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| 2a3064b0fe | |||
| e475814c85 | |||
| c02b2a5121 |
11
build.zig
11
build.zig
@@ -28,7 +28,7 @@ pub fn build(b: *std.Build) void {
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|||||||
// to our consumers. We must give it a name because a Zig package can expose
|
// to our consumers. We must give it a name because a Zig package can expose
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||||||
// multiple modules and consumers will need to be able to specify which
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// multiple modules and consumers will need to be able to specify which
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||||||
// module they want to access.
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// module they want to access.
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||||||
// const mod = b.addModule("base_road_network", .{
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// const mod = b.addModule("traffic-simulator", .{
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||||||
// // The root source file is the "entry point" of this module. Users of
|
// // The root source file is the "entry point" of this module. Users of
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||||||
// // this module will only be able to access public declarations contained
|
// // this module will only be able to access public declarations contained
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||||||
// // in this file, which means that if you have declarations that you
|
// // in this file, which means that if you have declarations that you
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||||||
@@ -68,7 +68,8 @@ pub fn build(b: *std.Build) void {
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|||||||
// If neither case applies to you, feel free to delete the declaration you
|
// If neither case applies to you, feel free to delete the declaration you
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||||||
// don't need and to put everything under a single module.
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// don't need and to put everything under a single module.
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||||||
const exe = b.addExecutable(.{
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const exe = b.addExecutable(.{
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||||||
.name = "base_road_network",
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.name = "traffic-simulator",
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||||||
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.use_llvm = true,
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||||||
.root_module = b.createModule(.{
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.root_module = b.createModule(.{
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||||||
// b.createModule defines a new module just like b.addModule but,
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// b.createModule defines a new module just like b.addModule but,
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||||||
// unlike b.addModule, it does not expose the module to consumers of
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// unlike b.addModule, it does not expose the module to consumers of
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||||||
@@ -83,12 +84,12 @@ pub fn build(b: *std.Build) void {
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// List of modules available for import in source files part of the
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// List of modules available for import in source files part of the
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||||||
// root module.
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// root module.
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||||||
.imports = &.{
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.imports = &.{
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||||||
// Here "base_road_network" is the name you will use in your source code to
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// Here "traffic-simulator" is the name you will use in your source code to
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||||||
// import this module (e.g. `@import("base_road_network")`). The name is
|
// import this module (e.g. `@import("traffic-simulator")`). The name is
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||||||
// repeated because you are allowed to rename your imports, which
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// repeated because you are allowed to rename your imports, which
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||||||
// can be extremely useful in case of collisions (which can happen
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// can be extremely useful in case of collisions (which can happen
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||||||
// importing modules from different packages).
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// importing modules from different packages).
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||||||
// .{ .name = "base_road_network", .module = mod },
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// .{ .name = "traffic-simulator", .module = mod },
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||||||
|
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||||||
// Raylib import
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// Raylib import
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.{ .name = "raylib", .module = raylib },
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.{ .name = "raylib", .module = raylib },
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@@ -6,7 +6,7 @@
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//
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//
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||||||
// It is redundant to include "zig" in this name because it is already
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// It is redundant to include "zig" in this name because it is already
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||||||
// within the Zig package namespace.
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// within the Zig package namespace.
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.name = .base_road_network,
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.name = .traffic_simulator,
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||||||
// This is a [Semantic Version](https://semver.org/).
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// This is a [Semantic Version](https://semver.org/).
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||||||
// In a future version of Zig it will be used for package deduplication.
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// In a future version of Zig it will be used for package deduplication.
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.version = "0.0.0",
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.version = "0.0.0",
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@@ -22,7 +22,7 @@
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// original project's identity. Thus it is recommended to leave the comment
|
// original project's identity. Thus it is recommended to leave the comment
|
||||||
// on the following line intact, so that it shows up in code reviews that
|
// on the following line intact, so that it shows up in code reviews that
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||||||
// modify the field.
|
// modify the field.
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||||||
.fingerprint = 0x8da3e26c9def0629, // Changing this has security and trust implications.
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.fingerprint = 0xf441f200e5d3277c, // Changing this has security and trust implications.
