added node types + changed selection coloring + reorganised editor.py

This commit is contained in:
Toby Lane 2024-07-04 00:36:36 +02:00
parent f04a014478
commit 6265a4e9b2
4 changed files with 496 additions and 172 deletions

262
save.txt Normal file
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@ -0,0 +1,262 @@
n -220 -374 3 Port Pickle
n -240 -519 3 Pickledill
n -266 -454 4 Pickledill Valley
n -125 -518 2 Pickledill Waterfall
n -224 -562 1 Yeti Cave
n -225 -352 1 Port Pickle Observatory
n -227 -364 1 Port Pickle Smithery
n -212 -372 1 Pickledill Ferry Port Pickle
n -212 -97 1 Pickledill Ferry Shopping District
n -70 -67 1 Witch Farm
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n -257 -479 1 Pickledill Mill
n -383 -499 1 Pickledill Pass
n -398 -517 1 Pickledill Bridge
n -279 -524 1 Pickledill Portal
n -407 -17 1 Portail du Shopping District
n -390 -22 4 Shopping District
n -480 -56 3 Shopping District Ouest
n -396 -4 1 Slime Shop
n -387 -3 1 Slime Shop
n -383 -13 1 Sand Shop
n -394 -29 1 Magasin de Livres
n -407 -37 1 Magasin de la Mer
n -370 -10 1 Shop de Fer
n -362 -17 1 Living Is A Right
n -399 -17 3 Shopping District Centre
n -373 -77 1 Magasin de Glace
n -315 -91 1 Puits du Shopping District
n -335 -43 1 Nether Goods
n -680 -199 4 Lycapark
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n -286 -91 3 Shopping District Est
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@ -34,6 +34,14 @@ class Editor:
pygame.K_r: "rails" pygame.K_r: "rails"
} }
NODE_TYPE_KEYS: list[int] = [
pygame.K_0,
pygame.K_1,
pygame.K_2,
pygame.K_3,
pygame.K_4
]
def __init__(self): def __init__(self):
pygame.init() pygame.init()
self.config: Config = Config(self.CONFIG_PATH) self.config: Config = Config(self.CONFIG_PATH)
@ -77,6 +85,11 @@ class Editor:
elif self.config.LAST_OPENED_FILE != "": elif self.config.LAST_OPENED_FILE != "":
self.load(self.config.LAST_OPENED_FILE) self.load(self.config.LAST_OPENED_FILE)
# =========================
# EVENTS
# =========================
def mainloop(self) -> None: def mainloop(self) -> None:
self.state = State.LOADING self.state = State.LOADING
while self.state != State.STOPPING: while self.state != State.STOPPING:
@ -147,7 +160,9 @@ class Editor:
self.typing_text = self.graph.nodes[self.selected_nodes[0]].name self.typing_text = self.graph.nodes[self.selected_nodes[0]].name
self.is_renaming_node = True self.is_renaming_node = True
elif event.key in self.EDGE_TYPE_KEYS.keys(): elif event.key in self.EDGE_TYPE_KEYS.keys():
self.change_types(self.EDGE_TYPE_KEYS[event.key]) self.change_edge_types(self.EDGE_TYPE_KEYS[event.key])
elif event.key in self.NODE_TYPE_KEYS:
self.change_node_types(self.NODE_TYPE_KEYS.index(event.key))
elif event.type == pygame.KEYUP: elif event.type == pygame.KEYUP:
if event.key == pygame.K_m: if event.key == pygame.K_m:
if self.original_move_pos is not None: if self.original_move_pos is not None:
@ -207,6 +222,11 @@ class Editor:
if mbtns[1]: if mbtns[1]:
self.mid_drag_pos = mpos self.mid_drag_pos = mpos
# =========================
# RENDERING
# =========================
def render(self) -> None: def render(self) -> None:
self.win.fill((0, 0, 0)) self.win.fill((0, 0, 0))
off_x = (self.center[0] * self.zoom) % self.MAP_SIZE off_x = (self.center[0] * self.zoom) % self.MAP_SIZE
@ -323,37 +343,33 @@ class Editor:
def render_graph(self) -> None: def render_graph(self) -> None:
self.render_edges() self.render_edges()
hover_index, is_node = self.get_hover_object()
if is_node:
self.render_nodes()
if self.selection_rectangle is None:
self.render_hover_node(hover_index)
else:
if self.selection_rectangle is None:
self.render_hover_edge(hover_index)
self.render_nodes() self.render_nodes()
