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main
...
5d99a0d2c5
Author | SHA1 | Date | |
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5d99a0d2c5 | |||
258b2613d5 | |||
efe158f83f | |||
77f11a7440 | |||
df8198ef94 | |||
c09db757bc | |||
f53dab338a | |||
25f1b20a7a | |||
28a0ad26ce | |||
3e3dbcdda8
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6351381789 | |||
d1bcdcd530 | |||
9870a643dd |
388
src/editor.py
388
src/editor.py
@ -7,6 +7,7 @@ import platformdirs
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import pygame
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from src.image_handler import ImageHandler
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from src.graph.graph import Graph
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class Editor:
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@ -37,7 +38,19 @@ class Editor:
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lambda z: self.font.render(str(z), True, (255, 255, 255)),
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self.ZOOMS
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))
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self.is_renaming_node: bool = False
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self.state: State = State.STOPPING
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self.graph = Graph()
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self.typing_text: str = ""
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self.node_radius: int = 10
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self.line_size: int = int(self.node_radius / 5)
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self.edge_detect_radius: int = 3 * self.line_size
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self.selected_nodes: list[int] = []
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self.selected_edges: list[int] = []
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self.previously_created_nodes: list[int] = []
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self.selection_rectangle: list[tuple[int, int], tuple[int, int]] = None
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self.original_move_pos: tuple[int, int] = None
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self.move_old_poses: dict[int, tuple[int, int]] = None
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def mainloop(self) -> None:
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self.state = State.LOADING
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@ -49,6 +62,10 @@ class Editor:
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if not self.image_handler.loading:
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self.state = State.RUNNING
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elif self.state == State.RUNNING:
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if self.selection_rectangle != None:
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self.expand_selection_rect()
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if self.original_move_pos != None:
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self.move_poses()
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self.render()
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self.clock.tick(30)
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@ -63,17 +80,52 @@ class Editor:
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self.width = event.x
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self.height = event.y
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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self.state = State.STOPPING
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elif event.key == pygame.K_PAGEUP:
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self.zoom_in()
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elif event.key == pygame.K_PAGEDOWN:
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self.zoom_out()
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if self.is_renaming_node:
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if event.key == pygame.K_ESCAPE:
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self.is_renaming_node = False
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self.typing_text = ""
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elif event.key == pygame.K_RETURN:
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self.rename_nodes()
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elif event.key == pygame.K_BACKSPACE:
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self.typing_text = self.typing_text[:-1]
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else:
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self.typing_text += event.unicode
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else:
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if event.key == pygame.K_ESCAPE:
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if self.selected_nodes != [] or self.selected_edges != []:
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self.clear_selection()
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self.previously_created_nodes = []
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else:
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self.state = State.STOPPING
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elif event.key == pygame.K_PAGEUP:
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self.zoom_in()
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elif event.key == pygame.K_PAGEDOWN:
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self.zoom_out()
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elif event.key == pygame.K_BACKSPACE:
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self.deleted_selected_objects()
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elif event.key == pygame.K_RETURN:
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if len(self.selected_nodes) > 0:
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self.typing_text = "" if len(self.selected_nodes) > 1 else self.graph.nodes[self.selected_nodes[0]].name
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self.is_renaming_node = True
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_m:
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if self.original_move_pos != None:
