Splitting road implementation preparation

This commit is contained in:
2026-05-01 07:49:07 +02:00
parent 5040bbbe47
commit 680e07c976
6 changed files with 105 additions and 23 deletions

24
src/common/utils.zig Normal file
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@@ -0,0 +1,24 @@
const Vector2 = @import("raylib").Vector2;
const st = @import("structures.zig");
const Node = @import("../infrastructure/node.zig").Node;
/// Returns distance between two nodes, with the caveat that it doesn't do square root in the end;
/// that's because we are interested in relative distance and don't care for the precise number as long as it is in
/// correct relation to others
///
/// This allows us to avoid the (square) rooting operation which is computationally expensive
pub fn calculate_length(start: Vector2, end: Vector2) f32 {
const x_diff = end.x - start.x;
const y_diff = end.y - start.y;
return x_diff * x_diff + y_diff * y_diff;
}
/// Comparator function that compares intersection proximity from the node in order to aid the sorting function
pub fn compareIntersections(ctx: *const Node, inter_a: st.IntersectionData, inter_b: st.IntersectionData) bool {
const distance_a = ctx.getRelativeInterDistance(inter_a);
const distance_b = ctx.getRelativeInterDistance(inter_b);
return distance_a < distance_b;
}

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@@ -4,6 +4,7 @@ const rl = @import("raylib");
const c = @import("../common/constants.zig"); const c = @import("../common/constants.zig");
const e = @import("../errors.zig"); const e = @import("../errors.zig");
const st = @import("../common/structures.zig"); const st = @import("../common/structures.zig");
const ut = @import("../common/utils.zig");
const Road = @import("road.zig").Road; const Road = @import("road.zig").Road;
pub const Node = struct { pub const Node = struct {
@@ -77,6 +78,11 @@ pub const Node = struct {
return e.Entity.NotFound; return e.Entity.NotFound;
} }
/// Returns distance between the node and intersection object location
pub fn getRelativeInterDistance(self: *const Node, intersection: st.IntersectionData) f32 {
return ut.calculate_length(intersection.pos, self.pos);
}
}; };
// TODO tests // TODO tests

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@@ -50,11 +50,22 @@ pub const NodeManager = struct {
} }
} }
/// Tries to find a node which snapping radius covers the pos
///
/// If it does it returns a reference to it, otherwise null
pub fn getNodeIfExists(self: *const NodeManager, pos: Vector2) ?*Node {
for (self.nodes.items) |node| {
if (node.withinSnapRadius(pos)) return node;
}
return null;
}
/// Checks if there is a node pointer within the snap radius of pos coordinate; /// Checks if there is a node pointer within the snap radius of pos coordinate;
/// otherwise creates a new node and returns its pointer /// otherwise creates a new node and returns its pointer
pub fn getSelectedNode(self: *NodeManager, allocator: std.mem.Allocator, pos: Vector2) !*Node { pub fn getSelectedNode(self: *NodeManager, allocator: std.mem.Allocator, pos: Vector2) !*Node {
for (self.nodes.items) |node| { if (self.getNodeIfExists(pos)) |node| {
if (node.withinSnapRadius(pos)) return node; return node;
} }
// No node is within that position, so we must create a new one // No node is within that position, so we must create a new one

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@@ -2,6 +2,7 @@ const rl = @import("raylib");
const c = @import("../common/constants.zig"); const c = @import("../common/constants.zig");
const st = @import("../common/structures.zig"); const st = @import("../common/structures.zig");
const ut = @import("../common/utils.zig");
const Node = @import("node.zig").Node; const Node = @import("node.zig").Node;
pub const Road = struct { pub const Road = struct {
@@ -20,7 +21,7 @@ pub const Road = struct {
.length = 0, .length = 0,
}; };
road.length = road.calculate_length(); road.length = ut.calculate_length(start.pos, end.pos);
return road; return road;
} }