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||||||
// Tracks the earliest Zig version that the package considers to be a
|
// Tracks the earliest Zig version that the package considers to be a
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||||||
// supported use case.
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// supported use case.
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.minimum_zig_version = "0.16.0",
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.minimum_zig_version = "0.16.0",
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||||||
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@@ -1,9 +1,9 @@
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const clr = @import("raylib").Color;
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const clr = @import("raylib").Color;
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||||||
|
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||||||
/// Screen Width
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/// Screen Width
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||||||
pub const WIDTH = 1366;
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pub const WIDTH = 1920;
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||||||
/// Screen Height
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/// Screen Height
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||||||
pub const HEIGHT = 768;
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pub const HEIGHT = 1080;
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||||||
pub const BACKGROUND_COLOR = clr.light_gray;
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pub const BACKGROUND_COLOR = clr.light_gray;
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||||||
|
|
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/// Base node radius
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/// Base node radius
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||||||
@@ -24,3 +24,10 @@ pub const ROAD_SIZE = 20;
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pub const ROAD_COLOUR = clr.black;
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pub const ROAD_COLOUR = clr.black;
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/// Colour of the road that is highlighted
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/// Colour of the road that is highlighted
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pub const ROAD_HIGHLIGHTED_COLOUR = clr.green;
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pub const ROAD_HIGHLIGHTED_COLOUR = clr.green;
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|
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/// Regular text size
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pub const TEXT_SIZE = 50;
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/// Text size that is used for displaying entity IDs
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pub const ENTITY_DATA_TEXT_SIZE = TEXT_SIZE / 2;
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/// Text colour in which entity IDs are displayed if toggled
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pub const ENTITY_DATA_TEXT_COLOUR = clr.orange;
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||||||
@@ -3,7 +3,12 @@ const Vector2 = @import("raylib").Vector2;
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const Road = @import("../infrastructure/road.zig").Road;
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const Road = @import("../infrastructure/road.zig").Road;
|
||||||
const Node = @import("../infrastructure/node.zig").Node;
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const Node = @import("../infrastructure/node.zig").Node;
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||||||
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/// Can point to either entity type (node, road, etc.)
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/// This is a simple equivalent to something like abstract class, so the simulator class has only one variable
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/// which tracks which object is highlighted and the logic that seeks to find the current highlighted class doesn't need
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/// to figure out which highlighted entity has priority in case of overlap;
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/// given that car can be on node and road, and node itself is on road(s)
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|
///
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|
/// TLDR: Can point to either entity type (node, road, etc.)
|
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pub const Entity = union(enum) {
|
pub const Entity = union(enum) {
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node: *Node,
|
node: *Node,
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||||||
road: *Road,
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road: *Road,
|
||||||