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self.reset_move_poses()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 2:
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self.mid_drag_pos = event.pos
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elif event.button == 1 and keys[pygame.K_LCTRL]:
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self.left_drag_pos = event.pos
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elif event.button == 1:
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if keys[pygame.K_LCTRL]:
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self.left_drag_pos = event.pos
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elif keys[pygame.K_LALT]:
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self.create_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
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elif keys[pygame.K_m]:
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self.original_move_pos = event.pos
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self.start_moving()
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else:
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self.select_object(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
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elif event.button == 3:
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self.create_node(self.screen_to_world(event.pos[0], event.pos[1]))
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elif event.button == 4:
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self.zoom_in()
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elif event.button == 5:
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@ -82,7 +134,12 @@ class Editor:
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if event.button == 2:
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self.mid_drag_pos = None
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elif event.button == 1:
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self.left_drag_pos = None
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if keys[pygame.K_LCTRL]:
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self.left_drag_pos = None
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elif keys[pygame.K_m] and self.original_move_pos != None:
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self.confirm_move_poses()
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elif self.selection_rectangle != None:
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self.release_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
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if keys[pygame.K_LEFT]:
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self.center[0] -= 4 / self.zoom
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@ -143,6 +200,10 @@ class Editor:
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oy + y * self.MAP_SIZE
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])
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self.render_graph()
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self.render_selection_rect()
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pygame.draw.line(self.win, (150, 150, 150), [w2 - self.CROSSHAIR_SIZE, h2], [w2 + self.CROSSHAIR_SIZE, h2])
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pygame.draw.line(self.win, (150, 150, 150), [w2, h2 - self.CROSSHAIR_SIZE], [w2, h2 + self.CROSSHAIR_SIZE])
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self.render_zoom_slider()
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@ -153,6 +214,9 @@ class Editor:
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pygame.draw.rect(self.win, (80, 80, 80), [0, 0, mouse_txt.get_width() + 10, mouse_txt.get_height() + 10])
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self.win.blit(mouse_txt, [5, 5])
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if self.is_renaming_node:
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self.render_node_renamer()
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pygame.display.flip()
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def render_zoom_slider(self) -> None:
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@ -189,12 +253,83 @@ class Editor:
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h2 = self.height / 2
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x0 = w2 - width / 2
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y0 = h2 - height / 2
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loaded_width = 0 if total == 0 else width * count / total
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pygame.draw.rect(self.win, (160, 160, 160), [x0, y0, width, height])
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pygame.draw.rect(self.win, (90, 250, 90), [x0, y0, width * count / total, height])
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pygame.draw.rect(self.win, (90, 250, 90), [x0, y0, loaded_width, height])
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self.win.blit(txt, [w2 - txt.get_width() / 2, y0 - txt.get_height() - 5])
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pygame.display.flip()
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def render_node_renamer(self) -> None:
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width = self.width / 2
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height = self.height / 2
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x0 = (self.width - width) / 2
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y0 = (self.height - height) / 2
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line_height = height / 6
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nc_txt = self.loading_font.render("RENAME NODE", True, (255, 255, 255))
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name_txt = self.loading_font.render("New name:", True, (255, 255, 255))
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txt = self.loading_font.render(self.typing_text, True, (255, 255, 255))
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pygame.draw.rect(self.win, (0, 0, 0), [x0, y0, width, height])
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self.win.blit(nc_txt, [self.width / 2 - nc_txt.get_width() / 2, y0 + line_height])
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self.win.blit(name_txt, [self.width / 2 - name_txt.get_width() / 2, y0 + 3 * line_height])