def render_edges(self) -> None: def render_edges(self) -> None:
hover_index, is_node = self.get_hover_object()
for edge in self.graph.edges: for edge in self.graph.edges:
node_1, node_2 = self.graph.get_edge_nodes(edge) node_1, node_2 = self.graph.get_edge_nodes(edge)
color = (0, 255, 255) if edge.index in self.selected_edges else self.graph.TYPE_COLORS[edge.type] color = self.graph.TYPE_COLORS[edge.type]
start = self.world_to_screen(node_1.x, node_1.z) start = self.world_to_screen(node_1.x, node_1.z)
end = self.world_to_screen(node_2.x, node_2.z) end = self.world_to_screen(node_2.x, node_2.z)
if not is_node and edge.index == hover_index:
pygame.draw.line(self.win, (0, 0, 0), start, end, self.edge_detect_radius)
elif edge.index in self.selected_edges:
pygame.draw.line(self.win, (255, 255, 255), start, end, self.edge_detect_radius)
pygame.draw.line(self.win, color, start, end, self.line_size) pygame.draw.line(self.win, color, start, end, self.line_size)
def render_nodes(self) -> None: def render_nodes(self) -> None:
hover_index, is_node = self.get_hover_object()
for node in self.graph.nodes: for node in self.graph.nodes:
blitpos = self.world_to_screen(node.x, node.z) blitpos = self.world_to_screen(node.x, node.z)
color = (255, 0, 0) if node.name == "" else (255, 0, 255) color = self.graph.TYPE_COLORS[node.type]
if is_node and node.index == hover_index:
self.render_hover_node(node.index)
elif node.index in self.selected_nodes:
pygame.draw.circle(self.win, (255, 255, 255), (blitpos[0], blitpos[1]), self.node_radius + self.line_size)
pygame.draw.circle(self.win, color, (blitpos[0], blitpos[1]), self.node_radius) pygame.draw.circle(self.win, color, (blitpos[0], blitpos[1]), self.node_radius)
for node_index in self.selected_nodes:
node = self.graph.nodes[node_index]
blitpos = self.world_to_screen(node.x, node.z)
pygame.draw.circle(self.win, (0, 255, 255), (blitpos[0], blitpos[1]), self.node_radius)
def render_hover_node(self, node_index): def render_hover_node(self, node_index: int) -> None:
if node_index != -1:
node = self.graph.nodes[node_index] node = self.graph.nodes[node_index]
txt = self.loading_font.render(node.name, True, (255, 255, 255)) txt = self.loading_font.render(node.name, True, (255, 255, 255))
node_pos = self.world_to_screen(node.x, node.z) node_pos = self.world_to_screen(node.x, node.z)
@ -361,18 +377,9 @@ class Editor:
ypos = node_pos[1] - txt.get_height() - self.node_radius * (2 ** -0.5) ypos = node_pos[1] - txt.get_height() - self.node_radius * (2 ** -0.5)
pygame.draw.rect(self.win, (0, 0, 0), pygame.Rect(xpos, ypos, txt.get_width(), txt.get_height())) pygame.draw.rect(self.win, (0, 0, 0), pygame.Rect(xpos, ypos, txt.get_width(), txt.get_height()))
self.win.blit(txt, [xpos, ypos]) self.win.blit(txt, [xpos, ypos])
pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius, self.line_size) pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius + self.line_size)
def render_hover_edge(self, edge_index): def render_selection_rect(self) -> None:
if edge_index != -1:
node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[edge_index])
start = self.world_to_screen(node_1.x, node_1.z)
end = self.world_to_screen(node_2.x, node_2.z)
pygame.draw.line(self.win, (0, 0, 0), start, end, self.edge_detect_radius)
color = (0, 255, 255) if edge_index in self.selected_edges else self.graph.TYPE_COLORS[self.graph.edges[edge_index].type]
pygame.draw.line(self.win, color, start, end, self.line_size)
def render_selection_rect(self):
rect = self.selection_rectangle rect = self.selection_rectangle
if rect is not None: if rect is not None:
left = min(rect[0][0], rect[1][0]) left = min(rect[0][0], rect[1][0])
@ -381,6 +388,11 @@ class Editor:
