use geo::geometry::Point; use petgraph::visit::{EdgeRef, IntoEdgeReferences}; use spade::InsertionError; use crate::astar::astar; use crate::bow::Bow; use crate::draw::Draw; use crate::graph::{BendIndex, DotIndex, Ends, SegIndex, TaggedIndex}; use crate::graph::{BendWeight, DotWeight, SegWeight}; use crate::guide::Guide; use crate::layout::Layout; use crate::math::Circle; use crate::mesh::{Mesh, VertexIndex}; use crate::rules::{Conditions, Rules}; use crate::segbend::Segbend; pub struct Router { pub layout: Layout, mesh: Mesh, rules: Rules, } struct Route { path: Vec, head: Head, width: f64, } pub struct Head { pub dot: DotIndex, pub segbend: Option, } impl Router { pub fn new() -> Self { Router { layout: Layout::new(), mesh: Mesh::new(), rules: Rules::new(), } } pub fn route(&mut self, from: DotIndex, to: DotIndex) -> Result<(), InsertionError> { // XXX: Should we actually store the mesh? May be useful for debugging, but doesn't look // right. self.mesh.triangulate(&self.layout)?; let (_cost, mesh_path) = astar( &self.mesh, self.mesh.vertex(from), |node, tracker| { let new_path = tracker.reconstruct_path_to(node); (node != self.mesh.vertex(to)).then_some(0) }, |_edge| 1, |_| 0, ) .unwrap(); // TODO. let path: Vec = mesh_path .iter() .map(|vertex| self.mesh.dot(*vertex)) .collect(); let mut route = self.route_start(path[0], 5.0); route = self.route_path(route, &path[1..(path.len() - 1)]).unwrap(); // TODO. let _ = self.route_finish(route, path[path.len() - 1]); Ok(()) } fn route_start(&mut self, from: DotIndex, width: f64) -> Route { Route { path: vec![], head: self.draw().start(from), width, } } fn route_finish(&mut self, route: Route, into: DotIndex) -> Result<(), ()> { self.draw().finish(route.head, into, route.width)?; Ok(()) } fn route_path(&mut self, mut route: Route, path: &[DotIndex]) -> Result { for dot in path { route = self.route_step(route, *dot)?; } Ok(route) } fn reroute_path(&mut self, mut route: Route, path: &[DotIndex]) -> Result { let prefix_length = route .path .iter() .zip(path) .take_while(|(vertex, dot)| **vertex == self.mesh.vertex(**dot)) .count(); let length = route.path.len(); route = self.unroute_steps(route, length - prefix_length)?; route = self.route_path(route, &path[prefix_length..])?; Ok(route) } fn unroute_step(&mut self, mut route: Route) -> Result { route.head = self.draw().undo_segbend(route.head).unwrap(); route.path.pop(); Ok(route) } fn unroute_steps(&mut self, mut route: Route, step_count: usize) -> Result { for _ in 0..step_count { route = self.unroute_step(route)?; } Ok(route) } fn route_step(&mut self, mut route: Route, to: DotIndex) -> Result { route.head = self .draw() .segbend_around_dot(route.head, to, true, route.width)?; route.path.push(self.mesh.vertex(to)); Ok(route) } pub fn squeeze_around_dot( &mut self, head: Head, around: DotIndex, cw: bool, width: f64, ) -> Result { let outer = self.layout.primitive(around).outer().unwrap(); let head = self.draw().segbend_around_dot(head, around, cw, width)?; self.layout .reattach_bend(outer, head.segbend.as_ref().unwrap().bend); self.reroute_outward(outer)?; Ok(head) } pub fn squeeze_around_bend( &mut self, head: Head, around: BendIndex, cw: bool, width: f64, ) -> Result { let outer = self.layout.primitive(around).outer().unwrap(); let head = self.draw().segbend_around_bend(head, around, cw, width)?; self.layout .reattach_bend(outer, head.segbend.as_ref().unwrap().bend); self.reroute_outward(outer)?; Ok(head) } fn reroute_outward(&mut self, bend: BendIndex) -> Result<(), ()> { let mut bows: Vec = vec![]; let cw = self.layout.primitive(bend).weight().cw; let mut cur_bend = bend; loop { bows.push(self.layout.bow(cur_bend)); cur_bend = match self.layout.primitive(cur_bend).outer() { Some(new_bend) => new_bend, None => break, } } let core = self.layout.primitive(bend).core().unwrap(); let mut maybe_inner = self.layout.primitive(bend).inner(); for bow in &bows { self.layout.remove_interior(bow); } for bow in &bows { let ends = bow.ends(); let mut head = self.draw().start(ends.0); let width = 5.0; if let Some(inner) = maybe_inner { head = self.draw().segbend_around_bend(head, inner, cw, width)?; } else { head = self.draw().segbend_around_dot(head, core, cw, width)?; } maybe_inner = head.segbend.as_ref().map(|segbend| segbend.bend); self.draw().finish(head, ends.1, width)?; self.relax_band(maybe_inner.unwrap()); } Ok(()) } fn relax_band(&mut self, bend: BendIndex) { let mut prev_bend = bend; while let Some(cur_bend) = self.layout.primitive(prev_bend).find_prev_akin() { if self.layout.primitive(cur_bend).cross_product() >= 0. { self.release_bow(cur_bend); } prev_bend = cur_bend; } let mut prev_bend = bend; while let Some(cur_bend) = self.layout.primitive(prev_bend).find_next_akin() { if self.layout.primitive(cur_bend).cross_product() >= 0. { self.release_bow(cur_bend); } prev_bend = cur_bend; } } fn release_bow(&mut self, bend: BendIndex) { let bow = self.layout.bow(bend); let ends = bow.ends(); self.layout.remove_interior(&bow); let head = self.draw().start(ends.0); let _ = self.draw().finish(head, ends.1, 5.0); } pub fn move_dot(&mut self, dot: DotIndex, to: Point) -> Result<(), ()> { self.layout.move_dot(dot, to)?; if let Some(outer) = self.layout.primitive(dot).outer() { self.reroute_outward(outer)?; } Ok(()) } pub fn draw(&mut self) -> Draw { Draw::new(&mut self.layout, &self.rules) } pub fn routeedges(&self) -> impl Iterator + '_ { self.mesh.edge_references().map(|edge| { ( self.mesh.position(edge.source()), self.mesh.position(edge.target()), ) }) } }