@@ -16,4 +21,11 @@ pub const IntersectionData = struct {
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pos: Vector2,
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pos: Vector2,
|
||||||
/// Points to the road where the intersection occured
|
/// Points to the road where the intersection occured
|
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road: *Road,
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road: *Road,
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||||||
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/// Tracks whether this intersection is actually an origin point
|
||||||
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/// (In simple terms this means whether the point/node that intersects is also the start/end node)
|
||||||
|
///
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||||||
|
/// We do this because the referencing logic is very strict and will return an error
|
||||||
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/// if we try to reference something that is already referenced, due to stricter approach helping with
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/// earlier bug and error detection
|
||||||
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origin: bool,
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||||||
};
|
};
|
||||||
@@ -3,16 +3,13 @@ const Vector2 = @import("raylib").Vector2;
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|||||||
const st = @import("structures.zig");
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const st = @import("structures.zig");
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const Node = @import("../infrastructure/node.zig").Node;
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const Node = @import("../infrastructure/node.zig").Node;
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||||||
|
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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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/// Returns distance between two nodes, used mostly for road length and possibly for A* heuristics
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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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|
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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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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 x_diff = end.x - start.x;
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const y_diff = end.y - start.y;
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const y_diff = end.y - start.y;
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|
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return x_diff * x_diff + y_diff * y_diff;
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const squared_solution = x_diff * x_diff + y_diff * y_diff;
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return @sqrt(squared_solution);
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||||||
}
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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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/// Comparator function that compares intersection proximity from the node in order to aid the sorting function
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@@ -22,3 +19,11 @@ pub fn compareIntersections(ctx: *const Node, inter_a: st.IntersectionData, inte
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return distance_a < distance_b;
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return distance_a < distance_b;
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}
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}
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/// Returns vector from P1 to P2
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pub fn getVectorP1P2(p1: Vector2, p2: Vector2) Vector2 {
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return .{
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.x = p2.x - p1.x,
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||||||
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.y = p2.y - p1.y,
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||||||
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};
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||||||
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}
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||||||
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@@ -35,10 +35,22 @@ pub const Node = struct {
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|||||||
}
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}
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/// Simple function which draws the node
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/// Simple function which draws the node
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pub fn draw(self: *const Node, direct_colour: ?rl.Color) void {