height = abs(rect[0][1] - rect[1][1]) height = abs(rect[0][1] - rect[1][1])
pygame.draw.rect(self.win, (32, 32, 32), pygame.Rect(left, top, width, height), self.line_size) pygame.draw.rect(self.win, (32, 32, 32), pygame.Rect(left, top, width, height), self.line_size)
# =========================
# ZOOMING
# =========================
def set_zoom(self, zoom_i: int) -> None: def set_zoom(self, zoom_i: int) -> None:
self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i)) self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i))
self.zoom = self.ZOOMS[self.zoom_i] self.zoom = self.ZOOMS[self.zoom_i]
@ -391,21 +403,10 @@ class Editor:
def zoom_out(self) -> None: def zoom_out(self) -> None:
self.set_zoom(self.zoom_i - 1) self.set_zoom(self.zoom_i - 1)
def screen_to_world(self, x: int, y: int) -> tuple[int, int]:
w2 = self.width / 2
h2 = self.height / 2
world_x = floor((x - w2) / self.zoom + self.center[0])
world_z = floor((y - h2) / self.zoom + self.center[1])
return int(world_x), int(world_z) # =========================
# SELECTION
def world_to_screen(self, world_x: int, world_z: int) -> tuple[int, int]: # =========================
w2 = self.width / 2
h2 = self.height / 2
screen_x = (world_x - self.center[0]) * self.zoom + w2
screen_y = (world_z - self.center[1]) * self.zoom + h2
return int(screen_x), int(screen_y)
def select_object(self, shifting: bool = False) -> None: def select_object(self, shifting: bool = False) -> None:
hover_index, is_node = self.get_hover_object() hover_index, is_node = self.get_hover_object()
@ -455,10 +456,6 @@ class Editor:
self.selected_edges = [] if edge == -1 else [edge] self.selected_edges = [] if edge == -1 else [edge]
self.selected_nodes = [] self.selected_nodes = []
def link_nodes(self, node_1: int, node_2: int) -> None:
if not self.graph.edge_exists(node_1, node_2):
self.create_edge(node_1, node_2)
def clear_selection(self) -> None: def clear_selection(self) -> None:
self.selected_nodes = [] self.selected_nodes = []
self.selected_edges = [] self.selected_edges = []
@ -469,31 +466,41 @@ class Editor:
def clear_edge_selection(self) -> None: def clear_edge_selection(self) -> None:
self.selected_edges = [] self.selected_edges = []
def rename_nodes(self) -> None: def create_selection_rect(self, shifting: bool = False):
self.dirty = True if not shifting:
for node in self.selected_nodes: self.clear_selection()
self.graph.nodes[node].rename_node(self.typing_text) self.previously_created_nodes = []
self.typing_text = "" mouse_pos = pygame.mouse.get_pos()
self.is_renaming_node = False self.selection_rectangle = [mouse_pos, mouse_pos]
def get_type(self) -> str: def expand_selection_rect(self):
type = "" self.selection_rectangle[1] = pygame.mouse.get_pos()
for key, value in self.EDGE_TYPE_KEYS.items():
if pygame.key.get_pressed()[key]:
type = value
break
return type
def create_node(self, pos: tuple[int, int], typing_text: str = "") -> None: def release_selection_rect(self, shifting: bool = False):
self.dirty = True if not shifting:
self.graph.add_node(pos[0], pos[1], typing_text) self.clear_selection()
if len(self.selected_nodes) == 1: self.previously_created_nodes = []
self.previously_created_nodes.append(self.selected_nodes[0]) rect = self.selection_rectangle
self.select_node(self.graph.number_of_nodes() - 1) left = min(rect[0][0], rect[1][0])
top = min(rect[0][1], rect[1][1])
right = max(rect[0][0], rect[1][0])
bottom = max(rect[0][1], rect[1][1])
for node in self.graph.nodes:
pos = self.world_to_screen(node.x, node.z)
if left <= pos[0] <= right and top <= pos[1] <= bottom:
if node.index not in self.selected_nodes:
self.selected_nodes.append(node.index)
for edge in self.graph.edges:
