topola/src/router.rs

255 lines
7.1 KiB
Rust

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<VertexIndex>,
head: Head,
width: f64,
}
pub struct Head {
pub dot: DotIndex,
pub segbend: Option<Segbend>,
}
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<DotIndex> = 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<Route, ()> {
for dot in path {
route = self.route_step(route, *dot)?;
}
Ok(route)
}
fn reroute_path(&mut self, mut route: Route, path: &[DotIndex]) -> Result<Route, ()> {
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, ()> {
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<Route, ()> {
for _ in 0..step_count {
route = self.unroute_step(route)?;
}
Ok(route)
}
fn route_step(&mut self, mut route: Route, to: DotIndex) -> Result<Route, ()> {
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<Head, ()> {
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<Head, ()> {
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<Bow> = 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<Item = (Point, Point)> + '_ {
self.mesh.edge_references().map(|edge| {
(
self.mesh.position(edge.source()),
self.mesh.position(edge.target()),
)
})
}
}