310 lines
12 KiB
Zig
310 lines
12 KiB
Zig
const std = @import("std");
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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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const Node = @import("infrastructure/node.zig").Node;
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const Road = @import("infrastructure/road.zig").Road;
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pub const Simulator = struct {
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allocator: std.mem.Allocator,
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/// Contains data and functions about nodes
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node_man: NodeManager,
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/// Contains data and functions about roads
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road_man: RoadManager,
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/// Tracks whether to display node snapping radius
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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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mode: st.Mode,
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pub fn init(allocator: std.mem.Allocator) !Simulator {
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return .{
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.allocator = allocator,
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.node_man = try .init(allocator),
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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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.mode = .VISUAL,
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};
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}
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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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}
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/// Input handling function that is exposed to the public
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pub fn handleInput(self: *Simulator) void {
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self.handleKeyboardInput();
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self.handleMouseInput();
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}
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/// Every keyboard event is checked here
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fn handleKeyboardInput(self: *Simulator) void {
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self.display_details = rl.isKeyDown(.left_alt);
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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.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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self.node_man.nodes.clearRetainingCapacity();
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return;
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}
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if (rl.isKeyReleased(.i)) self.printDebugInfo();
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self.mode = switch (rl.getKeyPressed()) {
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.v => .VISUAL,
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.d => .DELETE,
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.b => .BUILD,
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else => self.mode,
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};
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if (self.mode != .BUILD) self.cancelBuildingRoad();
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}
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/// every mouse event is checked here
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fn handleMouseInput(self: *Simulator) void {
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const pos = rl.getMousePosition();
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if (self.mode == .BUILD and rl.isMouseButtonReleased(.left)) {
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self.leftClickEvent(pos);
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}
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else if (self.mode == .BUILD and rl.isMouseButtonReleased(.right)) {
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self.cancelBuildingRoad();
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}
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else if (self.mode == .DELETE and rl.isMouseButtonReleased(.left) and self.road_man.highlighted_road != null) {
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const nodes = self.road_man.highlighted_road.?.nodes;
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self.road_man.remove(self.road_man.highlighted_road.?) catch |err| {
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std.debug.panic("Failed to remove the road: {}\n", .{err});
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};
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self.node_man.remove(self.allocator, nodes[0]) catch |err| {
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std.debug.panic("Failed to remove the first node of the road to be deleted: {}\n", .{err});
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};
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self.node_man.remove(self.allocator, nodes[1]) catch |err| {
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std.debug.panic("Failed to remove the second node of the road to be deleted: {}\n", .{err});
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};
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}
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}
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fn leftClickEvent(self: *Simulator, pos: rl.Vector2) void {
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if (self.node_man.add(pos)) |node| {
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const temp = self.node_man.temp_node.?;
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if (temp.id == node.id) return;
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// create road connection for each nodes that are to be connected via connection
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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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self.splitRoadsByPoints(data, temp, node);
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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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}
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fn cancelBuildingRoad(self: *Simulator) void {
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if (self.node_man.temp_node == null) return;
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self.node_man.remove(self.allocator, self.node_man.temp_node.?) catch |err| {
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std.debug.panic("Node doesn't exist: {}\n", .{err});
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};
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self.node_man.temp_node = null;
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}
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/// The main drawing function that is exposed upwards
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pub fn draw(self: *const Simulator) void {
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self.road_man.draw(self.mode == .DELETE);
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self.node_man.draw(self.display_details);
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self.drawUI();
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rl.clearBackground(.light_gray);
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}
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/// Draws UI elements like text
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fn drawUI(self: *const Simulator) void {
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var buf: [1024]u8 = undefined;
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// Displays how many nodes and roads are currently in the lists
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const entities_list =
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std.fmt.bufPrintZ(
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&buf,
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"Nodes: {d}\nRoads: {d}",
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.{self.node_man.nodes.items.len, self.road_man.roads.items.len}) catch |err| {
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std.debug.panic("Insufficient space for displaying entire entity list: {}\n", .{err});
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};
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rl.drawText(
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entities_list,