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pub fn draw(self: *const Node, direct_colour: ?rl.Color, display_info: bool) void {
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const colour = if (direct_colour) |clr| clr else c.NODE_COLOUR;
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const colour = if (direct_colour) |clr| clr else c.NODE_COLOUR;
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rl.drawCircleV(self.pos, c.NODE_RADIUS, colour);
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rl.drawCircleV(self.pos, c.NODE_RADIUS, colour);
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||||||
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if (!display_info) return;
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||||||
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var buf: [100]u8 = undefined;
|
||||||
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const entity_info = std.fmt.bufPrintZ(&buf, "{d}", .{self.id}) catch |err| {
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std.debug.panic("Failed to allocate space for ID???: {}\n", .{err});
|
||||||
|
};
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||||||
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const info_x = @as(i32, @trunc(self.pos.x)) - c.NODE_RADIUS / 2;
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const info_y = @as(i32, @trunc(self.pos.y)) - c.NODE_RADIUS / 2;
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|
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rl.drawText(entity_info, info_x, info_y,
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c.ENTITY_DATA_TEXT_SIZE, c.ENTITY_DATA_TEXT_COLOUR);
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}
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}
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|
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/// Determines whether the pos (location) is within the snapping radius of the node
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/// Determines whether the pos (location) is within the snapping radius of the node
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@@ -83,6 +95,15 @@ pub const Node = struct {
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pub fn getRelativeInterDistance(self: *const Node, intersection: st.IntersectionData) f32 {
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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);
|
return ut.calculate_length(intersection.pos, self.pos);
|
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}
|
}
|
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|
|
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|
/// Searches for the road pointer within roads list
|
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|
pub fn roadsContains(self: *const Node, road_to_search: *const Road) bool {
|
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|
for (self.roads.items) |road| {
|
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|
if (road == road_to_search) return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
// TODO tests
|
// TODO tests
|
||||||
|
|||||||
@@ -33,9 +33,9 @@ pub const NodeManager = struct {
|
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}
|
}
|
||||||
|
|
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/// Regular draw function
|
/// Regular draw function
|
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pub fn draw(self: *const NodeManager, pos: Vector2) void {
|
pub fn draw(self: *const NodeManager, pos: Vector2, display_info: bool) void {
|
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for (self.nodes.items) |node| {
|
for (self.nodes.items) |node| {
|
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node.draw(null);
|
node.draw(null, display_info);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (self.temp_node) |node| {
|
if (self.temp_node) |node| {
|
||||||
@@ -43,10 +43,10 @@ pub const NodeManager = struct {
|
|||||||
var cur_node = Node.init(0, pos);
|
var cur_node = Node.init(0, pos);
|
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// Temporary road that is to be drawn as one in the making
|
// Temporary road that is to be drawn as one in the making
|
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const road: Road = .init(0, node, &cur_node);
|
const road: Road = .init(0, node, &cur_node);
|
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road.draw(false);
|
road.draw(false, false);
|
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|
|
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node.draw(c.NODE_TEMP_COLOUR);
|
node.draw(c.NODE_TEMP_COLOUR, display_info);
|
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cur_node.draw(c.NODE_CURSOR_COLOUR);
|
cur_node.draw(c.NODE_CURSOR_COLOUR, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -118,16 +118,20 @@ pub const NodeManager = struct {
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Essentially what it does is it sets temp node pointer to null and
