Routes: movers along waypoints (roadmap 8)
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New route prefab (routes.rhai): cars, buses, motorbikes, cyclists, people,
deer or elephants move along waypoints, round a loop or there and back.
Each way keeps to the left of the line (or right), corners are rounded
into pieces of at most 45 degrees; there-and-back routes become loops with
U-turns, so the two directions never share a strip.

Engine: Prim::Travel / sprite.begin_travel / script travel(a, b, dur,
windows) ... end(): the mover is drawn at a piece's start and slides to
its end while it is on that piece, hidden otherwise. The renderer writes
keyframes per piece (named by a hash of their content) into one <style>
per view. Each piece is its own sprite with the lane strip as its sort
extent (ext_reset), mitred at the corners, so movers pass in front of and
behind trees, lamps and houses. Movers that look alike and never meet on
a piece share one drawing. iso-travel pauses (not hides) in still,
reduced-motion and ghosted views.

Studio: meta shape "path" draws point by point (snapping like runs) and
saves one object with pts; ending on the first point closes the loop.
MCP: pts in the object schema, route guidance.

Demos: streets gets traffic round the block, a bus, motorbikes, cyclists
and strolling people (replacing the one-axis cars); country gets cars on
the lane.

Tests: Rust 79 (each mover on exactly one piece at every moment, in every
rotation), Studio 125, web 99.
This commit is contained in:
grabowski committed 2026-10-25 17:52:17 +07:00
1 parent ccfd619a99
commit 5ec164a633
20 files changed
+698 -23

