Compare commits

...

10 Commits

8 changed files with 343 additions and 53 deletions

View File

@@ -24,3 +24,10 @@ pub const ROAD_SIZE = 20;
pub const ROAD_COLOUR = clr.black;
/// Colour of the road that is highlighted
pub const ROAD_HIGHLIGHTED_COLOUR = clr.green;
/// Regular text size
pub const TEXT_SIZE = 50;
/// Text size that is used for displaying entity IDs
pub const ENTITY_DATA_TEXT_SIZE = TEXT_SIZE / 2;
/// Text colour in which entity IDs are displayed if toggled
pub const ENTITY_DATA_TEXT_COLOUR = clr.orange;

View File

@@ -3,7 +3,12 @@ const Vector2 = @import("raylib").Vector2;
const Road = @import("../infrastructure/road.zig").Road;
const Node = @import("../infrastructure/node.zig").Node;
/// Can point to either entity type (node, road, etc.)
/// This is a simple equivalent to something like abstract class, so the simulator class has only one variable
/// which tracks which object is highlighted and the logic that seeks to find the current highlighted class doesn't need
/// to figure out which highlighted entity has priority in case of overlap;
/// given that car can be on node and road, and node itself is on road(s)
///
/// TLDR: Can point to either entity type (node, road, etc.)
pub const Entity = union(enum) {
node: *Node,
road: *Road,
@@ -16,4 +21,11 @@ pub const IntersectionData = struct {
pos: Vector2,
/// Points to the road where the intersection occured
road: *Road,
/// Tracks whether this intersection is actually an origin point
/// (In simple terms this means whether the point/node that intersects is also the start/end node)
///
/// We do this because the referencing logic is very strict and will return an error
/// if we try to reference something that is already referenced, due to stricter approach helping with
/// earlier bug and error detection
origin: bool,
};

29
src/common/utils.zig Normal file
View File

@@ -0,0 +1,29 @@
const Vector2 = @import("raylib").Vector2;
const st = @import("structures.zig");
const Node = @import("../infrastructure/node.zig").Node;
/// Returns distance between two nodes, used mostly for road length and possibly for A* heuristics
pub fn calculate_length(start: Vector2, end: Vector2) f32 {
const x_diff = end.x - start.x;
const y_diff = end.y - start.y;
const squared_solution = x_diff * x_diff + y_diff * y_diff;
return @sqrt(squared_solution);
}
/// 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;
}
/// Returns vector from P1 to P2
pub fn getVectorP1P2(p1: Vector2, p2: Vector2) Vector2 {
return .{
.x = p2.x - p1.x,
.y = p2.y - p1.y,
};
}

View File

@@ -4,6 +4,7 @@ const rl = @import("raylib");
const c = @import("../common/constants.zig");
const e = @import("../errors.zig");
const st = @import("../common/structures.zig");
const ut = @import("../common/utils.zig");
const Road = @import("road.zig").Road;
pub const Node = struct {
@@ -34,10 +35,22 @@ pub const Node = struct {
}
/// Simple function which draws the node
pub fn draw(self: *const Node, direct_colour: ?rl.Color) void {
pub fn draw(self: *const Node, direct_colour: ?rl.Color, display_info: bool) void {
const colour = if (direct_colour) |clr| clr else c.NODE_COLOUR;
rl.drawCircleV(self.pos, c.NODE_RADIUS, colour);
if (!display_info) return;
var buf: [100]u8 = undefined;
const entity_info = std.fmt.bufPrintZ(&buf, "{d}", .{self.id}) catch |err| {
std.debug.panic("Failed to allocate space for ID???: {}\n", .{err});
};
const info_x = @as(i32, @trunc(self.pos.x)) - c.NODE_RADIUS / 2;
const info_y = @as(i32, @trunc(self.pos.y)) - c.NODE_RADIUS / 2;
rl.drawText(entity_info, info_x, info_y,
c.ENTITY_DATA_TEXT_SIZE, c.ENTITY_DATA_TEXT_COLOUR);
}
/// Determines whether the pos (location) is within the snapping radius of the node
@@ -77,6 +90,20 @@ pub const Node = struct {
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);
}
/// 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

