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isokit/crates/isokit-script/stdlib/routes.rhai
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grabowski c8becc2e59
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Point handles for routes and outlines; Area corners; bus goes round right
Studio: one selected object with pts (a route, an outlined area) shows a
handle on each point and a + in the middle of each side: drag a point to
move it, drag a + to add one there, double-click a point to remove it
(open routes keep 2, outlines 3). Points snap to the grid and onto wall,
fence and road ends, at any angle; one undo step each. Handles keep their
screen size (new viewer callback onView on every redraw) and follow
re-renders and selection. The viewer captures the pointer, so a double-
click targets the drawing: the last point pressed is remembered instead.

Prefab meta `outline`: the prefab draws pts as its outline. Area has it:
Edit corners turns its rectangle into four points, Rectangle again
removes them.

Routes: where a path doubles back, the lane offset puts a point on each
side, so it rounds into a U-turn instead of a diagonal across the lanes.
The streets demo bus now runs east, three quarters round the roundabout
(clockwise, left-hand traffic), down south street, turns and comes back
by the short way, instead of going round the wrong way on its way out.

Tests: Rust 81 (a doubling-back route: each mover once, no sort cycles),
Studio 134 (corners, move, add, remove, undo), web 100.
2026-10-25 18:46:47 +07:00

287 lines
12 KiB
Plaintext

// isokit/routes: movers on a path of waypoints - cars, buses, motorbikes,
// cyclists, people, deer, elephants - going round a loop or there and back.
//
// The path is cut into straight pieces (corners rounded into short ones), each
// piece its own sprite whose sort box is the lane strip, mitred at the corners
// so neighbouring pieces never overlap. A mover is drawn at a piece's start and
// slides to its end while it is on that piece (`travel`), so the depth sort
// stays right as it goes past trees, lamps and houses.
fn route_kinds() { ["car", "bus", "motorbike", "cyclist", "person", "deer", "elephant"] }
/// A mover of `kind`: length, width, height, usual speed (m/s), lane offset
/// from the drawn line, corner radius and its name.
fn mover_spec(kind) {
switch kind {
"car" => #{ l: 4.4, w: 1.8, h: 1.5, v: 8.0, lane: 1.5, r: 4.0, one: "car", many: "cars" },
"bus" => #{ l: 10.0, w: 2.5, h: 3.0, v: 6.0, lane: 1.6, r: 7.0, one: "bus", many: "buses" },
"motorbike" => #{ l: 1.9, w: 0.7, h: 1.7, v: 7.0, lane: 1.2, r: 2.5, one: "motorbike", many: "motorbikes" },
"cyclist" => #{ l: 1.8, w: 0.6, h: 1.9, v: 4.0, lane: 0.7, r: 2.0, one: "cyclist", many: "cyclists" },
"deer" => #{ l: 1.6, w: 0.5, h: 1.6, v: 1.2, lane: 0.5, r: 1.0, one: "deer", many: "deer" },
"elephant" => #{ l: 3.6, w: 1.8, h: 3.0, v: 1.0, lane: 1.3, r: 3.0, one: "elephant", many: "elephants" },
// people look the same from every side: no rounded corners, fewer pieces
_ => #{ l: 0.5, w: 0.5, h: 1.75, v: 1.3, lane: 0.4, r: 0.0, one: "person", many: "people" },
}
}
fn route_colours() { ["mixed"] + car_colours() + people_colours() }
/// The look (colour class) of mover k.
fn mover_look(kind, colour, k) {
if colour != "mixed" { return colour; }
if kind == "car" || kind == "bus" || kind == "motorbike" { car_colours()[k % 5] }
else if kind == "person" || kind == "cyclist" { people_colours()[k % 7] }
else { "" }
}
/// Draws a mover of `kind` centred at (0, 0), facing local +x.