|
||||||
|
/// if the node it pointed at had no road references (essentially it was a new node for road building),
|
||||||
|
/// it deletes the node from the node list as well
|
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pub fn deleteTempNode(self: *NodeManager, allocator: std.mem.Allocator) void {
|
pub fn deleteTempNode(self: *NodeManager, allocator: std.mem.Allocator) void {
|
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if (self.temp_node == null) return;
|
if (self.temp_node == null) return;
|
||||||
|
|
||||||
const node = self.temp_node.?;
|
const node = self.temp_node.?;
|
||||||
if (node.roads.items.len == 0)
|
self.temp_node = null;
|
||||||
|
|
||||||
|
if (node.roads.items.len != 0) return;
|
||||||
self.deleteNode(allocator, node) catch |err| {
|
self.deleteNode(allocator, node) catch |err| {
|
||||||
std.debug.panic("Failed to delete the temporary node: {}\n", .{err});
|
std.debug.panic("Failed to delete the temporary node: {}\n", .{err});
|
||||||
};
|
};
|
||||||
|
|
||||||
self.temp_node = null;
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
const rl = @import("raylib");
|
const rl = @import("raylib");
|
||||||
|
|
||||||
const c = @import("../common/constants.zig");
|
const c = @import("../common/constants.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 ut = @import("../common/utils.zig");
|
||||||
const Node = @import("node.zig").Node;
|
const Node = @import("node.zig").Node;
|
||||||
@@ -46,9 +47,25 @@ pub const Road = struct {
|
|||||||
///
|
///
|
||||||
/// In the future as we improve and make roads more complex with multiple lanes and such
|
/// In the future as we improve and make roads more complex with multiple lanes and such
|
||||||
/// it will gradually become more complex
|
/// it will gradually become more complex
|
||||||
pub fn draw(self: *const Road, highlighted: bool) void {
|
pub fn draw(self: *const Road, highlighted: bool, display_info: bool) void {
|
||||||
const colour = if (highlighted) c.ROAD_HIGHLIGHTED_COLOUR else c.ROAD_COLOUR;
|
const colour = if (highlighted) c.ROAD_HIGHLIGHTED_COLOUR else c.ROAD_COLOUR;
|
||||||
rl.drawLineEx(self.nodes[0].pos, self.nodes[1].pos, c.ROAD_SIZE, colour);
|
rl.drawLineEx(self.nodes[0].pos, self.nodes[1].pos, c.ROAD_SIZE, colour);
|
||||||
|
|
||||||
|
if (!display_info) return;
|
||||||
|
|
||||||
|
var buf: [100]u8 = undefined;
|
||||||
|
const entity = std.fmt.bufPrintZ(&buf, "{d}", .{self.id}) catch |err| {
|
||||||
|
std.debug.panic("Could not allocate ID into string???: {}\n", .{err});
|
||||||
|
};
|
||||||
|
|
||||||
|
const distance = ut.getVectorP1P2(self.nodes[0].pos, self.nodes[1].pos);
|
||||||
|
const entity_info_pos: rl.Vector2 = .{
|
||||||
|
.x = self.nodes[0].pos.x + distance.x / 2 - c.ROAD_SIZE / 2,
|
||||||
|
.y = self.nodes[0].pos.y + distance.y / 2 - c.ROAD_SIZE / 2,
|
||||||
|
};
|
||||||
|
|
||||||
|
rl.drawText(entity, @trunc(entity_info_pos.x), @trunc(entity_info_pos.y),
|
||||||
|
c.ENTITY_DATA_TEXT_SIZE, c.ENTITY_DATA_TEXT_COLOUR);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Important: after this function executes, this road is no longer reachable from its bounding nodes
|
/// Important: after this function executes, this road is no longer reachable from its bounding nodes
|
||||||
@@ -60,9 +77,23 @@ pub const Road = struct {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// Checks whether pos coordinate is on the referenced road
|
/// 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);
|
return rl.checkCollisionPointLine(pos, self.nodes[0].pos, self.nodes[1].pos, c.ROAD_SIZE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Updates node reference old_node => new node; returns error if old_node does not exist
|
||||||
|
pub fn updateNodeReference(self: *Road, old_node: *Node, new_node: *Node) !void {
|
||||||
|
for (0..self.nodes.len) |i| {
|
||||||
|
if (self.nodes[i] != old_node) continue;
|
||||||
|
|
||||||
|
self.nodes[i] = new_node;
|
||||||
|
// As nodes change, road's length must be recalculated
|
||||||
|
self.length = ut.calculate_length(self.nodes[0].pos, self.nodes[1].pos);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
return e.Entity.NotFound;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
const std = @import("std");
|
const std = @import("std");
|
||||||
@@ -94,3 +125,6 @@ test "valid road nodes" {
|
|||||||
try expect(road.nodes[0].id == 34);
|
try expect(road.nodes[0].id == 34);
|
||||||
try expect(road.nodes[1].id == 227);
|
try expect(road.nodes[1].id == 227);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO tests
|
||||||
|
// test every case error for every function that can return an error
|
||||||
@@ -27,19 +27,18 @@ pub const RoadManager = struct {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// Draws all the roads in the list, sends the information ahead whether the road drawn should be highlighted
|
/// Draws all the roads in the list, sends the information ahead whether the road drawn should be highlighted
|
