mirror of https://codeberg.org/topola/topola.git
feat(router/navmesh): Add constraint edges for loose segs
This does not work entirely correctly. I will investigate in subsequent commits.
This commit is contained in:
parent
274ad166c1
commit
f3245b9607
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@ -166,6 +166,7 @@ pub struct ViewActions {
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pub zoom_to_fit: Switch,
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pub show_ratsnest: Switch,
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pub show_navmesh: Switch,
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pub show_triangulation: Switch,
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pub show_pathfinding_scores: Switch,
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pub show_topo_navmesh: Switch,
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pub show_bboxes: Switch,
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@ -179,6 +180,8 @@ impl ViewActions {
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zoom_to_fit: Action::new_keyless(tr.text("tr-menu-view-zoom-to-fit")).into_switch(),
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show_ratsnest: Action::new_keyless(tr.text("tr-menu-view-show-ratsnest")).into_switch(),
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show_navmesh: Action::new_keyless(tr.text("tr-menu-view-show-navmesh")).into_switch(),
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show_triangulation: Action::new_keyless(tr.text("tr-menu-view-show-triangulation"))
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.into_switch(),
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show_pathfinding_scores: Action::new_keyless(
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tr.text("tr-menu-view-show-pathfinding-scores"),
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)
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@ -211,6 +214,8 @@ impl ViewActions {
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ui.add_enabled_ui(have_workspace, |ui| {
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self.show_ratsnest.checkbox(ui, &mut menu_bar.show_ratsnest);
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self.show_navmesh.checkbox(ui, &mut menu_bar.show_navmesh);
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self.show_triangulation
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.checkbox(ui, &mut menu_bar.show_triangulation);
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self.show_pathfinding_scores
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.checkbox(ui, &mut menu_bar.show_pathfinding_scores);
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self.show_topo_navmesh
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@ -28,6 +28,7 @@ pub struct MenuBar {
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pub is_placing_via: bool,
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pub show_ratsnest: bool,
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pub show_navmesh: bool,
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pub show_triangulation: bool,
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pub show_pathfinding_scores: bool,
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pub show_topo_navmesh: bool,
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pub show_bboxes: bool,
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@ -50,6 +51,7 @@ impl MenuBar {
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is_placing_via: false,
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show_ratsnest: true,
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show_navmesh: false,
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show_triangulation: false,
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show_pathfinding_scores: false,
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show_topo_navmesh: false,
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show_bboxes: false,
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@ -23,7 +23,10 @@ use topola::{
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},
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layout::poly::MakePolygon,
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math::{Circle, RotationSense},
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router::{navmesh::NavnodeIndex, ng::pie},
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router::{
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navmesh::{BinavnodeNodeIndex, NavnodeIndex},
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ng::pie,
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},
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};
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use crate::{
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@ -36,8 +39,6 @@ pub struct Viewport {
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/// how much should a single arrow key press scroll
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pub kbd_scroll_delta_factor: f32,
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pub scheduled_zoom_to_fit: bool,
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update_counter: f32,
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}
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impl Viewport {
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@ -46,7 +47,6 @@ impl Viewport {
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transform: egui::emath::TSTransform::new([0.0, 0.0].into(), 0.01),
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kbd_scroll_delta_factor: 5.0,
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scheduled_zoom_to_fit: false,
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update_counter: 0.0,
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}
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}
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@ -271,8 +271,8 @@ impl Viewport {
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if menu_bar.show_navmesh {
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if let Some(activity) = workspace.interactor.maybe_activity() {
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if let Some(astar) = activity.maybe_thetastar() {
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let navmesh = astar.graph();
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if let Some(thetastar) = activity.maybe_thetastar() {
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let navmesh = thetastar.graph();
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for edge in navmesh.edge_references() {
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let mut from = PrimitiveIndex::from(
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@ -376,13 +376,13 @@ impl Viewport {
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if menu_bar.show_pathfinding_scores {
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//TODO "{astar.scores[index]} ({astar.estimate_scores[index]}) (...)"
