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lines.go
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lines.go
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package main
import (
"math"
rl "github.com/gen2brain/raylib-go/raylib"
"golang.org/x/exp/slices"
)
var idealCornerSize float64 = 50
var colourIndex int
var PALETTE = map[string]rl.Color{
"Bakerloo": rl.Color{135, 78, 36, 255}, //baker loo line (brown)rl.Color{178, 99, 0, 255}
"Hammersmith": rl.Color{244, 169, 190, 255}, //hammersmith and city (pink)
"Piccadilly": rl.Color{0, 25, 168, 255}, //picadilly (dark blue)
"Central": rl.Color{220, 36, 31, 255}, //central line(red)
"Jubilee": rl.Color{161, 165, 167, 255}, //jubilee line (gray)
"Victoria": rl.Color{0, 152, 216, 255}, //victoria line(light blue)
"Circle": rl.Color{255, 211, 41, 255}, //circle line (yellow)
"Metropolitan": rl.Color{155, 0, 88, 255}, //metropolian(dark purple)
"Waterloo": rl.Color{147, 206, 186, 255}, //waterloo and city line(aqua)
"District": rl.Color{0, 125, 50, 255}, //district line (green)
"Northern": rl.Color{0, 0, 0, 255}, //northern line (black)
"Overground": rl.Color{232, 106, 16, 255}, //(orange)rl.Color{239, 123, 16, 255}
"Elizabeth": rl.Color{147, 100, 204, 255}, //(purple)
"Saftey": rl.Color{0, 96, 168, 255}, //(blue)
"Tramlink": rl.Color{0, 189, 25, 255}, //(lime)
"Docklands": rl.Color{0, 175, 173, 255}, //(aqua)
"White": rl.Color{255, 255, 255, 255}}
type Outline struct {
Inner string
Outer string
}
var OutlineColours = [6]Outline{
Outline{"Jubilee", "District"},
Outline{"Piccadilly", "Circle"},
Outline{"Piccadilly", "Central"},
Outline{"Victoria", "Overground"},
Outline{"Circle", "Northern"},
Outline{"Waterloo", "Metropolitan"}}
var LineColours = [11]string{
"Bakerloo",
"Hammersmith",
"Piccadilly",
"Central",
"Jubilee",
"Victoria",
"Circle",
"Metropolitan",
"Waterloo",
"District",
"Northern"}
func GrowAround(point, origin rl.Vector2, length float32) rl.Vector2 {
newPoint := rl.Vector2Subtract(point, origin)
newPoint = rl.Vector2Normalize(newPoint)
newPoint = rl.Vector2Multiply(newPoint, rl.Vector2{length, length})
newPoint = rl.Vector2Add(origin, newPoint)
return newPoint
}
type AngleVec struct {
Pos rl.Vector2
Dir rl.Vector2
}
type BezierCurve struct {
start rl.Vector2
end rl.Vector2
startCtrl rl.Vector2
endCtrl rl.Vector2
}
func NormalizdDiff(start, end rl.Vector2) rl.Vector2 {
return rl.Vector2Normalize(rl.Vector2Subtract(end, start))
}
func InterpolateBezier(c BezierCurve, amount float32) rl.Vector2 {
//caluclate inner lines
a1 := rl.Vector2Lerp(c.start, c.startCtrl, amount)
a2 := rl.Vector2Lerp(c.startCtrl, c.endCtrl, amount)
a3 := rl.Vector2Lerp(c.endCtrl, c.end, amount)
//calculate inner inners
b1 := rl.Vector2Lerp(a1, a2, amount)
b2 := rl.Vector2Lerp(a2, a3, amount)
// interpolate that
return rl.Vector2Lerp(b1, b2, amount)
}
func GenerateBezier(curve BezierCurve, pointAmount int) (points []rl.Vector2) {
var amount float32
step := 1 / float32(pointAmount)
for i := 0; i < pointAmount; i++ {
amount += step
points = append(points, InterpolateBezier(curve, amount))