||||||
pub fn draw(self: *const RoadManager, highlighted_road: ?*Road) void {
|
pub fn draw(self: *const RoadManager, highlighted_road: ?*Road, display_info: bool) void {
|
||||||
for (self.roads.items) |road| {
|
for (self.roads.items) |road| {
|
||||||
const is_highlighted = if (highlighted_road) |h_road| road == h_road else false;
|
const is_highlighted = if (highlighted_road) |h_road| road == h_road else false;
|
||||||
road.draw(is_highlighted);
|
road.draw(is_highlighted, display_info);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Function which creates the road object, its pointer, adds it to the list
|
/// Function which creates the road object, its pointer, adds it to the list
|
||||||
/// and then also references that same road to the bounding nodes
|
/// and then also references that same road to the bounding nodes
|
||||||
pub fn addRoad(self: *RoadManager, allocator: std.mem.Allocator, start: *Node, end: *Node) !void {
|
pub fn addRoad(self: *RoadManager, allocator: std.mem.Allocator, start: *Node, end: *Node) !void {
|
||||||
const road: Road = .init(self.getNextID(), start, end);
|
|
||||||
const road_ptr = try allocator.create(Road);
|
const road_ptr = try allocator.create(Road);
|
||||||
road_ptr.* = road;
|
road_ptr.* = Road.init(self.getNextID(), start, end);
|
||||||
try self.roads.append(allocator, road_ptr);
|
try self.roads.append(allocator, road_ptr);
|
||||||
|
|
||||||
const ref = self.roads.items[self.roads.items.len - 1];
|
const ref = self.roads.items[self.roads.items.len - 1];
|
||||||
@@ -89,7 +88,7 @@ pub const RoadManager = struct {
|
|||||||
/// Returns if pos is pointing at a road, or null if it isn't at any
|
/// 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 {
|
pub fn getHighlightedRoad(self: *const RoadManager, pos: Vector2) ?*Road {
|
||||||
for (self.roads.items) |road| {
|
for (self.roads.items) |road| {
|
||||||
if (road.isHighlighted(pos)) return road;
|
if (road.collides(pos)) return road;
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
|
|||||||
@@ -11,7 +11,7 @@ pub fn main(init: std.process.Init) !void {
|
|||||||
.msaa_4x_hint = true,
|
.msaa_4x_hint = true,
|
||||||
.window_highdpi = true,
|
.window_highdpi = true,
|
||||||
});
|
});
|
||||||
rl.initWindow(c.WIDTH, c.HEIGHT, "Base Road Network");
|
rl.initWindow(c.WIDTH, c.HEIGHT, "Traffic Simulator");
|
||||||
defer rl.closeWindow();
|
defer rl.closeWindow();
|
||||||
|
|
||||||
const monitor = 0;
|
const monitor = 0;
|
||||||
|
|||||||
@@ -29,6 +29,8 @@ pub const Simulator = struct {
|
|||||||
///
|
///
|
||||||
/// Note: It only works outside of the delete mode
|
/// Note: It only works outside of the delete mode
|
||||||
show_connections: bool,
|
show_connections: bool,
|
||||||
|
/// Toggle that tracks whether ID (or possibly something more in the future) of every entity is displayed in GUI
|
||||||
|
display_entity_info: bool,
|
||||||
highlighted_entity: ?st.Entity,
|
highlighted_entity: ?st.Entity,
|
||||||
|
|
||||||
/// Constructor for convenience
|
/// Constructor for convenience
|
||||||
@@ -40,6 +42,7 @@ pub const Simulator = struct {
|
|||||||
.auto_continue = false,
|
.auto_continue = false,
|
||||||
.delete_mode = false,
|
.delete_mode = false,
|
||||||
.show_connections = false,
|
.show_connections = false,
|
||||||
|
.display_entity_info = false,
|
||||||
.highlighted_entity = null,
|
.highlighted_entity = null,
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -61,8 +64,8 @@ pub const Simulator = struct {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
self.road_man.draw(highlighted_road);
|
self.road_man.draw(highlighted_road, self.display_entity_info);
|
||||||
self.node_man.draw(pos);
|
self.node_man.draw(pos, self.display_entity_info);
|
||||||
|
|
||||||
self.drawRelatedSelectedEntities();
|
self.drawRelatedSelectedEntities();
|
||||||
}
|
}
|
||||||
@@ -76,18 +79,18 @@ pub const Simulator = struct {
|
|||||||
const node = h_entity.node;
|
const node = h_entity.node;
|
||||||
|
|
||||||
for (node.roads.items) |road| {
|
for (node.roads.items) |road| {
|
||||||
road.draw(true);
|
road.draw(true, self.display_entity_info);
|
||||||
}
|
}
|
||||||
|
|
||||||
node.draw(c.NODE_RELATED_COLOUR);
|
node.draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
|
||||||
},
|
},
|
||||||
.road => {
|
.road => {
|
||||||
const road = h_entity.road;
|
const road = h_entity.road;
|
||||||
|
|
||||||
road.draw(true);
|
road.draw(true, self.display_entity_info);
|
||||||
|
|
||||||
road.nodes[0].draw(c.NODE_RELATED_COLOUR);
|
road.nodes[0].draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
|
||||||
road.nodes[1].draw(c.NODE_RELATED_COLOUR);
|
road.nodes[1].draw(c.NODE_RELATED_COLOUR, self.display_entity_info);
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -109,6 +112,8 @@ pub const Simulator = struct {
|
|||||||
self.delete_mode = rl.isKeyDown(.left_shift);
|
self.delete_mode = rl.isKeyDown(.left_shift);
|
||||||
self.show_connections = rl.isKeyDown(.left_alt) and !self.delete_mode;
|