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self.win.blit(txt, [self.width / 2 - txt.get_width() / 2, y0 + 4 * line_height])
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def render_graph(self) -> None:
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self.render_edges()
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hover_index, is_node = self.get_hover_object()
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if is_node:
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self.render_nodes()
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if self.selection_rectangle == None:
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self.render_hover_node(hover_index)
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else:
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if self.selection_rectangle == None:
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self.render_hover_edge(hover_index)
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self.render_nodes()
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def render_edges(self) -> None:
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for edge in self.graph.edges:
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node_1, node_2 = self.graph.get_edge_nodes(edge)
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color = (0, 255, 255) if edge.index in self.selected_edges else (255, 0, 0)
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pygame.draw.line(self.win, color, self.world_to_screen(node_1.x, node_1.z), self.world_to_screen(node_2.x, node_2.z), self.line_size)
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def render_nodes(self) -> None:
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for node in self.graph.nodes:
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blitpos = self.world_to_screen(node.x, node.z)
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pygame.draw.circle(self.win, (255, 0, 0), (blitpos[0], blitpos[1]), self.node_radius)
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for node_index in self.selected_nodes:
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node = self.graph.nodes[node_index]
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blitpos = self.world_to_screen(node.x, node.z)
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pygame.draw.circle(self.win, (0, 255, 255), (blitpos[0], blitpos[1]), self.node_radius)
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def render_hover_node(self, node_index):
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if node_index != -1:
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node = self.graph.nodes[node_index]
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txt = self.loading_font.render(node.name, True, (0, 0, 0))
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node_pos = self.world_to_screen(node.x, node.z)
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self.win.blit(txt, [node_pos[0] - txt.get_width(), node_pos[1] - txt.get_height()])
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pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius, self.line_size)
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def render_hover_edge(self, edge_index):
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if edge_index != -1:
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node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[edge_index])
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pygame.draw.line(self.win, (0, 0, 0), self.world_to_screen(node_1.x, node_1.z), self.world_to_screen(node_2.x, node_2.z), self.edge_detect_radius)
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color = (0, 255, 255) if edge_index in self.selected_edges else (255, 0, 0)
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pygame.draw.line(self.win, color, self.world_to_screen(node_1.x, node_1.z), self.world_to_screen(node_2.x, node_2.z), self.line_size)
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def render_selection_rect(self):
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rect = self.selection_rectangle
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if rect != None:
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left = min(rect[0][0], rect[1][0])
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top = min(rect[0][1], rect[1][1])
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width = abs(rect[0][0] - rect[1][0])
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height = abs(rect[0][1] - rect[1][1])
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pygame.draw.rect(self.win, (32, 32, 32), pygame.Rect(left, top, width, height), self.line_size)
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def set_zoom(self, zoom_i: int) -> None:
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self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i))
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self.zoom = self.ZOOMS[self.zoom_i]
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@ -213,6 +348,239 @@ class Editor:
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return int(world_x), int(world_z)
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def world_to_screen(self, world_x: int, world_z: int) -> tuple[int, int]:
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w2 = self.width / 2
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h2 = self.height / 2
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screen_x = (world_x - self.center[0]) * self.zoom + w2
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screen_y = (world_z - self.center[1]) * self.zoom + h2
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return int(screen_x), int(screen_y)
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def select_object(self, shifting: bool = False) -> None:
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hover_index, is_node = self.get_hover_object()
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self.previously_created_nodes = []
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if is_node:
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self.select_node(hover_index, shifting)
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elif hover_index != -1:
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self.select_edge(hover_index, shifting)
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else:
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self.clear_selection()
