very basic UI
This commit is contained in:
@@ -7,37 +7,38 @@ export class RouteManager {
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this.graphData = null;
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// State: A route is an ordered list of Node IDs
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// -- State --
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this.currentRouteNodes = [];
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this.savedRoutes = []; // { nodes: [], length: number, mesh: THREE.Mesh }
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// Visuals
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this.markers = []; // Array of Meshes. index matches currentRouteNodes
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this.pathMesh = null;
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// -- Visuals --
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this.markers = []; // Draggable spheres
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this.currentPathMesh = null; // The tube being edited
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this.ROAD_OFFSET = 2.5; // Meters
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this.ROAD_OFFSET = 2.5;
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// -- Callbacks --
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this.onRouteChanged = null; // function(lengthInMeters)
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}
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initGraph(data) {
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this.graphData = data;
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this.graphData.adjacency = {};
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// 1. Flip Coordinates (Data is +Y North, 3D is -Z North)
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// 1. Flip Coordinates
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for (let key in this.graphData.nodes) {
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this.graphData.nodes[key].y = -this.graphData.nodes[key].y;
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}
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// 2. Build Adjacency
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this.graphData.edges.forEach((edge, index) => {
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// Flip edge geometry
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if (edge.points) edge.points.forEach(p => { p[1] = -p[1]; });
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// Forward
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if (!this.graphData.adjacency[edge.u]) this.graphData.adjacency[edge.u] = [];
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this.graphData.adjacency[edge.u].push({
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to: edge.v, cost: edge.length || 1, edgeIndex: index
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});
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// Reverse (if not oneway)
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if (!edge.oneway) {
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if (!this.graphData.adjacency[edge.v]) this.graphData.adjacency[edge.v] = [];
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this.graphData.adjacency[edge.v].push({
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@@ -48,7 +49,7 @@ export class RouteManager {
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}
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// ============================
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// Interaction Methods
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// API Methods (For UI/Input)
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// ============================
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addNodeByWorldPosition(vector3) {
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@@ -56,126 +57,172 @@ export class RouteManager {
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const nodeId = this.findNearestNode(vector3.x, vector3.z);
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if (nodeId === null) return;
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// Don't add duplicate adjacent nodes
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if (this.currentRouteNodes.length > 0 &&
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this.currentRouteNodes[this.currentRouteNodes.length - 1] === nodeId) {
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return;
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}
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this.currentRouteNodes.push(nodeId);
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// Add new marker
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this.addMarkerVisual(nodeId);
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// Update path
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this.updatePathVisuals();
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}
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/**
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* Called while dragging a marker.
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* Updates the node at markerIndex to the nearest graph node at worldPoint.
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*/
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dragNode(markerObject, worldPoint) {
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if (!this.graphData) return;
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// 1. Identify which node index this marker represents
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const index = this.markers.indexOf(markerObject);
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if (index === -1) return;
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// 2. Find nearest node to new mouse position
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const newNodeId = this.findNearestNode(worldPoint.x, worldPoint.z);
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// 3. Optimization: Only update if the node ID actually changed
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if (this.currentRouteNodes[index] !== newNodeId) {
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this.currentRouteNodes[index] = newNodeId;
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// Update Marker Visual Position
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const nodeData = this.graphData.nodes[newNodeId];
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markerObject.position.set(nodeData.x, 2, nodeData.y);
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markerObject.userData.nodeId = newNodeId; // Keep sync
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markerObject.userData.nodeId = newNodeId;
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// Recalculate Path
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this.updatePathVisuals();
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}
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}
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saveCurrentRoute() {
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if (this.currentRouteNodes.length < 2 || !this.currentPathMesh) return;
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// 1. Calculate final length
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const totalLength = this.currentPathMesh.userData.length || 0;
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// 2. Freeze the mesh (Change color to indicate saved state)
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this.currentPathMesh.material.color.setHex(0x10B981); // Emerald Green
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// 3. Store in saved list
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this.savedRoutes.push({
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nodes: [...this.currentRouteNodes],
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length: totalLength,
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mesh: this.currentPathMesh
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});
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// 4. Detach mesh from "current" reference so we don't delete it on reset
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this.currentPathMesh = null;
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// 5. Clear drafting state (remove markers, clear node list)
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this.resetDraftingState();
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}
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clearCurrentRoute() {
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// 1. Remove current mesh from scene
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if (this.currentPathMesh) {
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this.scene.remove(this.currentPathMesh);