self.show_connections = rl.isKeyDown(.left_alt) and !self.delete_mode;
|
||||||
|
|
||||||
|
if (rl.isKeyReleased(.tab)) self.display_entity_info = !self.display_entity_info;
|
||||||
|
|
||||||
if (rl.isKeyReleased(.c)) self.clear() catch |err| {
|
if (rl.isKeyReleased(.c)) self.clear() catch |err| {
|
||||||
std.debug.panic("Failed to clear the entities: {}\n", .{err});
|
std.debug.panic("Failed to clear the entities: {}\n", .{err});
|
||||||
};
|
};
|
||||||
@@ -148,21 +153,11 @@ pub const Simulator = struct {
|
|||||||
// Prevents the road from being attached to 2 identical nodes (0 length road)
|
// 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| {
|
|
||||||
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| {
|
const intersections = self.getIntersectingRoads(self.allocator, temp, cur_node) catch |err| {
|
||||||
std.debug.panic("Intersection selection failure: {}\n", .{err});
|
std.debug.panic("Intersection selection failure: {}\n", .{err});
|
||||||
};
|
};
|
||||||
// DEBUG TODO REMOVE
|
defer self.allocator.free(intersections);
|
||||||
std.debug.print("Displaying intersection position and the intersected road:\n", .{});
|
self.splitRoadsByIntersections(intersections, temp, cur_node);
|
||||||
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;
|
||||||
@@ -213,20 +208,48 @@ pub const Simulator = struct {
|
|||||||
self.highlighted_entity = null;
|
self.highlighted_entity = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Returns array of IntersectionData struct, containing pointers to roads that got intersected and exact position
|
||||||
fn getIntersectingRoads(self: *const Simulator, allocator: std.mem.Allocator, start: *const Node, end: *const Node) ![]st.IntersectionData {
|
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 intersections: std.ArrayList(st.IntersectionData) = .empty;
|
||||||
var collision_point: rl.Vector2 = undefined;
|
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,
|
||||||
|
.origin = true,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
outer: for (self.road_man.roads.items) |road| {
|
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;
|
continue;
|
||||||
|
|
||||||
const intersection = st.IntersectionData {
|
const intersection = st.IntersectionData {
|
||||||
.road = road,
|
.road = road,
|
||||||
.pos = collision_point,
|
.pos = collision_point,
|
||||||
|
.origin = false,
|
||||||
};
|
};
|
||||||
|
|
||||||
// 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);
|
const node: Node = .init(0, intersection.pos);
|
||||||
// If the newly acquired intersection node is within the snapping radius of already existing nodes,
|
// If the newly acquired intersection node is within the snapping radius of already existing nodes,
|
||||||
// we don't add it to the list
|
// we don't add it to the list
|
||||||
@@ -236,22 +259,125 @@ pub const Simulator = struct {
|
|||||||
|
|
||||||
// If there is an existing node that covers our position within its snapping radius,
|
// If there is an existing node that covers our position within its snapping radius,
|
||||||
// then such position will not be saved as intersection
|
// 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);
|
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,
|
||||||
|
.origin = true,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
const sorted_intersection = try intersections.toOwnedSlice(allocator);
|
const sorted_intersection = try intersections.toOwnedSlice(allocator);
|
||||||
std.sort.block(st.IntersectionData, sorted_intersection, start, ut.compareIntersections);
|
std.sort.block(st.IntersectionData, sorted_intersection, start, ut.compareIntersections);
|
||||||
|
|
||||||
return sorted_intersection;
|
return sorted_intersection;
|
||||||
}
|
}
|
||||||
|
|
||||||
fn splitRoadsByIntersections(self: *Simulator, intersections: st.IntersectionData, start: *Node, end: *Node) void {
|
/// Takes the data about intersections and adds new nodes there alongside with linking existing roads to them
|
||||||
_ = intersections; // autofix
|
///
|
||||||
_ = end; // autofix
|
/// Important: This function assumes the intersection array is sorted by distance from the start node (ascending)
|
||||||
_ = start; // autofix
|
fn splitRoadsByIntersections(self: *Simulator, intersections: []st.IntersectionData, start: *Node, end: *Node) void {
|
||||||
_ = self; // autofix
|
if (intersections.len == 0) {
|
||||||
|
self.road_man.addRoad(self.allocator, start, end) catch |err| {
|
||||||
|
std.debug.panic("Failed creating the road out of origin nodes: {}\n", .{err});
|
||||||
|
};
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const first_node = self.node_man.getSelectedNode(self.allocator, intersections[0].pos) catch |err| {
|
||||||
|
std.debug.panic("Failed to add the first node of the intersection: {}\n", .{err});
|
||||||
|
};
|
||||||
|
|
||||||
|
var override_node: ?*Node = null;
|
||||||
|
// This if statement essentially checks that IF we only have one intersection and that one is one of the origin nodes,
|
||||||
|
