Splitting road implementation preparation
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24
src/common/utils.zig
Normal file
24
src/common/utils.zig
Normal file
@@ -0,0 +1,24 @@
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const Vector2 = @import("raylib").Vector2;
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const st = @import("structures.zig");
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const Node = @import("../infrastructure/node.zig").Node;
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/// Returns distance between two nodes, with the caveat that it doesn't do square root in the end;
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/// that's because we are interested in relative distance and don't care for the precise number as long as it is in
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/// correct relation to others
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///
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/// This allows us to avoid the (square) rooting operation which is computationally expensive
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pub fn calculate_length(start: Vector2, end: Vector2) f32 {
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const x_diff = end.x - start.x;
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const y_diff = end.y - start.y;
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return x_diff * x_diff + y_diff * y_diff;
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}
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/// Comparator function that compares intersection proximity from the node in order to aid the sorting function
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pub fn compareIntersections(ctx: *const Node, inter_a: st.IntersectionData, inter_b: st.IntersectionData) bool {
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const distance_a = ctx.getRelativeInterDistance(inter_a);
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const distance_b = ctx.getRelativeInterDistance(inter_b);
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return distance_a < distance_b;
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}
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@@ -4,6 +4,7 @@ const rl = @import("raylib");
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const c = @import("../common/constants.zig");
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const e = @import("../errors.zig");
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const st = @import("../common/structures.zig");
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const ut = @import("../common/utils.zig");
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const Road = @import("road.zig").Road;
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pub const Node = struct {
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@@ -77,6 +78,11 @@ pub const Node = struct {
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return e.Entity.NotFound;
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}
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/// Returns distance between the node and intersection object location
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pub fn getRelativeInterDistance(self: *const Node, intersection: st.IntersectionData) f32 {
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return ut.calculate_length(intersection.pos, self.pos);
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}
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};
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// TODO tests
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@@ -50,11 +50,22 @@ pub const NodeManager = struct {
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}
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}
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/// Tries to find a node which snapping radius covers the pos
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///
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/// If it does it returns a reference to it, otherwise null
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pub fn getNodeIfExists(self: *const NodeManager, pos: Vector2) ?*Node {
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for (self.nodes.items) |node| {
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if (node.withinSnapRadius(pos)) return node;
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}
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return null;
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}
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/// Checks if there is a node pointer within the snap radius of pos coordinate;
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/// otherwise creates a new node and returns its pointer
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pub fn getSelectedNode(self: *NodeManager, allocator: std.mem.Allocator, pos: Vector2) !*Node {
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for (self.nodes.items) |node| {
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if (node.withinSnapRadius(pos)) return node;
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if (self.getNodeIfExists(pos)) |node| {
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return node;
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}
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// 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");
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const c = @import("../common/constants.zig");
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const st = @import("../common/structures.zig");
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const ut = @import("../common/utils.zig");
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const Node = @import("node.zig").Node;
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pub const Road = struct {
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@@ -20,7 +21,7 @@ pub const Road = struct {
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.length = 0,
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};
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road.length = road.calculate_length();
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road.length = ut.calculate_length(start.pos, end.pos);
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return road;
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}
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@@ -1,8 +1,9 @@
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const std = @import("std");
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const rl = @import("raylib");
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const st = @import("../common/structures.zig");
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const e = @import("../errors.zig");
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const st = @import("../common/structures.zig");
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const ut = @import("../common/utils.zig");
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const Road = @import("road.zig").Road;
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const Node = @import("node.zig").Node;
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@@ -93,25 +94,6 @@ pub const RoadManager = struct {
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return null;
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}
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pub fn getIntersectingRoads(self: *const RoadManager, 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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const collision_point: rl.Vector2 = undefined;
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for (self.roads.items) |road| {
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if (!rl.checkCollisionLines(start.pos, end.pos, road.nodes[0].pos, road.nodes[1].pos, &collision_point))
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continue;
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const intersection = st.IntersectionData {
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.road = road,
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.pos = collision_point,
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};
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try intersections.append(allocator, intersection);
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}
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return intersections.toOwnedSlice(allocator);
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}
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};
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const Vector2 = @import("raylib").Vector2;
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@@ -3,7 +3,9 @@ const rl = @import("raylib");
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const c = @import("common/constants.zig");
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const st = @import("common/structures.zig");
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const ut = @import("common/utils.zig");
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const Road = @import("infrastructure/road.zig").Road;
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const Node = @import("infrastructure/node.zig").Node;
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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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@@ -143,11 +145,25 @@ pub const Simulator = struct {
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};
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if (self.node_man.temp_node) |temp| {
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// Prevents the road from being attached to 2 identical nodes (0 length road)
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if (temp.id == cur_node.id) return;
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// TODO replace with road splitting
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self.road_man.addRoad(self.allocator, temp, cur_node) catch |err| {
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std.debug.panic("Failed to add a new road or assigning its nodes: {}\n", .{err});
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};
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const intersections = self.getIntersectingRoads(self.allocator, temp, cur_node) catch |err| {
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std.debug.panic("Intersection selection failure: {}\n", .{err});
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};
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// DEBUG TODO REMOVE
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std.debug.print("Displaying intersection position and the intersected road:\n", .{});
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for (0..intersections.len) |i| {
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const int = intersections[i];
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std.debug.print("Road ID={d} Pos: ({d}, {d})\n", .{int.road.id, int.pos.x, int.pos.y});
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}
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self.node_man.temp_node = if (self.auto_continue) cur_node else null;
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return;
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}
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@@ -196,4 +212,46 @@ pub const Simulator = struct {
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self.highlighted_entity = null;
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}
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fn getIntersectingRoads(self: *const 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))
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continue;
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const intersection = st.IntersectionData {
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.road = road,
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.pos = collision_point,
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};
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// We put a 0 here, just to satisfy the constructor function
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const node: Node = .init(0, intersection.pos);
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// If the newly acquired intersection node is within the snapping radius of already existing nodes,
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// we don't add it to the list
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for (intersections.items) |inter_collision| {
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if (node.withinSnapRadius(inter_collision.pos)) continue :outer;
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}
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// If there is an existing node that covers our position within its snapping radius,
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// then such position will not be saved as intersection
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if (self.node_man.getNodeIfExists(node.pos) != null) continue :outer;
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try intersections.append(allocator, intersection);
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}
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const sorted_intersection = try intersections.toOwnedSlice(allocator);
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std.sort.block(st.IntersectionData, sorted_intersection, start, ut.compareIntersections);
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return sorted_intersection;
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}
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fn splitRoadsByIntersections(self: *Simulator, intersections: st.IntersectionData, start: *Node, end: *Node) void {
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_ = intersections; // autofix
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_ = end; // autofix
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_ = start; // autofix
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_ = self; // autofix
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}
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};
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