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c.WIDTH - 13 * @as(i32, @intCast(entities_list.len)),
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c.HEIGHT - 2 * c.TEXT_SIZE,
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c.TEXT_SIZE, .black);
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// Displays the mode the simulation is currently in
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rl.drawText(@tagName(self.mode), 10, c.HEIGHT - c.TEXT_SIZE, c.TEXT_SIZE, .black);
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// displays id of the element we hover over over
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const entityInfo = self.getHighlightedEntityInfo(&buf) catch |err| {
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std.debug.panic("Failed to capture highlighted entity info: {}\n", .{err});
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};
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rl.drawText(entityInfo, c.WIDTH - 30 * @as(i32, @intCast(entityInfo.len)), c.TEXT_SIZE / 2, c.TEXT_SIZE, .black);
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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, 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 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, 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 (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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// 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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fn splitRoadsByPoints(self: *Simulator, intersections: []const st.IntersectionData, start: *Node, end: *Node) void {
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if (intersections.len == 0) {
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self.road_man.add(self.allocator, start, end) catch |err| {
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std.debug.panic("Failed to create the sole connecting road: {}\n", .{err});
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};
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return;
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}
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const first_intersection_node = self.node_man.getSelectedNode(intersections[0].point);
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self.road_man.add(self.allocator, start, first_intersection_node) catch |err| {
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std.debug.panic("Failed to create the first split road: {}\n", .{err});
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};
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for (0..intersections.len) |i| {
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const intersection = intersections[i];
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// The node created at the point of intersection
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const new_node = self.node_man.getSelectedNode(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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const road_old_node = 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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intersection.road.nodes[1] = new_node;
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// As is the end node's road reference
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road_old_node.unreferenceRoad(intersection.road) catch |err| {
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std.debug.panic("Failed to unreference previous road: {}\n", .{err});
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};
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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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self.road_man.add(self.allocator, new_node, road_old_node) catch |err| {
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std.debug.panic("Failed to create the last split road: {}\n", .{err});
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};
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if (i == intersections.len - 1) continue;
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self.road_man.add(
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self.allocator,
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self.node_man.getSelectedNode(intersection.point),
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self.node_man.getSelectedNode(intersections[i+1].point)) catch |err| {
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std.debug.panic("Failed to create the connecting road: {}\n", .{err});
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};
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}
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const last_intersection_road = intersections[intersections.len - 1];
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const last_intersection_node = self.node_man.getSelectedNode(last_intersection_road.point);
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self.road_man.add(self.allocator, last_intersection_node, end) catch |err| {
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std.debug.panic("Failed to add the road: {}\n", .{err});
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};
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}
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pub fn update(self: *Simulator) void {
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const pos = rl.getMousePosition();
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self.road_man.highlighted_road = self.road_man.getSelectedRoad(pos);
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self.node_man.highlighted_node = self.node_man.getNodeWithinRadius(pos);
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}
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/// Get ID info of the highlighted info and returns it
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fn getHighlightedEntityInfo(self: *const Simulator, buf: *[1024]u8) ![:0]const u8 {
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if (self.node_man.highlighted_node) |node|
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return std.fmt.bufPrintZ(buf, "Node ID: {d}", .{node.id});
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if (self.road_man.highlighted_road) |road|
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return std.fmt.bufPrintZ(buf, "Road ID: {d}", .{road.id});
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return "";
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}
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/// Prints out the list of all roads and nodes connecting them
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fn printDebugInfo(self: *const Simulator) void {
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std.debug.print("[DEBUG]\n", .{});
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std.debug.print("Displaying all the nodes:\n", .{});
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// First we print out all the nodes
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for (self.node_man.nodes.items) |node| {
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std.debug.print("Node {d}: ({d},{d})\n", .{node.id, node.pos.x, node.pos.y});
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std.debug.print("Road connections:\n", .{});
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for (node.roads.items) |road| {
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std.debug.print("Road {d}: ({d},{d} => {d},{d})\n",
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.{road.id, road.nodes[0].pos.x, road.nodes[0].pos.y, road.nodes[1].pos.x, road.nodes[1].pos.y});
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}
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std.debug.print("\n", .{});
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}
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std.debug.print("Displaying all the roads:\n", .{});
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// Next we print out all the roads
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for (self.road_man.roads.items) |road| {
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std.debug.print("Road {d}:\n", .{road.id});
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std.debug.print("End nodes:\n", .{});
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for (0..road.nodes.len) |i| {
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std.debug.print("Node {d}: ({d},{d})\n",
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.{road.nodes[i].id, road.nodes[i].pos.x, road.nodes[i].pos.y});
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}
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std.debug.print("\n", .{});
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}
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}
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}; |