feat(topola-egui): Add showing of triangulation constraints to debug overlay

This commit is contained in:
Mikolaj Wielgus 2025-07-05 00:59:29 +02:00 committed by mikolaj
parent f3245b9607
commit 3e322d7b34
5 changed files with 58 additions and 7 deletions

View File

@ -167,6 +167,7 @@ pub struct ViewActions {
pub show_ratsnest: Switch,
pub show_navmesh: Switch,
pub show_triangulation: Switch,
pub show_triangulation_constraints: Switch,
pub show_pathfinding_scores: Switch,
pub show_topo_navmesh: Switch,
pub show_bboxes: Switch,
@ -182,6 +183,10 @@ impl ViewActions {
show_navmesh: Action::new_keyless(tr.text("tr-menu-view-show-navmesh")).into_switch(),
show_triangulation: Action::new_keyless(tr.text("tr-menu-view-show-triangulation"))
.into_switch(),
show_triangulation_constraints: Action::new_keyless(
tr.text("tr-menu-view-show-triangulation-constraints"),
)
.into_switch(),
show_pathfinding_scores: Action::new_keyless(
tr.text("tr-menu-view-show-pathfinding-scores"),
)
@ -216,6 +221,8 @@ impl ViewActions {
self.show_navmesh.checkbox(ui, &mut menu_bar.show_navmesh);
self.show_triangulation
.checkbox(ui, &mut menu_bar.show_triangulation);
self.show_triangulation_constraints
.checkbox(ui, &mut menu_bar.show_triangulation_constraints);
self.show_pathfinding_scores
.checkbox(ui, &mut menu_bar.show_pathfinding_scores);
self.show_topo_navmesh

View File

@ -29,6 +29,7 @@ pub struct MenuBar {
pub show_ratsnest: bool,
pub show_navmesh: bool,
pub show_triangulation: bool,
pub show_triangulation_constraints: bool,
pub show_pathfinding_scores: bool,
pub show_topo_navmesh: bool,
pub show_bboxes: bool,
@ -52,6 +53,7 @@ impl MenuBar {
show_ratsnest: true,
show_navmesh: false,
show_triangulation: false,
show_triangulation_constraints: false,
show_pathfinding_scores: false,
show_topo_navmesh: false,
show_bboxes: false,

View File

@ -438,6 +438,28 @@ impl Viewport {
}
}
if menu_bar.show_triangulation_constraints {
if let Some(activity) = workspace.interactor.maybe_activity() {
if let Some(thetastar) = activity.maybe_thetastar() {
let navmesh = thetastar.graph();
for (from_weight, to_weight) in navmesh.constraints() {
let from = from_weight.pos + [100.0, 100.0].into();
let to = to_weight.pos + [100.0, 100.0].into();
painter.paint_edge(
from,
to,
egui::Stroke::new(
1.0,
egui::Color32::from_rgb(255, 255, 0),
),
)
}
}
}
}
if menu_bar.show_topo_navmesh {
if let Some(navmesh) = workspace
.interactor

View File

@ -23,6 +23,7 @@ tr-menu-view-zoom-to-fit = Zoom to Fit
tr-menu-view-show-ratsnest = Show Ratsnest
tr-menu-view-show-navmesh = Show Navmesh
tr-menu-view-show-triangulation = Show Triangulation
tr-menu-view-show-triangulation-constraints = Show Triangulation Constraints
tr-menu-view-show-pathfinding-scores = Show Pathfinding Scores
tr-menu-view-show-topo-navmesh = Show Topological Navmesh
tr-menu-view-show-bboxes = Show BBoxes

View File

@ -170,6 +170,9 @@ pub struct Navmesh {
/// Original triangulation stored for debugging purposes.
// XXX: Maybe have a way to compile this out in release?
triangulation: Triangulation<TrianvertexNodeIndex, TrianvertexWeight, ()>,
// Original triangulation constraints stored for debugging purposes.
// XXX: Maybe have a way to compile this out in release?
constraints: Vec<(TrianvertexWeight, TrianvertexWeight)>,
}
impl Navmesh {
@ -182,6 +185,7 @@ impl Navmesh {
) -> Result<Self, NavmeshError> {
let mut triangulation: Triangulation<TrianvertexNodeIndex, TrianvertexWeight, ()> =
Triangulation::new(layout.drawing().geometry().graph().node_bound());
let mut constraints = vec![];
let layer = layout.drawing().primitive(origin).layer();
let maybe_net = layout.drawing().primitive(origin).maybe_net();
@ -203,8 +207,7 @@ impl Navmesh {
}
PrimitiveIndex::LoneLooseSeg(seg) => {
let (from_dot, to_dot) = layout.drawing().primitive(seg).joints();
triangulation.add_constraint_edge(
let (from_weight, to_weight) = (
TrianvertexWeight {
node: from_dot.into(),
pos: from_dot.primitive(layout.drawing()).shape().center(),
@ -213,7 +216,11 @@ impl Navmesh {
node: to_dot.into(),
pos: to_dot.primitive(layout.drawing()).shape().center(),
},
)?;
);
triangulation
.add_constraint_edge(from_weight.clone(), to_weight.clone())?;
constraints.push((from_weight, to_weight));
}
PrimitiveIndex::SeqLooseSeg(seg) => {
let (from_joint, to_joint) = layout.drawing().primitive(seg).joints();
@ -229,8 +236,7 @@ impl Navmesh {
let to_bend = layout.drawing().primitive(to_joint).bend();
let to_dot = layout.drawing().primitive(to_bend).core();
triangulation.add_constraint_edge(
let (from_weight, to_weight) = (
TrianvertexWeight {
node: from_dot.into(),
pos: from_dot.primitive(layout.drawing()).shape().center(),
@ -239,7 +245,11 @@ impl Navmesh {
node: to_dot.into(),
pos: to_dot.primitive(layout.drawing()).shape().center(),
},
)?;
);
triangulation
.add_constraint_edge(from_weight.clone(), to_weight.clone())?;
constraints.push((from_weight, to_weight));
}
PrimitiveIndex::FixedBend(bend) => {
triangulation.add_vertex(TrianvertexWeight {
@ -297,7 +307,14 @@ impl Navmesh {
}
}
Self::new_from_triangulation(layout, triangulation, origin, destination, options)
Self::new_from_triangulation(
layout,
triangulation,
origin,
destination,
constraints,
options,
)
}
fn new_from_triangulation(
@ -305,6 +322,7 @@ impl Navmesh {
triangulation: Triangulation<TrianvertexNodeIndex, TrianvertexWeight, ()>,
origin: FixedDotIndex,
destination: FixedDotIndex,
constraints: Vec<(TrianvertexWeight, TrianvertexWeight)>,
options: RouterOptions,
) -> Result<Self, NavmeshError> {
let mut graph: UnGraph<NavnodeWeight, (), usize> = UnGraph::default();
@ -398,6 +416,7 @@ impl Navmesh {
destination,
destination_navnode: NavnodeIndex(destination_navnode.unwrap()),
triangulation,
constraints,
})
}