}
return
}
func getDistances(points []rl.Vector2) (dists []float32) {
dists = make([]float32, len(points))
var totalDist float32
for i, v := range points {
if i > 0 {
totalDist += rl.Vector2Distance(v, points[i-1]) //distance between current and prev
}
dists[i] = totalDist
}
return
}
func LerpAlongPoints(points []rl.Vector2, amount float32) (angleVec AngleVec) {
//array of point and total dist
//get total length(last item)
//do amount * length
//get that line and interpolate along
dists := getDistances(points)
var totalDist float32
for i, v := range points {
if i > 0 {
totalDist += rl.Vector2Distance(v, points[i-1]) //distance between current and prev
}
dists[i] = totalDist
}
targetDist := amount * dists[len(dists)-1] //times amount by total length
for i := len(dists) - 1; i >= 0; i-- {
if dists[i] <= targetDist { //lerp along inner and get angle
if i == len(dists)-1 {
return
}
innerAmount := (targetDist - dists[i]) / (dists[i+1] - dists[i])
angleVec.Pos = rl.Vector2Lerp(points[i], points[i+1], innerAmount)
angleVec.Dir = NormalizdDiff(points[i], points[i+1])
return
}
}
return
}
func DrawAngleTriangle(pos, dir rl.Vector2, width, height float32, colour rl.Color) {
var v1, v2, v3, end rl.Vector2
v2 = pos
end = pos
end.X -= dir.X * height
end.Y -= dir.Y * height
v1 = end
v3 = end
v1.X += dir.Y * width
v1.Y += dir.X * -width
v3.X -= dir.Y * width
v3.Y -= dir.X * -width
rl.DrawTriangle(v1, v2, v3, colour) //sometimes no work due to direction
//rl.DrawCircleV(v1, 5, rl.Red)
//rl.DrawCircleV(v2, 5, rl.Green)
//rl.DrawCircleV(v3, 5, rl.Blue)
}
func FindEdge(from, to *Node) (pos rl.Vector2) {
if from.Rect.Width != 0 && from.Rect.Height != 0 {
xdiff := float64(from.Center.X - to.Center.X)
ydiff := float64(from.Center.Y - to.Center.Y)
xlen := math.Abs(xdiff)
ylen := math.Abs(ydiff)
rect := from.Rect
pos = from.Center
if xlen > ylen {
if xdiff > 0 {
pos.X -= rect.Width/2 - float32(from.Theme.Margin)
} else {
pos.X += rect.Width/2 - float32(from.Theme.Margin)
}
} else {
if ydiff > 0 {
pos.Y -= rect.Height/2 - float32(from.Theme.Margin)
} else {
pos.Y += rect.Height/2 - float32(from.Theme.Margin)
}
}
} else {
pos = from.Center
}
return
}
func FindEdgeToPoint(from *Node, to rl.Vector2) (pos rl.Vector2) {
if from.Rect.Width != 0 && from.Rect.Height != 0 {
xdiff := float64(from.Center.X - to.X)
ydiff := float64(from.Center.Y - to.Y)
xlen := math.Abs(xdiff)
ylen := math.Abs(ydiff)
rect := from.Rect
pos = from.Center
if xlen > ylen {
if xdiff > 0 {
pos.X -= rect.Width/2 - float32(from.Theme.Margin)
} else {
pos.X += rect.Width/2 - float32(from.Theme.Margin)
}
} else {
if ydiff > 0 {
pos.Y -= rect.Height/2 - float32(from.Theme.Margin)
} else {
pos.Y += rect.Height/2 - float32(from.Theme.Margin)
}
}
} else {
pos = from.Center
}
return
}
func DrawPath(start, end rl.Vector2, isInverted bool, colour rl.Color, outlined bool, outlineColour rl.Color, dotted bool) {
xdiff := float64(end.X - start.X)
ydiff := float64(end.Y - start.Y)
//quick fix to straight and diag not work
var points []rl.Vector2