// it means that we have to enable one of start => intersection, or, end => intersection road building logic
|
||||||
|
//
|
||||||
|
// However due to the possibility that we link the road to itself (intersection[0] is start that we then connect
|
||||||
|
// that one to start node; so intersection[0] => start = start => start),
|
||||||
|
// we have to essentially realise which node is that first intersection and essentially store that info and only
|
||||||
|
// let the opposite node form a road with the intersection
|
||||||
|
// and that is what override_node, override_start and override_end variables are all about
|
||||||
|
if (intersections.len == 1 and intersections[0].origin) {
|
||||||
|
override_node = if (first_node == start) end else start;
|
||||||
|
}
|
||||||
|
|
||||||
|
const override_start = override_node != null and override_node.? == start;
|
||||||
|
if (!intersections[0].origin or override_start) {
|
||||||
|
// Here we connect the start node with the first intersection node (via road)
|
||||||
|
self.road_man.addRoad(self.allocator, start, first_node) catch |err| {
|
||||||
|
std.debug.panic("Failed to add a road of origin (start) node and the first intersection node: {}\n", .{err});
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
for (0..intersections.len) |i| {
|
||||||
|
const intersection = intersections[i];
|
||||||
|
|
||||||
|
// The node created at the point of intersection
|
||||||
|
const new_node = self.node_man.getSelectedNode(self.allocator, intersection.pos) catch |err| {
|
||||||
|
std.debug.panic("Failed to create a node based on the intersection index {d}: {}\n", .{
|
||||||
|
i,
|
||||||
|
err
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
// Pointer to the node that borders the road that was intersected
|
||||||
|
// This node and the new_node will become nodes for the new road being created
|
||||||
|
const old_node_of_road = intersection.road.nodes[1];
|
||||||
|
|
||||||
|
// The old road that was intersected now borders the new node
|
||||||
|
// and the old node is removed from the road's end node reference,
|
||||||
|
// as is the end node's road reference
|
||||||
|
|
||||||
|
// So the intersected road loses old node (at the far end) and gets new node that intersects it
|
||||||
|
intersection.road.updateNodeReference(old_node_of_road, new_node) catch |err| {
|
||||||
|
std.debug.panic("Failed to update the road's node references: {}\n", .{err});
|
||||||
|
};
|
||||||
|
// Now the old node must not point at the intersection road
|
||||||
|
old_node_of_road.unreferenceRoad(intersection.road) catch |err| {
|
||||||
|
std.debug.panic("Failed to unreference the intersection road from the old node: {}\n", .{err});
|
||||||
|
};
|
||||||
|
new_node.referenceRoad(self.allocator, intersection.road) catch |err| {
|
||||||
|
std.debug.panic("Failed to reference the intersection road to the intersecting node: {}\n", .{err});
|
||||||
|
};
|
||||||
|
|
||||||
|
// Now we add the road (to the road list) and references the road at both bounding nodes
|
||||||
|
self.road_man.addRoad(self.allocator, new_node, old_node_of_road) catch |err| {
|
||||||
|
std.debug.panic("Failed to create a road of new node and former node of prior intersecting road: {}\n", .{
|
||||||
|
err
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
// Here we work on creating new roads between intersection nodes and as such because we need nodes
|
||||||
|
// at 2 different intersections, it means we have to be sure next one exists
|
||||||
|
if (i == intersections.len - 1) continue;
|
||||||
|
|
||||||
|
const next_intersection = self.node_man.getSelectedNode(self.allocator, intersections[i+1].pos) catch |err| {
|
||||||
|
std.debug.panic("Failed to create node of next intersection (current index={d}: {}\n", .{i, err});
|
||||||
|
};
|
||||||
|
|
||||||
|
// Creating the road connecting current intersection with the next one
|
||||||
|
self.road_man.addRoad(self.allocator, new_node, next_intersection) catch |err| {
|
||||||
|
std.debug.panic("Failed to create the road of current and next intersection nodes: {}\n", .{err});
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
const override_end = override_node != null and override_node.? == end;
|
||||||
|
|
||||||
|
// Finally we create final road by connecting last intersection node to the end origin node
|
||||||
|
const final_intersection = intersections[intersections.len - 1];
|
||||||
|
const final_intersection_node = self.node_man.getSelectedNode(self.allocator, final_intersection.pos) catch |err| {
|
||||||
|
std.debug.panic("Failed to create node based on last intersection position: {}\n", .{err});
|
||||||
|
};
|
||||||
|
|
||||||
|
if (final_intersection.origin and !override_end) return;
|
||||||
|
self.road_man.addRoad(self.allocator, final_intersection_node, end) catch |err| {
|
||||||
|
std.debug.panic("Failed to create a road of final intersection and end origin node: {}\n", .{err});
|
||||||
|
};
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
Reference in New Issue
Block a user