pos = self.world_to_screen(*self.graph.get_edge_center(edge.index))
if left <= pos[0] <= right and top <= pos[1] <= bottom:
if edge.index not in self.selected_edges:
self.selected_edges.append(edge.index)
self.selection_rectangle = None
def create_edge(self, node_1: int, node_2: int) -> None:
self.dirty = True # =========================
self.graph.add_edge(node_1, node_2, type=self.get_type()) # HOVERING
# =========================
def get_hovering_nodes(self) -> tuple[list[int], list[float]]: def get_hovering_nodes(self) -> tuple[list[int], list[float]]:
hovering = [] hovering = []
@ -540,78 +547,53 @@ class Editor:
return -1, False return -1, False
def get_edge_distance(self, edge_i: int, px: int, pz: int) -> float:
start_n, end_n = self.graph.get_edge_nodes(self.graph.edges[edge_i])
start_p = self.world_to_screen(start_n.x, start_n.z)
end_p = self.world_to_screen(end_n.x, end_n.z)
edge_vec = (end_p[0] - start_p[0], end_p[1] - start_p[1]) # =========================
start_vec = (px - start_p[0], pz - start_p[1]) # CREATION
# =========================
edge_vec_len = (edge_vec[0] ** 2 + edge_vec[1] ** 2) ** 0.5 def link_nodes(self, node_1: int, node_2: int) -> None:
if not self.graph.edge_exists(node_1, node_2):
self.create_edge(node_1, node_2)
if edge_vec_len == 0: def create_node(self, pos: tuple[int, int], typing_text: str = "") -> None:
return self.get_node_distance(start_n.index, px, pz)
scal_prod = start_vec[0] * edge_vec[0] + start_vec[1] * edge_vec[1]
proj_len = scal_prod / edge_vec_len
if proj_len < 0:
return self.get_node_distance(start_n.index, px, pz)
if proj_len > edge_vec_len:
return self.get_node_distance(end_n.index, px, pz)
return abs((edge_vec[0] * start_vec[1] - edge_vec[1] * start_vec[0]) / edge_vec_len)
def get_node_distance(self, node_i: int, px: int, pz: int) -> float:
node = self.graph.nodes[node_i]
node_pos = self.world_to_screen(node.x, node.z)
return ((px - node_pos[0]) ** 2 + (pz - node_pos[1]) ** 2) ** 0.5
def deleted_selected_objects(self):
self.dirty = True self.dirty = True
edges_to_delete = [self.graph.edges[i] for i in self.selected_edges] self.graph.add_node(pos[0], pos[1], typing_text, type=self.get_node_type())
nodes_to_delete = [self.graph.nodes[i] for i in self.selected_nodes] if len(self.selected_nodes) == 1:
for edge in edges_to_delete: self.previously_created_nodes.append(self.selected_nodes[0])
self.graph.delete_edge(edge) self.select_node(self.graph.number_of_nodes() - 1)
for node in nodes_to_delete:
self.graph.delete_node(node)
self.clear_selection()
n = len(self.previously_created_nodes)
if n != 0:
self.selected_nodes.append(self.previously_created_nodes[n - 1])
self.previously_created_nodes.pop()
def create_selection_rect(self, shifting: bool = False): def create_edge(self, node_1: int, node_2: int) -> None:
if not shifting: self.dirty = True
self.clear_selection() self.graph.add_edge(node_1, node_2, type=self.get_edge_type())
self.previously_created_nodes = []
mouse_pos = pygame.mouse.get_pos()
self.selection_rectangle = [mouse_pos, mouse_pos]
def expand_selection_rect(self): def get_edge_type(self) -> str:
self.selection_rectangle[1] = pygame.mouse.get_pos() type = ""
for key, value in self.EDGE_TYPE_KEYS.items():
if pygame.key.get_pressed()[key]:
type = value
break
return type
def release_selection_rect(self, shifting: bool = False): def get_node_type(self) -> int:
if not shifting: type = 0
self.clear_selection() for i in range(len(self.NODE_TYPE_KEYS)):
self.previously_created_nodes = [] if pygame.key.get_pressed()[self.NODE_TYPE_KEYS[i]]:
rect = self.selection_rectangle type = i
left = min(rect[0][0], rect[1][0]) break
top = min(rect[0][1], rect[1][1]) return type
right = max(rect[0][0], rect[1][0])