if !(math.Abs(xdiff) == math.Abs(ydiff) || xdiff == 0 || ydiff == 0) {
var mid rl.Vector2
if (xdiff > 0) == (ydiff > 0) {
if isInverted {
if math.Abs(xdiff) < math.Abs(ydiff) {
mid.X = end.X
mid.Y = end.Y - float32(ydiff-xdiff)
} else {
mid.Y = end.Y
mid.X = end.X - float32(xdiff-ydiff)
}
} else {
if math.Abs(xdiff) < math.Abs(ydiff) {
mid.X = start.X
mid.Y = start.Y + float32(ydiff-xdiff)
} else {
mid.Y = start.Y
mid.X = start.X + float32(xdiff-ydiff)
}
}
} else {
if isInverted {
if math.Abs(xdiff) < math.Abs(ydiff) {
mid.X = end.X
mid.Y = end.Y - float32(ydiff+xdiff)
} else {
mid.Y = end.Y
mid.X = end.X - float32(xdiff+ydiff)
}
} else {
if math.Abs(xdiff) < math.Abs(ydiff) {
mid.X = start.X
mid.Y = start.Y + float32(ydiff+xdiff)
} else {
mid.Y = start.Y
mid.X = start.X + float32(xdiff+ydiff)
}
}
}
midToStart := rl.Vector2Subtract(mid, start)
midToEnd := rl.Vector2Subtract(mid, end)
cornerSize := float32(math.Floor(math.Min(math.Min(float64(rl.Vector2Length(midToStart)), float64(rl.Vector2Length(midToEnd))), idealCornerSize))) - 1
dir := rl.Vector2Normalize(midToStart)
startMid := mid
startMid.X -= dir.X * cornerSize
startMid.Y -= dir.Y * cornerSize
dir = rl.Vector2Normalize(midToEnd)
endMid := mid
endMid.X -= dir.X * cornerSize
endMid.Y -= dir.Y * cornerSize
//making curve and points list
curve := BezierCurve{startMid, endMid, GrowAround(start, startMid, -cornerSize), GrowAround(end, endMid, -cornerSize)}
points = GenerateBezier(curve, 10)
}
points = slices.Insert(points, 0, start)
points = append(points, end)
//drawing triangle
triangle := LerpAlongPoints(points, 0.5)
if outlined {
DrawLinesFromPoints(points, 15, outlineColour)
DrawAngleTriangle(triangle.Pos, triangle.Dir, 20, -30, colour)
} else {
DrawAngleTriangle(triangle.Pos, triangle.Dir, 10, -20, colour)
}
if dotted {
DrawLinesDotted(points, 5, colour)
} else {
DrawLinesFromPoints(points, 5, colour)
}
}
func DrawLinesFromPoints(points []rl.Vector2, thickness float32, colour rl.Color) {
halfThick := thickness / 2
for i := 0; i < len(points)-1; i++ {
rl.DrawCircleV(points[i], halfThick, colour)
rl.DrawLineEx(points[i], points[i+1], thickness, colour)
}
}
func LerpAlongPointsWithDist(points []rl.Vector2, targetDist float32, dists []float32) (angleVec AngleVec) {
//array of point and total dist
//get total length(last item)
//do amount * length
//get that line and interpolate along
for i := len(dists) - 1; i >= 0; i-- {
if dists[i] <= targetDist { //lerp along inner and get angle
if i == len(dists)-1 {
return
}
innerAmount := (targetDist - dists[i]) / (dists[i+1] - dists[i])
angleVec.Pos = rl.Vector2Lerp(points[i], points[i+1], innerAmount)
angleVec.Dir = NormalizdDiff(points[i], points[i+1])
return
}
}
return
}
func DrawLinesDotted(points []rl.Vector2, thickness float32, colour rl.Color) {
dists := getDistances(points)
stepSize := float32(10)
totalDist := dists[len(dists)-1]
prevPos := points[0]
i := 0
for d := float32(0); d <= totalDist; d += stepSize {
i += 1
pos := LerpAlongPointsWithDist(points, d, dists).Pos
if i%2 == 0 {
rl.DrawLineEx(prevPos, pos, thickness, colour)
}
prevPos = pos
}
}