Improvement to intersection data calculation

This commit is contained in:
2026-05-01 14:46:30 +02:00
parent e475814c85
commit 2a3064b0fe
5 changed files with 70 additions and 11 deletions

View File

@@ -22,3 +22,12 @@ pub fn compareIntersections(ctx: *const Node, inter_a: st.IntersectionData, inte
return distance_a < distance_b;
}
// felt cute, might delete it later idk
pub fn listContains(comptime T: type, element: *T, list: *[]*T) bool {
for (0..list.len) |i| {
if (list[i] == element) return true;
}
return false;
}

View File

@@ -83,6 +83,15 @@ pub const Node = struct {
pub fn getRelativeInterDistance(self: *const Node, intersection: st.IntersectionData) f32 {
return ut.calculate_length(intersection.pos, self.pos);
}
/// Searches for the road pointer within roads list
pub fn roadsContains(self: *const Node, road_to_search: *const Road) bool {
for (self.roads.items) |road| {
if (road == road_to_search) return true;
}
return false;
}
};
// TODO tests

View File

@@ -60,7 +60,7 @@ pub const Road = struct {
}
/// Checks whether pos coordinate is on the referenced road
pub fn isHighlighted(self: *const Road, pos: rl.Vector2) bool {
pub fn collides(self: *const Road, pos: rl.Vector2) bool {
return rl.checkCollisionPointLine(pos, self.nodes[0].pos, self.nodes[1].pos, c.ROAD_SIZE);
}
};

View File

@@ -89,7 +89,7 @@ pub const RoadManager = struct {
/// Returns if pos is pointing at a road, or null if it isn't at any
pub fn getHighlightedRoad(self: *const RoadManager, pos: Vector2) ?*Road {
for (self.roads.items) |road| {
if (road.isHighlighted(pos)) return road;
if (road.collides(pos)) return road;
}
return null;

View File

@@ -156,6 +156,8 @@ pub const Simulator = struct {
const intersections = self.getIntersectingRoads(self.allocator, temp, cur_node) catch |err| {
std.debug.panic("Intersection selection failure: {}\n", .{err});
};
defer self.allocator.free(intersections);
// DEBUG TODO REMOVE
std.debug.print("Displaying intersection position and the intersected road:\n", .{});
for (0..intersections.len) |i| {
@@ -163,7 +165,6 @@ pub const Simulator = struct {
std.debug.print("Road ID={d} Pos: ({d}, {d})\n", .{int.road.id, int.pos.x, int.pos.y});
}
self.node_man.temp_node = if (self.auto_continue) cur_node else null;
return;
}
@@ -217,8 +218,32 @@ pub const Simulator = struct {
var intersections: std.ArrayList(st.IntersectionData) = .empty;
var collision_point: rl.Vector2 = undefined;
var start_node_collision: ?*Road = null;
var end_node_collision: ?*Road = null;
// Here we will check if any road collides with start and end node
for (self.road_man.roads.items) |road| {
if (start_node_collision == null and road.collides(start.pos) and !start.roadsContains(road))
start_node_collision = road;
if (end_node_collision == null and road.collides(end.pos) and !end.roadsContains(road))
end_node_collision = road;
if (start_node_collision != null and end_node_collision != null) break;
}
// if road node is placed on the road it is added as a collision with said road
if (start_node_collision) |road| {
try intersections.append(self.allocator, .{
.road = road,
.pos = start.pos,
});
}
outer: for (self.road_man.roads.items) |road| {
if (!rl.checkCollisionLines(start.pos, end.pos, road.nodes[0].pos, road.nodes[1].pos, &collision_point))
if (!rl.checkCollisionLines(
start.pos,end.pos,
road.nodes[0].pos, road.nodes[1].pos,
&collision_point))
continue;
const intersection = st.IntersectionData {
@@ -226,7 +251,8 @@ pub const Simulator = struct {
.pos = collision_point,
};
// We put a 0 here, just to satisfy the constructor function
// We put a 0 here, just to satisfy the constructor function,
// it is not getting appended to the node list anyways
const node: Node = .init(0, intersection.pos);
// If the newly acquired intersection node is within the snapping radius of already existing nodes,
// we don't add it to the list
@@ -236,22 +262,37 @@ pub const Simulator = struct {
// If there is an existing node that covers our position within its snapping radius,
// then such position will not be saved as intersection
if (self.node_man.getNodeIfExists(node.pos) != null) continue :outer;
if (self.node_man.getNodeIfExists(node.pos) != null) continue;
try intersections.append(allocator, intersection);
}
// if end node is placed on the road it is added as a collision with said road
if (end_node_collision) |road| {
try intersections.append(self.allocator, .{
.road = road,
.pos = end.pos,
});
}
const sorted_intersection = try intersections.toOwnedSlice(allocator);
std.sort.block(st.IntersectionData, sorted_intersection, start, ut.compareIntersections);
return sorted_intersection;
}
fn splitRoadsByIntersections(self: *Simulator, intersections: st.IntersectionData, start: *Node, end: *Node) void {
_ = intersections; // autofix
_ = end; // autofix
_ = start; // autofix
_ = self; // autofix
fn splitRoadsByIntersections(self: *Simulator, intersections: []st.IntersectionData, start: *Node, end: *Node) void {
if (intersections.len == 0) {
self.road_man.addRoad(self.allocator, start, end) catch |err| {
std.debug.panic("Failed to create a road connecting the origin nodes: {}\n", .{err});
};
return;
}
for (0..intersections.len) |i| {
_ = i; // autofix
}
}
};