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@@ -1,8 +1,9 @@
const std = @import("std"); const std = @import("std");
const rl = @import("raylib"); const rl = @import("raylib");
const st = @import("../common/structures.zig");
const e = @import("../errors.zig"); const e = @import("../errors.zig");
const st = @import("../common/structures.zig");
const ut = @import("../common/utils.zig");
const Road = @import("road.zig").Road; const Road = @import("road.zig").Road;
const Node = @import("node.zig").Node; const Node = @import("node.zig").Node;
@@ -93,25 +94,6 @@ pub const RoadManager = struct {
return null; return null;
} }
pub fn getIntersectingRoads(self: *const RoadManager, allocator: std.mem.Allocator, start: *const Node, end: *const Node) ![]st.IntersectionData {
var intersections: std.ArrayList(st.IntersectionData) = .empty;
const collision_point: rl.Vector2 = undefined;
for (self.roads.items) |road| {
if (!rl.checkCollisionLines(start.pos, end.pos, road.nodes[0].pos, road.nodes[1].pos, &collision_point))
continue;
const intersection = st.IntersectionData {
.road = road,
.pos = collision_point,
};
try intersections.append(allocator, intersection);
}
return intersections.toOwnedSlice(allocator);
}
}; };
const Vector2 = @import("raylib").Vector2; const Vector2 = @import("raylib").Vector2;

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@@ -3,7 +3,9 @@ const rl = @import("raylib");
const c = @import("common/constants.zig"); const c = @import("common/constants.zig");
const st = @import("common/structures.zig"); const st = @import("common/structures.zig");
const ut = @import("common/utils.zig");
const Road = @import("infrastructure/road.zig").Road; const Road = @import("infrastructure/road.zig").Road;
const Node = @import("infrastructure/node.zig").Node;
const NodeManager = @import("infrastructure/node_manager.zig").NodeManager; const NodeManager = @import("infrastructure/node_manager.zig").NodeManager;
const RoadManager = @import("infrastructure/road_manager.zig").RoadManager; const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
@@ -143,11 +145,25 @@ pub const Simulator = struct {
}; };
if (self.node_man.temp_node) |temp| { if (self.node_man.temp_node) |temp| {
// Prevents the road from being attached to 2 identical nodes (0 length road)
if (temp.id == cur_node.id) return; if (temp.id == cur_node.id) return;
// TODO replace with road splitting
self.road_man.addRoad(self.allocator, temp, cur_node) catch |err| { self.road_man.addRoad(self.allocator, temp, cur_node) catch |err| {
std.debug.panic("Failed to add a new road or assigning its nodes: {}\n", .{err}); std.debug.panic("Failed to add a new road or assigning its nodes: {}\n", .{err});
}; };
const intersections = self.getIntersectingRoads(self.allocator, temp, cur_node) catch |err| {
std.debug.panic("Intersection selection failure: {}\n", .{err});
};
// DEBUG TODO REMOVE
std.debug.print("Displaying intersection position and the intersected road:\n", .{});
for (0..intersections.len) |i| {
const int = intersections[i];
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; self.node_man.temp_node = if (self.auto_continue) cur_node else null;
return; return;
} }
@@ -196,4 +212,46 @@ pub const Simulator = struct {
self.highlighted_entity = null; self.highlighted_entity = null;
} }
fn getIntersectingRoads(self: *const Simulator, allocator: std.mem.Allocator, start: *const Node, end: *const Node) ![]st.IntersectionData {
var intersections: std.ArrayList(st.IntersectionData) = .empty;
var collision_point: rl.Vector2 = undefined;
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))
continue;
const intersection = st.IntersectionData {
.road = road,
.pos = collision_point,
};
// We put a 0 here, just to satisfy the constructor function
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
for (intersections.items) |inter_collision| {
if (node.withinSnapRadius(inter_collision.pos)) continue :outer;
}
// 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;
try intersections.append(allocator, intersection);
}
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
}
}; };