bottom = max(rect[0][1], rect[1][1])
for node in self.graph.nodes: # =========================
pos = self.world_to_screen(node.x, node.z) # EDITION
if left <= pos[0] <= right and top <= pos[1] <= bottom: # =========================
if node.index not in self.selected_nodes:
self.selected_nodes.append(node.index) def rename_nodes(self) -> None:
for edge in self.graph.edges: self.dirty = True
pos = self.world_to_screen(*self.graph.get_edge_center(edge.index)) for node in self.selected_nodes:
if left <= pos[0] <= right and top <= pos[1] <= bottom: self.graph.nodes[node].rename_node(self.typing_text)
if edge.index not in self.selected_edges: self.typing_text = ""
self.selected_edges.append(edge.index) self.is_renaming_node = False
self.selection_rectangle = None
def start_moving(self): def start_moving(self):
self.move_old_poses = {} self.move_old_poses = {}
@ -644,6 +626,84 @@ class Editor:
self.original_move_pos = None self.original_move_pos = None
self.move_old_poses = None self.move_old_poses = None
def change_edge_types(self, type: str = "path"):
self.dirty = True
for edge in self.selected_edges:
self.graph.set_edge_type(edge, type)
def change_node_types(self, type: int = 0):
self.dirty = True
for node_index in self.selected_nodes:
node = self.graph.nodes[node_index]
node.set_type(type)
def deleted_selected_objects(self):
self.dirty = True
edges_to_delete = [self.graph.edges[i] for i in self.selected_edges]
nodes_to_delete = [self.graph.nodes[i] for i in self.selected_nodes]
for edge in edges_to_delete:
self.graph.delete_edge(edge)
for node in nodes_to_delete:
self.graph.delete_node(node)
self.clear_selection()
n = len(self.previously_created_nodes)
if n != 0:
self.selected_nodes.append(self.previously_created_nodes[n - 1])
self.previously_created_nodes.pop()
# =========================
# CALCULATION
# =========================
def screen_to_world(self, x: int, y: int) -> tuple[int, int]:
w2 = self.width / 2
h2 = self.height / 2
world_x = floor((x - w2) / self.zoom + self.center[0])
world_z = floor((y - h2) / self.zoom + self.center[1])
return int(world_x), int(world_z)
def world_to_screen(self, world_x: int, world_z: int) -> tuple[int, int]:
w2 = self.width / 2
h2 = self.height / 2
screen_x = (world_x - self.center[0]) * self.zoom + w2
screen_y = (world_z - self.center[1]) * self.zoom + h2
return int(screen_x), int(screen_y)
def get_edge_distance(self, edge_i: int, px: int, pz: int) -> float:
start_n, end_n = self.graph.get_edge_nodes(self.graph.edges[edge_i])
start_p = self.world_to_screen(start_n.x, start_n.z)
end_p = self.world_to_screen(end_n.x, end_n.z)
edge_vec = (end_p[0] - start_p[0], end_p[1] - start_p[1])
start_vec = (px - start_p[0], pz - start_p[1])
edge_vec_len = (edge_vec[0] ** 2 + edge_vec[1] ** 2) ** 0.5
if edge_vec_len == 0:
return self.get_node_distance(start_n.index, px, pz)
scal_prod = start_vec[0] * edge_vec[0] + start_vec[1] * edge_vec[1]
proj_len = scal_prod / edge_vec_len
if proj_len < 0:
return self.get_node_distance(start_n.index, px, pz)
if proj_len > edge_vec_len:
return self.get_node_distance(end_n.index, px, pz)
return abs((edge_vec[0] * start_vec[1] - edge_vec[1] * start_vec[0]) / edge_vec_len)
def get_node_distance(self, node_i: int, px: int, pz: int) -> float:
node = self.graph.nodes[node_i]
node_pos = self.world_to_screen(node.x, node.z)
return ((px - node_pos[0]) ** 2 + (pz - node_pos[1]) ** 2) ** 0.5
# SAVING
def save(self, path: Optional[str] = None, save_config: bool = True) -> None: def save(self, path: Optional[str] = None, save_config: bool = True) -> None:
last_path = self.config.LAST_OPENED_FILE last_path = self.config.LAST_OPENED_FILE
if path is None: if path is None:
@ -672,12 +732,6 @@ class Editor:
self.config.save() self.config.save()
self.dirty = False self.dirty = False
def change_types(self, type: str = "path"):
self.dirty = True
for edge in self.selected_edges:
self.graph.set_edge_type(edge, type)
self.clear_edge_selection()
class State(Enum): class State(Enum):
STOPPING = auto() STOPPING = auto()

View File

@ -20,7 +20,7 @@ class Graph:
(255, 0, 0), (255, 0, 0),
(255, 0, 255), (255, 0, 255),
(0, 255, 0), (0, 255, 0),
(255, 255, ), (255, 255, 0),
(0, 0, 255) (0, 0, 255)
] ]
@ -28,8 +28,8 @@ class Graph:
self.edges: list[Edge] = [] self.edges: list[Edge] = []
self.nodes: list[Node] = [] self.nodes: list[Node] = []
def add_node(self, x: int, z: int, name: str = "") -> None: def add_node(self, x: int, z: int, name: str = "", type: int = 0) -> None:
self.nodes.append(Node(x, z, len(self.nodes), name)) self.nodes.append(Node(x, z, len(self.nodes), name, type))
def add_edge(self, start_index: int, end_index: int, type: str = "path", auto_length: bool = True) -> None: def add_edge(self, start_index: int, end_index: int, type: str = "path", auto_length: bool = True) -> None:
length = 0 length = 0
@ -37,7 +37,6 @@ class Graph:
n1, n2 = self.nodes[start_index], self.nodes[end_index] n1, n2 = self.nodes[start_index], self.nodes[end_index]
length = sqrt((n1.x - n2.x)**2 + (n1.z - n2.z)**2) length = sqrt((n1.x - n2.x)**2 + (n1.z - n2.z)**2)
type_n = 0 if type not in self.EDGE_TYPES else self.EDGE_TYPES.index(type) type_n = 0 if type not in self.EDGE_TYPES else self.EDGE_TYPES.index(type)
print("Type in add_edge:", type)
self.edges.append(Edge(start_index, end_index, length, len(self.edges), type_n)) self.edges.append(Edge(start_index, end_index, length, len(self.edges), type_n))
def delete_edge(self, edge: Edge) -> None: def delete_edge(self, edge: Edge) -> None:
@ -134,7 +133,7 @@ class Graph:
def save(self, path: str) -> None: def save(self, path: str) -> None:
with open(path, "w") as f: with open(path, "w") as f:
for node in self.nodes: for node in self.nodes:
f.write(f"n {node.x} {node.z} {node.name}\n") f.write(f"n {node.x} {node.z} {node.type} {node.name}\n")
f.write("\n") f.write("\n")
for edge in self.edges: for edge in self.edges:
f.write(f"e {edge.start} {edge.end} {edge.type}\n") f.write(f"e {edge.start} {edge.end} {edge.type}\n")
@ -150,11 +149,11 @@ class Graph:
entry_type, values = line.split(" ", 1) entry_type, values = line.split(" ", 1)
if entry_type == "n": if entry_type == "n":
x, z, name = values.split(" ", 2) x, z, type, name = values.split(" ", 3)
x, z = int(x), int(z) x, z, type = int(x), int(z), int(type)
graph.add_node(x, z, name) graph.add_node(x, z, name, type)
elif entry_type == "e": elif entry_type == "e":
start, end, type = values.split(" ", 3) start, end, type = values.split(" ", 2)
start, end, type = int(start), int(end), int(type) start, end, type = int(start), int(end), int(type)
graph.add_edge(start, end, auto_length=False, type=graph.EDGE_TYPES[type]) graph.add_edge(start, end, auto_length=False, type=graph.EDGE_TYPES[type])

View File

@ -1,9 +1,18 @@
class Node: class Node:
def __init__(self, x: int, z: int, index: int, name: str = ""): def __init__(self, x: int, z: int, index: int, name: str = "", type: int = 0):
self.x: int = x self.x: int = x
self.z: int = z self.z: int = z
self.index: int = index self.index: int = index
self.name: str = name self.name: str = name
self.type: int = (0 if name == "" else type)
def rename_node(self, name: str): def rename_node(self, name: str) -> None:
if self.name == "" and name != "":
self.type = 1
self.name = name self.name = name
if name == "":
self.type = 0
def set_type(self, type: int = 0) -> None:
if type != 0:
self.type = 0 if self.name == "" else type