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+11
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@@ -201,6 +201,17 @@ pub enum Prim {
},
/// Items drawn back to front by the depth of their plan anchor.
Seq { items: Vec<(P2, Vec<Prim>)> },
/// A mover on one straight piece of a route: the items, drawn at `from`, slide to
/// `to` (world points) during each window and are hidden the rest of the cycle of
/// `dur` seconds. A window is [start, end] in fractions of the cycle; it may run
/// past 1 and wraps round.
Travel {
from: P3,
to: P3,
dur: f64,
wins: Vec<[f64; 2]>,
items: Vec<Prim>,
},
}
/// One fish of a [`Prim::Swim`]: it goes round an ellipse of radii (rx, ry)
+90
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@@ -87,6 +87,8 @@ struct Ctx<'a> {
p: Proj,
uid: &'a str,
out: String,
/// Keyframes of the route movers by name, written once in one `<style>` at the end.
keyframes: BTreeMap<String, String>,
}
impl Ctx<'_> {
@@ -572,6 +574,31 @@ impl Ctx<'_> {
}
self.out.push_str("</g>");
}
Prim::Travel {
from,
to,
dur,
wins,
items,
} => {
let (a, b) = (
self.p.s(from[0], from[1], from[2]),
self.p.s(to[0], to[1], to[2]),
);
let kf = travel_keyframes(b[0] - a[0], b[1] - a[1], wins);
// named by its content: views on one page never clash, equal ones share
let name = format!("iso-tv{:08x}", fnv(&kf));
let _ = write!(
self.out,
"<g class=\"iso-travel\" style=\"animation:{name} {}s linear infinite\">",
r3s(*dur)
);
self.keyframes.entry(name).or_insert(kf);
for q in items {
self.prim(q);
}
self.out.push_str("</g>");
}
Prim::Seq { items } => {
let p = self.p;
let mut idx: Vec<usize> = (0..items.len()).collect();
@@ -589,6 +616,61 @@ impl Ctx<'_> {
}
}
/// FNV-1a hash of a text (keyframe names).
fn fnv(s: &str) -> u32 {
s.bytes().fold(0x811c_9dc5u32, |h, b| {
(h ^ b as u32).wrapping_mul(0x0100_0193)
})
}
/// Keyframes of a [`Prim::Travel`]: hidden outside the windows, visible inside, sliding
/// by (dx, dy) screen units from each window's start to its end.
fn travel_keyframes(dx: f64, dy: f64, wins: &[[f64; 2]]) -> String {
const EPS: f64 = 2e-5;
// (time, visible, how far along) at the ends of every window, wrapped into 0..1
let mut pts: Vec<(f64, bool, f64)> = vec![];
for w in wins {
let (s, e) = (w[0].rem_euclid(1.0), w[0].rem_euclid(1.0) + (w[1] - w[0]));
if e - s <= 2.0 * EPS {
continue;
}
let at = |t: f64| ((t - s) / (e - s)).clamp(0.0, 1.0);
pts.push((s, false, 0.0));
pts.push((s + EPS, true, at(s + EPS)));
if e <= 1.0 {
pts.push((e, true, 1.0));
pts.push(((e + EPS).min(1.0), false, 1.0));
} else {
pts.push((1.0, true, at(1.0)));
pts.push((0.0, true, at(1.0)));
pts.push((e - 1.0, true, 1.0));
pts.push((e - 1.0 + EPS, false, 1.0));
}
}
pts.sort_by(|a, b| a.0.total_cmp(&b.0));
let mut out = String::new();
let put = |t: f64, vis: bool, f: f64, out: &mut String| {
let _ = write!(
out,
"{}%{{visibility:{};transform:translate({}px,{}px)}}",
r3s(t * 100.0),
if vis { "visible" } else { "hidden" },
r3s(dx * f),
r3s(dy * f)
);
};
if pts.first().is_none_or(|p| p.0 > 0.0) {
put(0.0, false, pts.first().map_or(0.0, |p| p.2), &mut out);
}
for &(t, vis, f) in &pts {
put(t, vis, f, &mut out);
}
if pts.last().is_none_or(|p| p.0 < 1.0) {
put(1.0, false, pts.last().map_or(0.0, |p| p.2), &mut out);
}
out
}
/// The sprite's convex plan outline in view space when it is not its box.
pub fn hull(s: &Sprite, p: Proj, bb: &Bb) -> Option<sort::Hull> {
if s.ext.len() < 3 {
@@ -627,6 +709,7 @@ pub fn render(scene: &Scene, rot: u8, opts: &RenderOpts) -> Rendered {
p,
uid: &uid,
out: String::with_capacity(64 * 1024),
keyframes: BTreeMap::new(),
};
let mut frame = [1e9f64, 1e9, -1e9, -1e9];
let mut sprites = 0;
@@ -743,6 +826,13 @@ pub fn render(scene: &Scene, rot: u8, opts: &RenderOpts) -> Rendered {
);
}
cx.out.push_str("</g>");
if !cx.keyframes.is_empty() {
cx.out.push_str("<style>");
for (name, kf) in &cx.keyframes {
let _ = write!(cx.out, "@keyframes {name}{{{kf}}}");
}
cx.out.push_str("</style>");
}
// frame: the scene bounds (plan rectangle down to the ground depth) or the drawing
if let Some((b, zb)) = scene.bounds {
+45 -4
View File
@@ -123,6 +123,13 @@ enum Frame {
items: Vec<(P2, Vec<Prim>)>,
cur: Option<(P2, Vec<Prim>)>,
},
Travel {
from: P3,
to: P3,
dur: f64,
wins: Vec<[f64; 2]>,
items: Vec<Prim>,
},
}
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
@@ -172,7 +179,7 @@ impl Sprite {
/// the sprite.
pub fn push(&mut self, p: Prim) -> &mut Self {
match self.frames.last_mut() {
Some(Frame::Group { items, .. }) => items.push(p),
Some(Frame::Group { items, .. }) | Some(Frame::Travel { items, .. }) => items.push(p),
Some(Frame::Seq { cur, .. }) => match cur {
Some((_, items)) => items.push(p),
// a primitive before the first seq_item starts an item at the origin
@@ -622,12 +629,46 @@ impl Sprite {
}
pub fn end_group(&mut self) -> &mut Self {
if let Some(Frame::Group { cls, style, items }) = self.frames.pop() {
self.push(Prim::Group { cls, style, items });
match self.frames.pop() {
Some(Frame::Group { cls, style, items }) => {
self.push(Prim::Group { cls, style, items });
}
Some(Frame::Travel {
from,
to,
dur,
wins,
items,
}) => {
self.push(Prim::Travel {
from,
to,
dur,
wins,
items,
});
}
Some(f) => self.frames.push(f),
None => {}
}
self
}
/// Open a mover on a straight piece from `a` to `b` (points of this frame): what
/// is drawn until [`Sprite::end_group`] slides from a to b during each window of
/// the `dur`-second cycle and is hidden otherwise (see [`Prim::Travel`]).
pub fn begin_travel(&mut self, a: P3, b: P3, dur: f64, wins: Vec<[f64; 2]>) -> &mut Self {
let (from, to) = (self.xf.p3(a), self.xf.p3(b));
self.frames.push(Frame::Travel {
from,
to,
dur,
wins,
items: vec![],
});
self
}
/// Start a back-to-front sequence; each [`Sprite::seq_item`] starts an
/// item anchored at a plan point; [`Sprite::end_seq`] closes it.
pub fn begin_seq(&mut self) -> &mut Self {
@@ -674,7 +715,7 @@ impl Sprite {
let n = self.frames.len();
while let Some(f) = self.frames.last() {
match f {
Frame::Group { .. } => {
Frame::Group { .. } | Frame::Travel { .. } => {
self.end_group();
}
Frame::Seq { .. } => {