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let score_text = astar
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let score_text = thetastar
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.scores()
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.get(&navnode)
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.map_or_else(String::new, |s| {
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format!("g={:.2}", s)
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});
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let estimate_score_text = astar
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let estimate_score_text = thetastar
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.estimate_scores()
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.get(&navnode)
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.map_or_else(String::new, |s| {
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@ -406,6 +406,38 @@ impl Viewport {
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}
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}
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if menu_bar.show_triangulation {
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if let Some(activity) = workspace.interactor.maybe_activity() {
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if let Some(thetastar) = activity.maybe_thetastar() {
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let navmesh = thetastar.graph();
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for edge in navmesh.triangulation().edge_references() {
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let from = PrimitiveIndex::from(BinavnodeNodeIndex::from(
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edge.source(),
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))
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.primitive(board.layout().drawing())
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.shape()
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.center();
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let to = PrimitiveIndex::from(BinavnodeNodeIndex::from(
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edge.target(),
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))
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.primitive(board.layout().drawing())
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.shape()
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.center();
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painter.paint_edge(
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from,
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to,
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egui::Stroke::new(
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1.0,
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egui::Color32::from_rgb(255, 255, 255),
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),
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);
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}
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}
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}
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}
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if menu_bar.show_topo_navmesh {
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if let Some(navmesh) = workspace
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.interactor
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@ -22,6 +22,7 @@ tr-menu-view = View
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tr-menu-view-zoom-to-fit = Zoom to Fit
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tr-menu-view-show-ratsnest = Show Ratsnest
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tr-menu-view-show-navmesh = Show Navmesh
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tr-menu-view-show-triangulation = Show Triangulation
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tr-menu-view-show-pathfinding-scores = Show Pathfinding Scores
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tr-menu-view-show-topo-navmesh = Show Topological Navmesh
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tr-menu-view-show-bboxes = Show BBoxes
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@ -4,6 +4,7 @@
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use std::collections::BTreeMap;
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use derive_getters::Getters;
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use enum_dispatch::enum_dispatch;
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use geo::Point;
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use petgraph::{
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@ -21,10 +22,10 @@ use thiserror::Error;
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use crate::{
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drawing::{
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bend::{FixedBendIndex, LooseBendIndex},
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dot::FixedDotIndex,
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dot::{DotIndex, FixedDotIndex},
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gear::{GearIndex, GetNextGear},
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graph::{GetMaybeNet, MakePrimitive, PrimitiveIndex},
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primitive::{GetJoints, MakePrimitiveShape, Primitive},
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primitive::{GetCore, GetJoints, MakePrimitiveShape, Primitive},
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rules::AccessRules,
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Drawing,
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},
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@ -92,14 +93,14 @@ impl From<BinavnodeNodeIndex> for GearIndex {
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/// The name "trianvertex" is a shortening of "triangulation vertex".
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#[enum_dispatch(GetPetgraphIndex, MakePrimitive)]
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#[derive(Clone, Copy, Debug, Eq, Ord, PartialEq, PartialOrd)]
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enum TrianvertexNodeIndex {
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pub enum TrianvertexNodeIndex {
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FixedDot(FixedDotIndex),
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FixedBend(FixedBendIndex),
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}
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impl From<TrianvertexNodeIndex> for BinavnodeNodeIndex {
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fn from(vertex: TrianvertexNodeIndex) -> Self {
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match vertex {
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fn from(trianvertex: TrianvertexNodeIndex) -> Self {
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match trianvertex {
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TrianvertexNodeIndex::FixedDot(dot) => BinavnodeNodeIndex::FixedDot(dot),
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TrianvertexNodeIndex::FixedBend(bend) => BinavnodeNodeIndex::FixedBend(bend),
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}
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@ -107,7 +108,7 @@ impl From<TrianvertexNodeIndex> for BinavnodeNodeIndex {
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}
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#[derive(Debug, Clone)]
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struct TrianvertexWeight {
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pub struct TrianvertexWeight {
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pub node: TrianvertexNodeIndex,
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pub pos: Point,
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}
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@ -154,13 +155,21 @@ pub enum NavmeshError {
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/// along-edge crossing.
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///
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/// The name "navmesh" is a blend of "navigation mesh".
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#[derive(Debug, Clone)]
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#[derive(Clone, Getters)]
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pub struct Navmesh {
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graph: UnGraph<NavnodeWeight, (), usize>,
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#[getter(skip)]
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origin: FixedDotIndex,
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#[getter(skip)]
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origin_navnode: NavnodeIndex,
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#[getter(skip)]
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destination: FixedDotIndex,
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#[getter(skip)]
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destination_navnode: NavnodeIndex,
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/// Original triangulation stored for debugging purposes.
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// XXX: Maybe have a way to compile this out in release?