fn mover(kind, look) {
if kind == "car" {
this.car(-2.2, -0.9, 2.2, 0.9, look);
} else if kind == "bus" {
this.box(-5.0, -1.25, 5.0, 1.25, 0.35, 1.6, look);
this.box(-4.9, -1.2, 4.9, 1.2, 1.6, 2.6, "glassd");
this.box(-5.0, -1.25, 5.0, 1.25, 2.6, 3.0, look);
} else if kind == "motorbike" {
this.box(-0.95, -0.3, 0.95, 0.3, 0.3, 0.85, look);
this.person(0.0, 0.0, 0.55);
} else if kind == "cyclist" {
this.box(-0.85, -0.05, 0.85, 0.05, 0.3, 0.7, "steel");
this.person(0.0, 0.0, 0.5, look);
} else if kind == "deer" {
let a = animal_parts("deer", "doe");
this.draw_parts(a.body + a.up);
} else if kind == "elephant" {
let a = animal_parts("elephant", "cow");
this.draw_parts(a.body + a.up);
} else {
this.person(0.0, 0.0, 0.0, look);
}
this
}
// ---------------------------------------------------------------- plan helpers
fn rt_sub(a, b) { [a[0] - b[0], a[1] - b[1]] }
fn rt_add(a, b) { [a[0] + b[0], a[1] + b[1]] }
fn rt_mul(a, k) { [a[0] * k, a[1] * k] }
fn rt_len(a) { (a[0] * a[0] + a[1] * a[1]).sqrt() }
fn rt_unit(a) { let l = fmax(rt_len(a), 1e-9); [a[0] / l, a[1] / l] }
/// The left normal of a direction.
fn rt_left(u) { [-u[1], u[0]] }
/// The waypoints in the object's frame: its pts, or a 20 m line along local x.
/// Points closer than 5 cm to the one before are dropped, and a loop's last point
/// when it repeats the first.
fn route_pts(o, closed) {
let src = if o.pts != () && o.pts.len() >= 2 { o.pts } else { [[-10.0, 0.0], [10.0, 0.0]] };
let out = [];
for q in src {
let p = [q[0] + 0.0, q[1] + 0.0];
if out.len() == 0 || rt_len(rt_sub(p, out[out.len() - 1])) > 0.05 { out.push(p); }
}
if closed && out.len() > 2 && rt_len(rt_sub(out[0], out[out.len() - 1])) <= 0.05 { out.pop(); }
out
}
/// The line `d` metres to the left of a path (mitred corners). Where the path
/// doubles back, the offset line gets a point on each side: a U-turn once rounded.
fn rt_offset(pts, d, closed) {
if d == 0.0 { return pts; }
let n = pts.len();
let out = [];
for i in 0..n {
let has_prev = closed || i > 0;
let has_next = closed || i < n - 1;
let n1 = if has_prev { rt_left(rt_unit(rt_sub(pts[i], pts[(i + n - 1) % n]))) } else { () };
let n2 = if has_next { rt_left(rt_unit(rt_sub(pts[(i + 1) % n], pts[i]))) } else { () };
if type_of(n1) == "()" { n1 = n2; }
if type_of(n2) == "()" { n2 = n1; }
let s = 1.0 + n1[0] * n2[0] + n1[1] * n2[1];
if s < 0.3 {
out.push(rt_add(pts[i], rt_mul(n1, d)));
out.push(rt_add(pts[i], rt_mul(n2, d)));
} else {
out.push(rt_add(pts[i], rt_mul(rt_mul(rt_add(n1, n2), 1.0 / s), d)));
}
}
out
}
/// A closed path with its corners rounded to radius r: each corner becomes an
/// arc of short straight pieces (at most 45 degrees each).
