Returns false if the old reference doesn't exist
@(private="file")
update_node_reference :: proc(self: ^Simulator, road_to_update: u32, old_ref: u32, new_ref: u32) -> bool {
road := &self.roads[road_to_update]
for i in 0..<len(road.nodes) {
if road.nodes[i] != old_ref do continue
road.nodes[i] = new_ref
inf.node_unreference_road(&self.nodes[old_ref], road_to_update)
append(&self.nodes[new_ref].roads, road_to_update)
return true
}
return false
}
// Keeps track of the selected/highlighted road
@(private="file")
update_highlighted_road :: proc(self: ^Simulator, pos: rl.Vector2) {
for road, index in self.roads {
start_node := self.nodes[road.nodes[0]]
end_node := self.nodes[road.nodes[1]]
if !rl.CheckCollisionPointLine(pos, start_node.pos, end_node.pos, common.ROAD_SIZE) do continue
self.highlighted_road = u32(index)
return
}
self.highlighted_road = nil
}
@(private="file")
delete_road :: proc(self: ^Simulator, road_to_delete: u32) {
// First we need to unreference this road from surrounding nodes and then delete those nodes IF this was the last road connection
road := self.roads[road_to_delete]
// Pointers to the nodes bordering the road we wish to delete
start_node := &self.nodes[road.nodes[0]]
end_node := &self.nodes[road.nodes[1]]
// We unreference the road from the nodes bordering the road
start_unref := inf.node_unreference_road(start_node, road_to_delete)
end_unref := inf.node_unreference_road(end_node, road_to_delete)
if !start_unref || !end_unref do fmt.panicf("Failed to unreference one (or both) of the nodes of the Road ID=%d\n", road_to_delete)
// Now we delete the road
delete_entity(self, road_to_delete, .Road)
// After the remove we have to replace references
// TODO implement in delete_entity to update references if first element is deleted
if len(start_node.roads) == 0 do delete_entity(self, road.nodes[0], .Node)
if len(end_node.roads) == 0 do delete_entity(self, road.nodes[1], .Node)
}
// Function that allows deleting of any entity within the entity list (nodes, roads, etc.) while ensuring valid references
delete_entity :: proc(self: ^Simulator, entity_index: u32, type: common.Entity) {
mlen: u32
// Stores data about old and new index in case the deleted index is not last, meaning the swap occurs
index_change: [2]u32
// Tracks whether the removal of node/road will cause a swap in the (dynamic) array
// and thus forcing the pre-swapped reference to be updated
swap_made := false
switch type {
case .Node:
mlen = u32(len(self.nodes))
case .Road:
mlen = u32(len(self.roads))
}
last := mlen - 1
if entity_index != last {
index_change = {last, entity_index}
swap_made = true
}
switch type {
case .Node:
unordered_remove(&self.nodes, entity_index)
if !swap_made do return
for &road in self.roads {
ok := inf.road_update_node_reference(&road, index_change[0], index_change[1])
if !ok do fmt.panicf("Failed to find old reference (%d) for road\n", index_change[0])
}
case .Road:
unordered_remove(&self.roads, entity_index)
if !swap_made do return
for &node in self.nodes {
ok := inf.node_update_road_reference(&node, index_change[0], index_change[1])
if !ok do fmt.panicf("Failed to find old reference (%d) for road\n", index_change[0])
}
}
}