mesh: fix finding neighbors and edges from non-triangulation vertices

This fixes a panic caused by lack of implementation of handling of these.
This commit is contained in:
Mikolaj Wielgus 2023-12-19 21:24:11 +00:00
parent 84d5f9c49e
commit 9a755059c0
1 changed files with 103 additions and 34 deletions

View File

@ -3,7 +3,7 @@ use std::iter;
use enum_dispatch::enum_dispatch;
use geo::Point;
use itertools::Itertools;
use petgraph::visit;
use petgraph::visit::{self, NodeIndexable};
use petgraph::{stable_graph::NodeIndex, visit::EdgeRef};
use spade::{HasPosition, InsertionError, Point2};
@ -25,15 +25,31 @@ pub enum VertexIndex {
LooseBend(LooseBendIndex),
}
#[enum_dispatch(GetNodeIndex, MakePrimitive)]
#[derive(Debug, Hash, Clone, Copy, PartialEq, Eq)]
pub enum TriangulationVertexIndex {
FixedDot(FixedDotIndex),
FixedBend(FixedBendIndex),
}
impl From<TriangulationVertexIndex> for VertexIndex {
fn from(vertex: TriangulationVertexIndex) -> Self {
match vertex {
TriangulationVertexIndex::FixedDot(dot) => VertexIndex::FixedDot(dot),
TriangulationVertexIndex::FixedBend(bend) => VertexIndex::FixedBend(bend),
}
}
}
#[derive(Debug, Clone)]
struct TriangulationWeight {
vertex: VertexIndex,
vertex: TriangulationVertexIndex,
rails: Vec<LooseBendIndex>,
pos: Point,
}
impl GetVertexIndex<VertexIndex> for TriangulationWeight {
fn vertex(&self) -> VertexIndex {
impl GetVertexIndex<TriangulationVertexIndex> for TriangulationWeight {
fn vertex(&self) -> TriangulationVertexIndex {
self.vertex
}
}
@ -47,14 +63,19 @@ impl HasPosition for TriangulationWeight {
#[derive(Debug, Clone)]
pub struct Mesh {
triangulation: Triangulation<VertexIndex, TriangulationWeight>,
triangulation: Triangulation<TriangulationVertexIndex, TriangulationWeight>,
vertex_to_triangulation_vertex: Vec<Option<TriangulationVertexIndex>>,
}
impl Mesh {
pub fn new(layout: &Layout) -> Self {
Self {
let mut this = Self {
triangulation: Triangulation::new(layout),
}
vertex_to_triangulation_vertex: Vec::new(),
};
this.vertex_to_triangulation_vertex
.resize(layout.graph.node_bound(), None);
this
}
pub fn generate(&mut self, layout: &Layout) -> Result<(), InsertionError> {
@ -62,16 +83,16 @@ impl Mesh {
let center = node.primitive(layout).shape().center();
match node {
Index::FixedDot(fixed_dot) => {
Index::FixedDot(dot) => {
self.triangulation.add_vertex(TriangulationWeight {
vertex: fixed_dot.into(),
vertex: dot.into(),
rails: vec![],
pos: center,
})?;
}
Index::FixedBend(fixed_bend) => {
Index::FixedBend(bend) => {
self.triangulation.add_vertex(TriangulationWeight {
vertex: fixed_bend.into(),
vertex: bend.into(),
rails: vec![],
pos: center,
})?;
@ -81,12 +102,15 @@ impl Mesh {
}
for node in layout.nodes() {
// Add rails as vertices. This is how the mesh differs from the triangulation.
match node {
Index::LooseBend(loose_bend) => {
Index::LooseBend(bend) => {
self.triangulation
.weight_mut(layout.primitive(loose_bend).core().into())
.weight_mut(layout.primitive(bend).core().into())
.rails
.push(loose_bend.into());
.push(bend.into());
self.vertex_to_triangulation_vertex[bend.node_index().index()] =
Some(layout.primitive(bend).core().into());
}
_ => (),
}
@ -94,6 +118,16 @@ impl Mesh {
Ok(())
}