fn rt_round(pts, r) {
let n = pts.len();
if r <= 0.0 || n < 3 { return pts; }
let out = [];
for i in 0..n {
let p = pts[i];
let a = pts[(i + n - 1) % n];
let b = pts[(i + 1) % n];
let la = rt_len(rt_sub(p, a));
let lb = rt_len(rt_sub(b, p));
let u = rt_unit(rt_sub(p, a));
let v = rt_unit(rt_sub(b, p));
let c = fmax(-1.0, fmin(1.0, u[0] * v[0] + u[1] * v[1]));
let turn = c.acos();
if turn < 0.05 { out.push(p); continue; }
let t = fmin(r * (turn / 2.0).tan(), fmin(0.45 * la, 0.45 * lb));
let rr = t / (turn / 2.0).tan();
let side = if u[0] * v[1] - u[1] * v[0] > 0.0 { 1.0 } else { -1.0 };
let p0 = rt_sub(p, rt_mul(u, t));
let cc = rt_add(p0, rt_mul(rt_left(u), rr * side));
let a0 = (p0[1] - cc[1]).atan(p0[0] - cc[0]);
let steps = fmax(1.0, (turn / (PI() / 4.0) - 1e-6).ceiling()).to_int();
out.push(p0);
for k in 1..=steps {
let ang = a0 + side * turn * k / steps;
out.push([cc[0] + rr * ang.cos(), cc[1] + rr * ang.sin()]);
}
}
out
}
/// The closed path the movers follow, in the object's frame: a loop keeps
/// `lane` metres to the left of the drawn line (right when negative); there and
/// back runs on each side and turns at the ends. Corners rounded to r.
fn route_path(o, spec, lane, r) {
let p = o.p;
let pts = route_pts(o, p.closed);
if pts.len() < 2 { return []; }
let path = if p.closed && pts.len() >= 3 {
rt_offset(pts, lane, true)
} else {
// each way keeps to its side, so the two strips never overlap
let s = if lane < 0.0 { -1.0 } else { 1.0 };
let d = s * fmax(lane.abs(), spec.w / 2.0 + 0.15);
let back = pts;
back.reverse();
rt_offset(pts, d, false) + rt_offset(back, d, false)
};
rt_round(path, r)
}
/// For movers on one piece: the windows (fractions of the cycle) in which mover
/// k is on it, grouped into tracks that never show two at once; movers on one
/// track share one drawing, so they must look alike. Returns [#{ look, wins }].
fn rt_tracks(kind, colour, n, s0, w) {
let gap = 1e-4;
let by_look = #{};
for k in 0..n {
let st = s0 - k.to_float() / n;
st -= st.floor();
let look = mover_look(kind, colour, k);
let key = `l${look}`;
let g = if by_look.contains(key) { by_look[key] } else { #{ look: look, wins: [] } };
g.wins.push([st, st + w]);
by_look[key] = g;
}
let out = [];
for key in by_look.keys() {
let g = by_look[key];
let ws = g.wins;
ws.sort(|a, b| if a[0] < b[0] { -1 } else if a[0] > b[0] { 1 } else { 0 });
let tracks = [];
for win in ws {
let placed = false;
for i in 0..tracks.len() {
let t = tracks[i];
if !placed && win[0] >= t.last + gap && win[1] <= t.first + 1.0 - gap {
t.wins.push(win);
t.last = win[1];
tracks[i] = t;
placed = true;
}
}
if !placed { tracks.push(#{ first: win[0], last: win[1], wins: [win] }); }
}
for t in tracks { out.push(#{ look: g.look, wins: t.wins }); }
}
out
}
fn meta_route() {
#{ label: "Route", category: "Routes", icon: "〰", shape: "path",
help: "Movers on a path of waypoints: click point after point on the map (double-click or Enter ends it; ending on the first point makes a loop). Cars, buses, motorbikes, cyclists, people, deer or elephants go round the loop, or there and back, keeping to one side of the line.",