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def select_node(self, node: int, shifting: bool = False) -> None:
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if shifting:
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if node in self.selected_nodes:
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self.selected_nodes.remove(node)
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return
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if node != -1:
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self.selected_nodes.append(node)
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return
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if node in self.selected_nodes:
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self.clear_selection()
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self.selected_nodes.append(node)
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return
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if node != -1:
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for sel_node in self.selected_nodes:
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self.link_nodes(sel_node, node)
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self.selected_nodes = [] if node == -1 else [node]
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self.selected_edges = []
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def select_edge(self, edge: int, shifting: bool = False) -> None:
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if shifting:
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if edge in self.selected_edges:
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self.selected_edges.remove(edge)
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return
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if edge != -1:
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self.selected_edges.append(edge)
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return
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if edge in self.selected_edges:
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self.clear_selection()
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self.selected_edges.append(edge)
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return
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self.selected_edges = [] if edge == -1 else [edge]
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self.selected_nodes = []
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def link_nodes(self, node_1: int, node_2: int) -> None:
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if not self.graph.edge_exists(node_1, node_2):
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self.create_edge(node_1, node_2)
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def clear_selection(self) -> None:
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self.selected_nodes = []
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self.selected_edges = []
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def rename_nodes(self) -> None:
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for node in self.selected_nodes:
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self.graph.nodes[node].rename_node(self.typing_text)
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self.typing_text = ""
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self.is_renaming_node = False
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def create_node(self, pos, typing_text = "") -> None:
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self.graph.add_node(pos[0], pos[1], typing_text)
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if len(self.selected_nodes) == 1:
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self.previously_created_nodes.append(self.selected_nodes[0])
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self.select_node(self.graph.number_of_nodes() - 1)
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def create_edge(self, node_1: int, node_2: int) -> None:
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n1 = self.graph.nodes[node_1]
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n2 = self.graph.nodes[node_2]
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self.graph.add_edge(node_1, node_2, ((n1.x - n2.x) ** 2 + (n1.z - n2.z) ** 2) ** 0.5)
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def get_hovering_nodes(self) -> tuple[list[int], list[float]]:
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hovering = []
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dists = []
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mouse_pos = pygame.mouse.get_pos()
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for node in self.graph.nodes:
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dist = self.get_node_distance(node.index, mouse_pos[0], mouse_pos[1])
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if dist < self.node_radius:
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hovering.append(node.index)
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dists.append(dist)
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return hovering, dists
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def get_hover_node(self) -> int:
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hover_nodes, distances = self.get_hovering_nodes()
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return -1 if len(hover_nodes) == 0 else hover_nodes[distances.index(min(distances))]
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def get_hovering_edges(self) -> tuple[list[int], list[float]]:
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hovering = []
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dists = []
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mouse_pos = pygame.mouse.get_pos()
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for edge in self.graph.edges:
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dist = self.get_edge_distance(edge.index, mouse_pos[0], mouse_pos[1])
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if dist < self.edge_detect_radius:
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hovering.append(edge.index)
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dists.append(dist)
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return hovering, dists
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def get_hover_edge(self) -> int:
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hover_edges, distances = self.get_hovering_edges()
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return -1 if len(hover_edges) == 0 else hover_edges[distances.index(min(distances))]
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def get_hover_object(self) -> tuple[int, bool]:
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node = self.get_hover_node()
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if node != -1:
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return node, True
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edge = self.get_hover_edge()
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if edge != -1:
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return edge, False
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return -1, False
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def get_edge_distance(self, edge_i: int, px: int, pz: int) -> float:
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start_n, end_n = self.graph.get_edge_nodes(self.graph.edges[edge_i])
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start_p = self.world_to_screen(start_n.x, start_n.z)
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end_p = self.world_to_screen(end_n.x, end_n.z)
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edge_vec = (end_p[0] - start_p[0], end_p[1] - start_p[1])
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start_vec = (px - start_p[0], pz - start_p[1])
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edge_vec_len = (edge_vec[0] ** 2 + edge_vec[1] ** 2) ** 0.5
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if edge_vec_len == 0:
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return self.get_node_distance(start_n.index, px, pz)
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scal_prod = start_vec[0] * edge_vec[0] + start_vec[1] * edge_vec[1]
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proj_len = scal_prod / edge_vec_len
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if proj_len < 0:
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return self.get_node_distance(start_n.index, px, pz)
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if proj_len > edge_vec_len:
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return self.get_node_distance(end_n.index, px, pz)
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return abs((edge_vec[0] * start_vec[1] - edge_vec[1] * start_vec[0]) / edge_vec_len)
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def get_node_distance(self, node_i: int, px: int, pz: int) -> float:
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node = self.graph.nodes[node_i]
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node_pos = self.world_to_screen(node.x, node.z)
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return ((px - node_pos[0]) ** 2 + (pz - node_pos[1]) ** 2) ** 0.5
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def deleted_selected_objects(self):
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edges_to_delete = [self.graph.edges[i] for i in self.selected_edges]
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nodes_to_delete = [self.graph.nodes[i] for i in self.selected_nodes]
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for edge in edges_to_delete:
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self.graph.delete_edge(edge)
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for node in nodes_to_delete:
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self.graph.delete_node(node)
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self.clear_selection()
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n = len(self.previously_created_nodes)
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if n != 0:
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self.selected_nodes.append(self.previously_created_nodes[n - 1])
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self.previously_created_nodes.pop()
|
||||
|
||||
def create_selection_rect(self, shifting = False):
|
||||
if not shifting:
|
||||
self.clear_selection()
|
||||
self.previously_created_nodes = []
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
self.selection_rectangle = [mouse_pos, mouse_pos]
|
||||
|
||||
def expand_selection_rect(self):
|
||||
self.selection_rectangle[1] = pygame.mouse.get_pos()
|
||||
|
||||
def release_selection_rect(self, shifting = False):
|
||||
if not shifting:
|
||||
self.clear_selection()
|
||||
self.previously_created_nodes = []
|
||||
rect = self.selection_rectangle
|
||||
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)
|
||||
print(left, "<=", pos[0], "<=", right)
|
||||
print(top, "<=", pos[1], "<=", bottom)
|
||||
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)
|
||||
print(left, "<=", pos[0], "<=", right)
|
||||
print(top, "<=", pos[1], "<=", bottom)
|
||||
self.selection_rectangle = None
|
||||
|
||||
def start_moving(self):
|
||||
self.move_old_poses = {}
|
||||
for node_index in self.selected_nodes:
|
||||
node = self.graph.nodes[node_index]
|
||||
self.move_old_poses[node_index] = (node.x, node.z)
|
||||
|
||||
def move_poses(self):
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
start_pos = self.original_move_pos
|
||||
delta_x = mouse_pos[0] - start_pos[0]
|
||||
delta_z = mouse_pos[1] - start_pos[1]
|
||||
for node_index in self.move_old_poses.keys():
|
||||
node = self.graph.nodes[node_index]
|
||||
old_pos = self.move_old_poses[node_index]
|
||||
node.x = old_pos[0] + delta_x
|
||||
node.z = old_pos[1] + delta_z
|
||||
|
||||
def reset_move_poses(self):
|
||||
self.original_move_pos = None
|
||||
for node_index in self.move_old_poses.keys():
|
||||
node = self.graph.nodes[node_index]
|
||||
old_pos = self.move_old_poses[node_index]
|
||||
node.x = old_pos[0]
|
||||
node.z = old_pos[1]
|
||||
self.move_old_poses = None
|
||||
|
||||
def confirm_move_poses(self):
|
||||
self.original_move_pos = None
|
||||
self.move_old_poses = None
|
||||
|
||||
|
||||
|
||||
class State(Enum):
|
||||
STOPPING = auto()
|
||||
|
6
src/graph/edge.py
Normal file
6
src/graph/edge.py
Normal file
@ -0,0 +1,6 @@
|
||||
class Edge:
|
||||
def __init__(self, start: int, end: int, length: float, index: int):
|
||||
self.length: float = length
|
||||
self.start: int = start
|
||||
self.end: int = end
|
||||
self.index: int = index
|
97
src/graph/graph.py
Normal file
97
src/graph/graph.py
