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

224 lines
6.8 KiB
Odin

package main
import rl "vendor:raylib"
import "common"
import "core:fmt"
import inf "infrastructure"
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 {
return {
nodes = nil,
roads = nil,
temp_node_index = nil,
show_details = false,
auto_continue = false,
}
}
deinit :: proc(self: ^Simulator) {
self.temp_node_index = nil
delete(self.roads)
delete(self.nodes)
}
handle_input :: proc(self: ^Simulator, pos: rl.Vector2) {
handle_keyboard_input(self)
handle_mouse_input(self, pos)
}
@(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)
clear(&self.nodes)
}
}
@(private="file")
handle_mouse_input :: proc(self: ^Simulator, pos: rl.Vector2) {
if (rl.IsMouseButtonReleased(.LEFT)) do left_click_event(self, pos)
}
@(private="file")
left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
cur_node_index := get_node_or_new(self, pos)
if temp, ok := self.temp_node_index.?; ok {
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
}
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]
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)
}
// 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)
}
}
// 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[:]
}
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_node_or_new(self, intersections[0].point)
road := inf.road_init(start, first_intersection_node)
append(&self.roads, road)
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
}