use geo::geometry::Point; use petgraph::visit::{EdgeRef, IntoEdgeReferences}; use spade::InsertionError; use crate::astar::{astar, AstarStrategy, PathTracker}; use crate::bow::Bow; use crate::draw::{Draw, Head}; 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, MeshEdgeReference, VertexIndex}; use crate::route::{Route, Trace}; use crate::rules::{Conditions, Rules}; use crate::segbend::Segbend; pub struct Router { pub layout: Layout, rules: Rules, } pub trait RouteStrategy { fn route_cost(&mut self, path: &[VertexIndex]) -> u64; fn edge_cost(&mut self, edge: MeshEdgeReference) -> u64; fn estimate_cost(&mut self, vertex: VertexIndex) -> u64; } pub struct DefaultRouteStrategy {} impl DefaultRouteStrategy { pub fn new() -> Self { Self {} } } impl RouteStrategy for DefaultRouteStrategy { fn route_cost(&mut self, path: &[VertexIndex]) -> u64 { 0 } fn edge_cost(&mut self, edge: MeshEdgeReference) -> u64 { 1 } fn estimate_cost(&mut self, vertex: VertexIndex) -> u64 { 0 } } struct RouterAstarStrategy<'a, RS: RouteStrategy> { route: Route<'a>, trace: Trace, to: VertexIndex, route_strategy: RS, } impl<'a, RS: RouteStrategy> RouterAstarStrategy<'a, RS> { pub fn new(route: Route<'a>, trace: Trace, to: VertexIndex, route_strategy: RS) -> Self { Self { route, trace, to, route_strategy, } } } impl<'a, RS: RouteStrategy> AstarStrategy<&Mesh, u64> for RouterAstarStrategy<'a, RS> { fn reroute(&mut self, vertex: VertexIndex, tracker: &PathTracker<&Mesh>) -> Option { let new_path = tracker.reconstruct_path_to(vertex); if vertex == self.to { self.route .rework_path(&mut self.trace, &new_path[..new_path.len() - 1], 5.0) .ok(); self.route .finish(&mut self.trace, new_path[new_path.len() - 1], 5.0) .ok(); None } else { self.route.rework_path(&mut self.trace, &new_path, 5.0).ok(); Some(self.route_strategy.route_cost(&new_path)) } } fn edge_cost(&mut self, edge: MeshEdgeReference) -> u64 { self.route_strategy.edge_cost(edge) } fn estimate_cost(&mut self, vertex: VertexIndex) -> u64 { self.route_strategy.estimate_cost(vertex) } } impl Router { pub fn new() -> Self { Router { layout: Layout::new(), rules: Rules::new(), } } pub fn enroute( &mut self, from: DotIndex, to: DotIndex, strategy: impl RouteStrategy, ) -> 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 mut mesh = Mesh::new(); mesh.triangulate(&self.layout)?; let mut route = self.route(&mesh); let trace = route.start(mesh.vertex(from)); let (_cost, path) = astar( &mesh, mesh.vertex(from), &mut RouterAstarStrategy::new(route, trace, mesh.vertex(to), strategy), ) .unwrap(); // TODO. Ok(()) } /*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 route<'a>(&'a mut self, mesh: &'a Mesh) -> Route { Route::new(&mut self.layout, &self.rules, mesh) } /*pub fn routeedges(&self) -> impl Iterator + '_ { self.mesh.edge_references().map(|edge| { ( self.mesh.position(edge.source()), self.mesh.position(edge.target()), ) }) }*/ }