pub fn triangulation_vertex(&self, vertex: VertexIndex) -> TriangulationVertexIndex {
match vertex {
VertexIndex::FixedDot(dot) => TriangulationVertexIndex::FixedDot(dot),
VertexIndex::FixedBend(bend) => TriangulationVertexIndex::FixedBend(bend),
VertexIndex::LooseBend(bend) => {
self.vertex_to_triangulation_vertex[bend.node_index().index()].unwrap()
}
}
}
}
impl visit::GraphBase for Mesh {
@ -138,23 +172,29 @@ impl<'a> visit::IntoNeighbors for &'a Mesh {
type Neighbors = Box<dyn Iterator<Item = VertexIndex> + 'a>;
fn neighbors(self, vertex: Self::NodeId) -> Self::Neighbors {
Box::new(self.triangulation.neighbors(vertex).flat_map(|neighbor| {
iter::once(neighbor).chain(
Box::new(
self.triangulation
.neighbors(self.triangulation_vertex(vertex))
.flat_map(|neighbor| {
iter::once(neighbor.into()).chain(
self.triangulation
.weight(neighbor)
.rails
.iter()
.map(|index| VertexIndex::from(*index)),
)
}))
}),
)
}
}
fn edges(
triangulation: &Triangulation<VertexIndex, TriangulationWeight>,
edge: TriangulationEdgeReference<VertexIndex>,
fn edge_with_near_edges(
triangulation: &Triangulation<TriangulationVertexIndex, TriangulationWeight>,
edge: TriangulationEdgeReference<TriangulationVertexIndex>,
) -> impl Iterator<Item = MeshEdgeReference> {
let mut from_vertices = vec![edge.source()];
let mut from_vertices = vec![edge.source().into()];
// Append rails to the source.
from_vertices.extend(
triangulation
.weight(edge.source())
@ -163,7 +203,9 @@ fn edges(
.map(|bend| VertexIndex::from(*bend)),
);
let mut to_vertices = vec![edge.target()];
let mut to_vertices = vec![edge.target().into()];
// Append rails to the target.
to_vertices.extend(
triangulation
.weight(edge.target())
@ -172,12 +214,13 @@ fn edges(
.map(|bend| VertexIndex::from(*bend)),
);
// Return cartesian product.
from_vertices
.into_iter()
.cartesian_product(to_vertices.into_iter())
.map(|pair| MeshEdgeReference {
from: pair.0,
to: pair.1,
to: pair.1.into(),
})
}
@ -189,20 +232,46 @@ impl<'a> visit::IntoEdgeReferences for &'a Mesh {
Box::new(
self.triangulation
.edge_references()
.flat_map(move |edge| edges(&self.triangulation, edge)),
.flat_map(move |edge| edge_with_near_edges(&self.triangulation, edge)),
)
}
}
fn vertex_edges(
triangulation: &Triangulation<TriangulationVertexIndex, TriangulationWeight>,
from: VertexIndex,
to: TriangulationVertexIndex,
) -> impl Iterator<Item = MeshEdgeReference> {
let from_vertices = vec![from];
let mut to_vertices = vec![to.into()];
// Append rails to the target.
to_vertices.extend(
triangulation
.weight(to)
.rails
.iter()
.map(|bend| VertexIndex::from(*bend)),
);
// Return cartesian product.
from_vertices
.into_iter()
.cartesian_product(to_vertices.into_iter())
.map(|pair| MeshEdgeReference {
from: pair.0,
to: pair.1,
})
}
impl<'a> visit::IntoEdges for &'a Mesh {
type Edges = Box<dyn Iterator<Item = MeshEdgeReference> + 'a>;
fn edges(self, node: Self::NodeId) -> Self::Edges {
fn edges(self, vertex: Self::NodeId) -> Self::Edges {
Box::new(
self.triangulation
// FIXME: node has to be converted to triangulation vertex (?)
.edges(node)
.flat_map(move |edge| edges(&self.triangulation, edge)),
.edges(self.triangulation_vertex(vertex))
.flat_map(move |edge| vertex_edges(&self.triangulation, vertex, edge.target())),
)
}
}