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this.currentPathMesh.geometry.dispose();
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this.currentPathMesh = null;
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}
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// 2. Reset state
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this.resetDraftingState();
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}
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resetDraftingState() {
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this.currentRouteNodes = [];
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// Remove all markers
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this.markers.forEach(m => this.scene.remove(m));
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this.markers = [];
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// Notify UI
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if (this.onRouteChanged) this.onRouteChanged(0);
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}
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deleteSavedRoute(index) {
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if (index < 0 || index >= this.savedRoutes.length) return;
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const route = this.savedRoutes[index];
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// Remove mesh from scene
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if (route.mesh) {
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this.scene.remove(route.mesh);
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route.mesh.geometry.dispose();
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}
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this.savedRoutes.splice(index, 1);
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}
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getSavedRoutes() {
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return this.savedRoutes;
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}
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// ============================
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// Visual Logic
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// Visuals & Logic
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// ============================
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updatePathVisuals() {
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// Need 2+ nodes to make a path
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// Needs 2+ nodes
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if (this.currentRouteNodes.length < 2) {
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if (this.pathMesh) {
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this.scene.remove(this.pathMesh);
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this.pathMesh = null;
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if (this.currentPathMesh) {
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this.scene.remove(this.currentPathMesh);
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this.currentPathMesh = null;
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}
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if (this.onRouteChanged) this.onRouteChanged(0);
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return;
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}
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// 1. Calculate Geometry
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let fullPathPoints = [];
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let totalDist = 0;
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for (let i = 0; i < this.currentRouteNodes.length - 1; i++) {
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const start = this.currentRouteNodes[i];
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const end = this.currentRouteNodes[i + 1];
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// Run A* for this segment
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const segmentEdges = this.computePathAStar(start, end);
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if (!segmentEdges) {
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// No path found (disconnected graph?), just draw straight line or skip
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continue;
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}
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if (!segmentEdges) continue;
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// Process Geometry
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segmentEdges.forEach(step => {
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totalDist += step.edgeData.cost || 0; // Accumulate distance
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const rawPoints = step.edgeData.points;
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let segmentPoints = rawPoints.map(p => new THREE.Vector2(p[0], p[1]));
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if (step.isReverse) segmentPoints.reverse();
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// Offset
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const offsetSegment = this.getOffsetPath(segmentPoints, this.ROAD_OFFSET);
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offsetSegment.forEach(p => fullPathPoints.push(new THREE.Vector3(p.x, 0.5, p.y)));
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});
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}
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// 2. Update/Create Mesh
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if (this.pathMesh) {
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this.scene.remove(this.pathMesh);
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this.pathMesh.geometry.dispose();
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// Update Mesh
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if (this.currentPathMesh) {
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this.scene.remove(this.currentPathMesh);
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this.currentPathMesh.geometry.dispose();
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}
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if (fullPathPoints.length < 2) return;
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const curve = new THREE.CatmullRomCurve3(fullPathPoints);
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// Low tension = smoother corners
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const tubeGeom = new THREE.TubeGeometry(curve, fullPathPoints.length, 1.5, 6, false);
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const tubeMat = new THREE.MeshBasicMaterial({ color: this.settings.colors.route });
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this.pathMesh = new THREE.Mesh(tubeGeom, tubeMat);
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this.scene.add(this.pathMesh);
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this.currentPathMesh = new THREE.Mesh(tubeGeom, tubeMat);
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// Store length on the mesh for easy access later
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this.currentPathMesh.userData.length = totalDist;
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this.scene.add(this.currentPathMesh);
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// Update markers color (First=Green, Last=Red, Others=Yellow)
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this.updateMarkerColors();
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// Trigger Callback
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if (this.onRouteChanged) this.onRouteChanged(totalDist);
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}
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updateMarkerColors() {
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this.markers.forEach((marker, i) => {
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let color = 0xFFFF00; // Default Yellow (Waypoint)
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if (i === 0) color = this.settings.colors.pathStart; // Green
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else if (i === this.markers.length - 1) color = this.settings.colors.pathEnd; // Red
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marker.material.color.setHex(color);
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});
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}
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addMarkerVisual(nodeId) {
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const node = this.graphData.nodes[nodeId];
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const geom = new THREE.SphereGeometry(4);
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// Color Logic: Start(Green) -> End(Red). Intermediate? Yellow.