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triangulation: Triangulation<TrianvertexNodeIndex, TrianvertexWeight, ()>,
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}
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impl Navmesh {
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@ -192,7 +201,7 @@ impl Navmesh {
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pos: primitive.shape().center(),
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})?;
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}
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PrimitiveIndex::FixedSeg(seg) => {
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PrimitiveIndex::LoneLooseSeg(seg) => {
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let (from_dot, to_dot) = layout.drawing().primitive(seg).joints();
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triangulation.add_constraint_edge(
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@ -206,6 +215,32 @@ impl Navmesh {
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},
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)?;
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}
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PrimitiveIndex::SeqLooseSeg(seg) => {
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let (from_joint, to_joint) = layout.drawing().primitive(seg).joints();
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let from_dot = match from_joint {
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DotIndex::Fixed(dot) => dot,
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DotIndex::Loose(dot) => {
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let bend = layout.drawing().primitive(dot).bend();
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layout.drawing().primitive(bend).core()
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}
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};
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let to_bend = layout.drawing().primitive(to_joint).bend();
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let to_dot = layout.drawing().primitive(to_bend).core();
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triangulation.add_constraint_edge(
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TrianvertexWeight {
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node: from_dot.into(),
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pos: from_dot.primitive(layout.drawing()).shape().center(),
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},
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TrianvertexWeight {
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node: to_dot.into(),
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pos: to_dot.primitive(layout.drawing()).shape().center(),
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},
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)?;
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}
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PrimitiveIndex::FixedBend(bend) => {
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triangulation.add_vertex(TrianvertexWeight {
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node: bend.into(),
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@ -218,6 +253,50 @@ impl Navmesh {
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}
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}
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for node in layout.drawing().layer_primitive_nodes(layer) {
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let primitive = node.primitive(layout.drawing());
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if let Some(primitive_net) = primitive.maybe_net() {
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if node == origin.into()
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|| node == destination.into()
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|| Some(primitive_net) != maybe_net
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{
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// If you have a band that was routed from a polygonal pad,
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// upon another routing some of the constraint edges created
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// from the loose segs band will intersect some of the
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// constraint edges created from the fixed segs constituting
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// the pad boundary.
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//
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// Such constraint intersections are erroneous and cause
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// Spade to throw a panic at runtime. So, to prevent this
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// from occuring, we iterate over the layout for the second
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// time, after all the constraint edges from bands have
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// been placed, and only then add constraint edges created
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// from fixed segs, but only ones that do not cause an
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// intersection.
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match node {
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PrimitiveIndex::FixedSeg(seg) => {
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let (from_dot, to_dot) = layout.drawing().primitive(seg).joints();
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let from_weight = TrianvertexWeight {
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node: from_dot.into(),
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pos: from_dot.primitive(layout.drawing()).shape().center(),
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};
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let to_weight = TrianvertexWeight {
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node: to_dot.into(),
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pos: to_dot.primitive(layout.drawing()).shape().center(),
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};
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if !triangulation.intersects_constraint(&from_weight, &to_weight) {
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triangulation.add_constraint_edge(from_weight, to_weight)?;
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}
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}
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_ => (),
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}
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}
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}
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}
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Self::new_from_triangulation(layout, triangulation, origin, destination, options)
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}
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@ -318,6 +397,7 @@ impl Navmesh {
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origin_navnode: NavnodeIndex(origin_navnode.unwrap()),
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destination,
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destination_navnode: NavnodeIndex(destination_navnode.unwrap()),
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triangulation,
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})
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}
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@ -342,11 +422,6 @@ impl Navmesh {
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.push((navnode1, navnode2));
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}
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/// Returns the navmesh's underlying petgraph graph structure.
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pub fn graph(&self) -> &UnGraph<NavnodeWeight, (), usize> {
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&self.graph
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}
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/// Returns the origin node.
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pub fn origin(&self) -> FixedDotIndex {
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self.origin
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@ -46,7 +46,31 @@ impl<I: GetPetgraphIndex, VW: GetTrianvertexNodeIndex<I> + HasPosition, EW: Defa
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}
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pub fn add_constraint_edge(&mut self, from: VW, to: VW) -> Result<bool, InsertionError> {
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self.cdt.add_constraint_edge(from, to)
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let from_index = from.node_index().petgraph_index().index();
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let to_index = to.node_index().petgraph_index().index();
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// It is possible for one or both constraint edge endpoint vertices to
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// not exist in the triangulation even after everything has been added.
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// This can happen if the constraint was formed from a band wrapped
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// over a polygonal pad that is the routing origin or destination, since
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// in such situation the vertices of the pad boundary are not added to
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// the triangulation.
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//
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// To prevent this from causing a panic at runtime, we idempotently add
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// the constraint edge endpoint vertices to triangulation before adding
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// the edge itself.
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self.add_vertex(from)?;
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self.add_vertex(to)?;
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Ok(self.cdt.add_constraint(
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self.trianvertex_to_handle[from_index].unwrap(),
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self.trianvertex_to_handle[to_index].unwrap(),
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))
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}
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pub fn intersects_constraint(&self, from: &VW, to: &VW) -> bool {
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self.cdt
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.intersects_constraint(from.position(), to.position())
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}
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pub fn weight(&self, vertex: I) -> &VW {
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