props: [
#{ key: "kind", type: "choice", def: "car", choices: route_kinds(), label: "Movers" },
#{ key: "n", type: "int", def: 3, min: 1, max: 30, step: 1, label: "How many" },
#{ key: "speed", type: "float", def: 0.0, min: 0.0, max: 40.0, step: 0.1, label: "Speed m/s (0: usual)" },
#{ key: "closed", type: "bool", def: false, label: "Loop" },
#{ key: "keep", type: "choice", def: "left", choices: ["left", "right"], label: "Keep to" },
#{ key: "colour", type: "choice", def: "mixed", choices: route_colours(), label: "Colour" },
#{ key: "path", type: "bool", def: true, label: "Show path" },
] }
}
fn prefab_route(o) {
let p = o.p;
let spec = mover_spec(p.kind);
let v = if p.speed > 0.0 { p.speed } else { spec.v };
let lane = if p.keep == "right" { -spec.lane } else { spec.lane };
let pts = route_pts(o, p.closed);
if p.path && pts.len() >= 2 {
layer("ground");
let line = pts;
if p.closed && pts.len() >= 3 { line.push(pts[0]); }
sprite().polyline(line, 0.03, "route");
layer("main");
}
let path = route_path(o, spec, lane, spec.r);
let n = path.len();
if n < 2 { return; }
// pieces, their lengths and where each starts along the loop
let segs = [];
let total = 0.0;
for i in 0..n {
let a = path[i];
let b = path[(i + 1) % n];
let len = rt_len(rt_sub(b, a));
if len > 1e-3 { segs.push(#{ a: a, b: b, len: len, at: total }); total += len; }
}
if segs.len() < 2 || total <= 0.0 { return; }
let dur = total / v;
let m = segs.len();
// the sort strip of each piece, mitred at both ends
let hw = spec.w / 2.0 + 0.1;
let mitre = [];
for i in 0..m {
let n1 = rt_left(rt_unit(rt_sub(segs[(i + m - 1) % m].b, segs[(i + m - 1) % m].a)));
let n2 = rt_left(rt_unit(rt_sub(segs[i].b, segs[i].a)));
let s = 1.0 + n1[0] * n2[0] + n1[1] * n2[1];
mitre.push(if s < 0.3 { n2 } else { rt_mul(rt_add(n1, n2), 1.0 / s) });
}
for i in 0..m {
let sg = segs[i];
let u = rt_unit(rt_sub(sg.b, sg.a));
let ang = u[1].atan(u[0]);
let w = world_of(o, sg.a[0], sg.a[1]);
frame(w[0], w[1], o.z, o.rot + ang * 180.0 / PI());
let s = sprite();
for t in rt_tracks(p.kind, p.colour, p.n, sg.at / total, sg.len / total) {
s.travel([0.0, 0.0, 0.0], [sg.len, 0.0, 0.0], dur, t.wins);
s.mover(p.kind, t.look);
s.end();
}
// sort by the strip only: the start drawing is never seen standing there
s.ext_reset();
let ends = [[sg.a, mitre[i]], [sg.b, mitre[(i + 1) % m]]];
for e in ends {
for side in [1.0, -1.0] {
let q = rt_sub(rt_add(e[0], rt_mul(e[1], side * hw)), sg.a);
let lx = q[0] * u[0] + q[1] * u[1];
let ly = -q[0] * u[1] + q[1] * u[0];
s.ext(lx, ly, 0.0);
s.ext(lx, ly, spec.h);
}
}
}
frame(o);
let noun = if p.n == 1 { spec.one } else { spec.many };
info_row("Movers", `${p.n} ${noun}, ${num1(v)} m/s, round in ${num1(dur)} s`);
let base = 0.0;
for i in 1..pts.len() { base += rt_len(rt_sub(pts[i], pts[i - 1])); }
if p.closed && pts.len() >= 3 { base += rt_len(rt_sub(pts[0], pts[pts.len() - 1])); }
info_row("Route", if p.closed && pts.len() >= 3 { `loop, ${num1(base)} m` } else { `there and back, ${num1(base)} m each way` });
}