Intersection sorting implemented
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@@ -3,6 +3,7 @@ const rl = @import("raylib");
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const c = @import("constants.zig");
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const st = @import("structures.zig");
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const utils = @import("utils.zig");
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const NodeManager = @import("infrastructure/node_manager.zig").NodeManager;
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const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
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@@ -19,8 +20,6 @@ pub const Simulator = struct {
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display_details: bool,
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/// Tracks whether to automatically start build a new road after the creation of previous one is finished
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auto_continue: bool,
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/// Displays intersection data for easier implementation and debugging
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debug_intersection_data: std.ArrayList(st.IntersectionData),
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mode: st.Mode,
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pub fn init(allocator: std.mem.Allocator) !Simulator {
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@@ -30,7 +29,6 @@ pub const Simulator = struct {
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.road_man = try .init(allocator),
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.display_details = false,
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.auto_continue = false,
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.debug_intersection_data = .empty,
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.mode = .VISUAL,
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};
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}
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@@ -38,7 +36,6 @@ pub const Simulator = struct {
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pub fn deinit(self: *Simulator) void {
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self.node_man.deinit(self.allocator);
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self.road_man.deinit(self.allocator);
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self.debug_intersection_data.deinit(self.allocator);
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}
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/// Input handling function that is exposed to the public
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@@ -53,7 +50,6 @@ pub const Simulator = struct {
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self.auto_continue = rl.isKeyDown(.left_control);
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if (rl.isKeyReleased(.c) and self.mode == .DELETE) {
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self.debug_intersection_data.clearRetainingCapacity();
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self.node_man.temp_node = null;
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self.road_man.roads.clearRetainingCapacity();
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self.node_man.clear(self.allocator);
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@@ -104,9 +100,16 @@ pub const Simulator = struct {
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};
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// get intersections made
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self.getIntersectingRoads(temp, node) catch |err| {
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const data = self.getIntersectingRoads(self.allocator, temp, node) catch |err| {
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std.debug.panic("Failed to save intersection data: {}\n", .{err});
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};
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defer self.allocator.free(data);
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std.debug.print("Displaying intersection points in order from start (temp):\n", .{});
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for (0..data.len) |i| {
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std.debug.print("{d}: ({d}, {d})\n", .{i+1, data[i].point.x, data[i].point.y});
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}
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std.debug.print("\n", .{});
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self.node_man.temp_node = if (self.auto_continue) node else null;
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}
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@@ -127,11 +130,6 @@ pub const Simulator = struct {
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self.node_man.draw(self.display_details);
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self.drawUI();
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// Display intersection 'nodes'
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for (self.debug_intersection_data.items) |intersection| {
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rl.drawCircleV(intersection.point, c.NODE_RADIUS / 2, .red);
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}
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rl.clearBackground(.light_gray);
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}
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@@ -167,25 +165,44 @@ pub const Simulator = struct {
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}
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/// Gets list of pointers of all roads that 'collide' with the road bounded by the nodes we pass into it
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fn getIntersectingRoads(self: *Simulator, start: *const Node, end: *const Node) !void {
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fn getIntersectingRoads(self: *Simulator, allocator: std.mem.Allocator, start: *const Node, end: *const Node) ![]st.IntersectionData {
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var intersections: std.ArrayList(st.IntersectionData) = .empty;
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var collision_point: rl.Vector2 = undefined;
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outer: for (self.road_man.roads.items) |*road| {
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if (!rl.checkCollisionLines(start.pos, end.pos, road.nodes[0].pos, road.nodes[1].pos, &collision_point)) continue;
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const intersection = st.IntersectionData {
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// If there is no collision check the next road
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if (!rl.checkCollisionLines(
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start.pos,
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end.pos,
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road.nodes[0].pos,
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road.nodes[1].pos,
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&collision_point)) continue;
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// Save the collision info
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const data = st.IntersectionData {
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.road = road,
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.point = collision_point,
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};
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const node: Node = .init(0, intersection.point);
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const node: Node = .init(0, data.point);
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// here we need to check if the points captured already are already within the reach
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for (self.debug_intersection_data.items) |collision| {
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for (intersections.items) |collision| {
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if (node.withinSnappingRadius(collision.point))
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continue :outer;
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}
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if (self.node_man.getNodeWithinRadius(intersection.point) == null) try self.debug_intersection_data.append(self.allocator, intersection);
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// This checks whether our collision point is actually to close to the existing node(s)
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// to form another intersection there
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if (self.node_man.getNodeWithinRadius(data.point) != null) continue;
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try intersections.append(self.allocator, data);
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}
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// we must sort the items by the distance from the first (usually temp) node
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const sorted_intersections = try intersections.toOwnedSlice(allocator);
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std.sort.block(st.IntersectionData, sorted_intersections, start, utils.compareIntersections);
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return sorted_intersections;
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}
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pub fn update(self: *Simulator) void {
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