Normal file
@ -0,0 +1,97 @@
|
||||
from math import inf
|
||||
from typing import Iterator, Optional
|
||||
|
||||
from src.graph.node import Node
|
||||
from src.graph.edge import Edge
|
||||
|
||||
class Graph:
|
||||
def __init__(self):
|
||||
self.edges: list[Edge] = []
|
||||
self.nodes: list[Node] = []
|
||||
|
||||
def add_node(self, x: int, z: int, name: str = "") -> None:
|
||||
self.nodes.append(Node(x, z, len(self.nodes), name))
|
||||
|
||||
def add_edge(self, start_index: int, end_index: int, length: float) -> None:
|
||||
self.edges.append(Edge(start_index, end_index, length, len(self.edges)))
|
||||
|
||||
def delete_edge(self, edge: Edge) -> None:
|
||||
self.edges.remove(edge)
|
||||
for ed in self.edges:
|
||||
ed.index = self.edges.index(ed)
|
||||
|
||||
def delete_node(self, node: Node) -> None:
|
||||
edges_to_delete=[]
|
||||
for edge in self.edges:
|
||||
if node.index in (edge.start, edge.end):
|
||||
edges_to_delete.append(edge)
|
||||
continue
|
||||
if edge.start > node.index:
|
||||
edge.start -= 1
|
||||
if edge.end > node.index:
|
||||
edge.end -= 1
|
||||
for edge in edges_to_delete:
|
||||
self.delete_edge(edge)
|
||||
self.nodes.remove(node)
|
||||
for no in self.nodes:
|
||||
no.index = self.nodes.index(no)
|
||||
|
||||
def number_of_nodes(self) -> int:
|
||||
return len(self.nodes)
|
||||
|
||||
def get_edge(self, node_1: int, node_2: int) -> int:
|
||||
for edge in self.edges:
|
||||
if (edge.start == node_1 and edge.end == node_2) or (edge.start == node_2 and edge.end == node_1):
|
||||
return self.edges.index(edge)
|
||||
return -1
|
||||
|
||||
def get_edge_nodes(self, edge: Edge) -> tuple[Node, Node]:
|
||||
return self.nodes[edge.start], self.nodes[edge.end]
|
||||
|
||||
def get_edge_center(self, edge_index: int) -> tuple[float, float]:
|
||||
edge = self.edges[edge_index]
|
||||
start_n = self.nodes[edge.start]
|
||||
end_n = self.nodes[edge.end]
|
||||
return (start_n.x + end_n.x) / 2, (start_n.z + end_n.z) / 2
|
||||
|
||||
def edges_adjacent_to(self, node_i: int) -> Iterator[Edge]:
|
||||
return filter(lambda e: e.start == node_i or e.end == node_i, self.edges)
|
||||
|
||||
def edge_exists(self, node_1: int, node_2: int) -> bool:
|
||||
return self.get_edge(node_1, node_2) != -1
|
||||
|
||||
def dijkstra(self, source_index: int, target_index: int) -> Optional[list[int]]:
|
||||
n = len(self.nodes)
|
||||
|
||||
if source_index < 0 or source_index >= n:
|
||||
return None
|
||||
|
||||
if target_index < 0 or target_index >= n:
|
||||
return None
|
||||
|
||||
unvisited = list(range(n))
|
||||
|
||||
distances_from_start = [inf] * n
|
||||
distances_from_start[source_index] = 0
|
||||
|
||||
node_sequences = [[] for _ in range(n)]
|
||||
node_sequences[source_index] = [source_index]
|
||||
|
||||
while True:
|
||||
current_index = min(unvisited, key=lambda i: distances_from_start[i])
|
||||
|
||||
if current_index == target_index:
|
||||
break
|
||||
|
||||
unvisited.remove(current_index)
|
||||
|
||||
for edge in self.edges_adjacent_to(current_index):
|
||||
start = current_index
|
||||
end = edge.end if edge.start == current_index else edge.start
|
||||
|
||||
if end in unvisited and distances_from_start[end] > distances_from_start[start] + edge.length:
|
||||
distances_from_start[end] = distances_from_start[start] + edge.length
|
||||
node_sequences[end] = node_sequences[start].copy()
|
||||
node_sequences[end].append(end)
|
||||
|
||||
return node_sequences[target_index]
|
9
src/graph/node.py
Normal file
9
src/graph/node.py
Normal file
@ -0,0 +1,9 @@
|
||||
class Node:
|
||||
def __init__(self, x: int, z: int, index: int, name: str = ""):
|
||||
self.x: int = x
|
||||
self.z: int = z
|
||||
self.index: int = index
|
||||
self.name: str = name
|
||||
|
||||
def rename_node(self, name: str):
|
||||
self.name = name
|
@ -1,88 +0,0 @@
|
||||
from math import inf
|
||||
from typing import Iterator, Optional
|
||||
|
||||
|
||||
class Node:
|
||||
def __init__(self, x: int, y: int):
|
||||
self.x: int = x
|
||||
self.y: int = y
|
||||
|
||||
|
||||
class Edge:
|
||||
def __init__(self, start: int, end: int, length: float):
|
||||
self.length: float = length
|
||||
self.start: int = start
|
||||
self.end: int = end
|
||||
|
||||
|
||||
class Graph:
|
||||
def __init__(self):
|
||||
self.edges: list[Edge] = []
|
||||
self.nodes: list[Node] = []
|
||||
|
||||
def add_node(self, x: int, y: int) -> None:
|
||||
self.nodes.append(Node(x, y))
|
||||
|
||||
def add_edge(self, start_index: int, end_index: int, length: float) -> None:
|
||||
self.edges.append(Edge(start_index, end_index, length))
|
||||
|
||||
def edges_adjacent_to(self, node_i: int) -> Iterator[Edge]:
|
||||
return filter(lambda e: e.start == node_i or e.end == node_i, self.edges)
|
||||
|
||||
def dijkstra(self, source_index: int, target_index: int) -> Optional[list[int]]:
|
||||
n = len(self.nodes)
|
||||
|
||||
if source_index < 0 or source_index >= n:
|
||||
return None
|
||||
|
||||
if target_index < 0 or target_index >= n:
|
||||
return None
|
||||
|
||||
unvisited = list(range(n))
|
||||
|
||||
distances_from_start = [inf] * n
|
||||
distances_from_start[source_index] = 0
|
||||
|
||||
node_sequences = [[] for _ in range(n)]
|
||||
node_sequences[source_index] = [source_index]
|
||||
|
||||
while True:
|
||||
current_index = min(unvisited, key=lambda i: distances_from_start[i])
|
||||
|
||||
if current_index == target_index:
|
||||
break
|
||||
|
||||
unvisited.remove(current_index)
|
||||
|
||||
for edge in self.edges_adjacent_to(current_index):
|
||||
start = current_index
|
||||
end = edge.end if edge.start == current_index else edge.start
|
||||
|
||||
if end in unvisited and distances_from_start[end] > distances_from_start[start] + edge.length:
|
||||
distances_from_start[end] = distances_from_start[start] + edge.length
|
||||
node_sequences[end] = node_sequences[start].copy()
|
||||
node_sequences[end].append(end)
|
||||
|
||||
return node_sequences[target_index]
|
||||
|
||||
|
||||
def main() -> None:
|
||||
graph = Graph()
|
||||
|
||||
graph.add_node(1, 2)
|
||||
graph.add_node(4, 7)
|
||||
graph.add_node(3, 1)
|
||||
graph.add_node(-2, 0)
|
||||
graph.add_node(0, 0)
|
||||
|
||||
graph.add_edge(0, 1, 1)
|
||||
graph.add_edge(1, 2, 2)
|
||||
graph.add_edge(2, 3, 3)
|
||||
graph.add_edge(3, 0, 1)
|
||||
graph.add_edge(1, 3, 3)
|
||||
|
||||
print(graph.dijkstra(0, 3))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
Reference in New Issue
Block a user