@@ -33,9 +33,9 @@ pub const NodeManager = struct {
}
/// Regular draw function
pub fn draw(self: *const NodeManager, pos: Vector2) void {
pub fn draw(self: *const NodeManager, pos: Vector2, display_info: bool) void {
for (self.nodes.items) |node| {
node.draw(null);
node.draw(null, display_info);
}
if (self.temp_node) |node| {
@@ -43,18 +43,29 @@ pub const NodeManager = struct {
var cur_node = Node.init(0, pos);
// Temporary road that is to be drawn as one in the making
const road: Road = .init(0, node, &cur_node);
road.draw(false);
road.draw(false, false);
node.draw(c.NODE_TEMP_COLOUR);
cur_node.draw(c.NODE_CURSOR_COLOUR);
node.draw(c.NODE_TEMP_COLOUR, display_info);
cur_node.draw(c.NODE_CURSOR_COLOUR, false);
}
}
/// 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;
/// otherwise creates a new node and returns its pointer
pub fn getSelectedNode(self: *NodeManager, allocator: std.mem.Allocator, pos: Vector2) !*Node {
for (self.nodes.items) |node| {
if (node.withinSnapRadius(pos)) return node;
if (self.getNodeIfExists(pos)) |node| {
return node;
}
// No node is within that position, so we must create a new one
@@ -107,16 +118,20 @@ pub const NodeManager = struct {
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
pub fn deleteTempNode(self: *NodeManager, allocator: std.mem.Allocator) void {
if (self.temp_node == null) return;
const node = self.temp_node.?;
if (node.roads.items.len == 0)
self.deleteNode(allocator, node) catch |err| {
std.debug.panic("Failed to delete the temporary node: {}\n", .{err});
};
self.temp_node = null;
if (node.roads.items.len != 0) return;
self.deleteNode(allocator, node) catch |err| {
std.debug.panic("Failed to delete the temporary node: {}\n", .{err});
};
}
};

View File

@@ -1,7 +1,9 @@
const rl = @import("raylib");
const c = @import("../common/constants.zig");
const e = @import("../errors.zig");
const st = @import("../common/structures.zig");
const ut = @import("../common/utils.zig");
const Node = @import("node.zig").Node;
pub const Road = struct {
@@ -20,7 +22,7 @@ pub const Road = struct {
.length = 0,
};
road.length = road.calculate_length();
road.length = ut.calculate_length(start.pos, end.pos);
return road;
}
@@ -45,9 +47,25 @@ pub const Road = struct {
///
/// In the future as we improve and make roads more complex with multiple lanes and such
/// 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;
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
@@ -59,9 +77,23 @@ 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);
}
/// 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");
@@ -92,4 +124,7 @@ test "valid road nodes" {
try expect(road.nodes[0].id == 34);
try expect(road.nodes[1].id == 227);
}
}
// TODO tests
// test every case error for every function that can return an error

View File

@@ -1,8 +1,9 @@
const std = @import("std");
const rl = @import("raylib");
const st = @import("../common/structures.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 Node = @import("node.zig").Node;
@@ -26,19 +27,18 @@ pub const RoadManager = struct {
}
/// Draws all the roads in the list, sends the information ahead whether the road drawn should be highlighted
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| {
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
/// 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 {
const road: Road = .init(self.getNextID(), start, end);
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);
const ref = self.roads.items[self.roads.items.len - 1];
@@ -88,30 +88,11 @@ 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;
}
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;

View File

@@ -3,7 +3,9 @@ const rl = @import("raylib");
const c = @import("common/constants.zig");
const st = @import("common/structures.zig");
const ut = @import("common/utils.zig");
const Road = @import("infrastructure/road.zig").Road;
const Node = @import("infrastructure/node.zig").Node;
const NodeManager = @import("infrastructure/node_manager.zig").NodeManager;
const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
@@ -27,6 +29,8 @@ pub const Simulator = struct {
///
/// Note: It only works outside of the delete mode
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,
/// Constructor for convenience
@@ -38,6 +42,7 @@ pub const Simulator = struct {
.auto_continue = false,
.delete_mode = false,
.show_connections = false,
.display_entity_info = false,
.highlighted_entity = null,
};
}
@@ -59,8 +64,8 @@ pub const Simulator = struct {
}
}
self.road_man.draw(highlighted_road);
self.node_man.draw(pos);
self.road_man.draw(highlighted_road, self.display_entity_info);
self.node_man.draw(pos, self.display_entity_info);
self.drawRelatedSelectedEntities();
}
@@ -74,18 +79,18 @@ pub const Simulator = struct {
const node = h_entity.node;
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 => {
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[1].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, self.display_entity_info);
},
}
}
@@ -107,6 +112,8 @@ pub const Simulator = struct {
self.delete_mode = rl.isKeyDown(.left_shift);
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| {
std.debug.panic("Failed to clear the entities: {}\n", .{err});
};
@@ -143,10 +150,14 @@ pub const Simulator = struct {
};
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;
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| {
std.debug.panic("Intersection selection failure: {}\n", .{err});
};
defer self.allocator.free(intersections);
self.splitRoadsByIntersections(intersections, temp, cur_node);
self.node_man.temp_node = if (self.auto_continue) cur_node else null;
return;
@@ -196,4 +207,177 @@ pub const Simulator = struct {
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 {
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,
.origin = true,
});
}
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,
.origin = false,
};
// 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
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;
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);
std.sort.block(st.IntersectionData, sorted_intersection, start, ut.compareIntersections);
return sorted_intersection;
}
/// Takes the data about intersections and adds new nodes there alongside with linking existing roads to them
///
/// Important: This function assumes the intersection array is sorted by distance from the start node (ascending)
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 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});
};
}
};