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let color = this.settings.colors.pathStart;
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if (this.markers.length > 0) color = this.settings.colors.pathEnd; // Default to End color
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// If we are adding a new end, turn the PREVIOUS end into a waypoint (Yellow)
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if (this.markers.length > 0) {
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// Change the previous last marker to yellow (waypoint)
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// Unless it was the start marker (index 0)
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if (this.markers.length > 1) {
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this.markers[this.markers.length - 1].material.color.setHex(0xFFFF00);
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}
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}
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const mat = new THREE.MeshBasicMaterial({ color: color });
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const mat = new THREE.MeshBasicMaterial({ color: this.settings.colors.pathEnd });
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const mesh = new THREE.Mesh(geom, mat);
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mesh.position.set(node.x, 2, node.y);
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@@ -183,10 +230,12 @@ export class RouteManager {
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this.scene.add(mesh);
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this.markers.push(mesh);
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this.updateMarkerColors();
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}
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// ============================
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// Algorithms (A* & Math)
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// Algorithms (A* & Helpers)
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// ============================
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findNearestNode(x, z) {
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@@ -206,12 +255,10 @@ export class RouteManager {
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computePathAStar(start, end) {
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if (start === end) return [];
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const openSet = new Set([start]);
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const cameFrom = {};
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const gScore = {};
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const fScore = {};
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gScore[start] = 0;
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fScore[start] = this.heuristic(start, end);
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@@ -222,9 +269,7 @@ export class RouteManager {
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const score = fScore[node] !== undefined ? fScore[node] : Infinity;
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if (score < minF) { minF = score; current = node; }
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}
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if (current === end) return this.reconstructPath(cameFrom, current);
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openSet.delete(current);
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const neighbors = this.graphData.adjacency[current] || [];
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70
src/UIManager.js
Normal file
70
src/UIManager.js
Normal file
@@ -0,0 +1,70 @@
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export class UIManager {
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constructor(routeManager) {
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this.routeManager = routeManager;
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// DOM Elements
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this.elCurrentLength = document.getElementById('current-length');
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this.elRouteList = document.getElementById('route-list');
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this.btnSave = document.getElementById('btn-save');
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this.btnDiscard = document.getElementById('btn-discard');
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this.initListeners();
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}
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initListeners() {
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this.btnSave.addEventListener('click', () => {
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this.routeManager.saveCurrentRoute();
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this.renderRouteList();
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this.updateStats(0);
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});
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this.btnDiscard.addEventListener('click', () => {
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this.routeManager.clearCurrentRoute();
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this.updateStats(0);
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});
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}
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/**
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* Updates the text display for current route length
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* @param {number} lengthInMeters
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*/
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updateStats(lengthInMeters) {
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// Format: If > 1000m, show km. Else meters.
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let text = "";
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if (lengthInMeters > 1000) {
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text = (lengthInMeters / 1000).toFixed(2) + " km";
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} else {
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text = Math.round(lengthInMeters) + " m";
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}
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this.elCurrentLength.textContent = text;
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}
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renderRouteList() {
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this.elRouteList.innerHTML = '';
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const routes = this.routeManager.getSavedRoutes();
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routes.forEach((route, index) => {
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const li = document.createElement('li');
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// Format Length
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let lenStr = route.length > 1000
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? (route.length / 1000).toFixed(2) + " km"
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: Math.round(route.length) + " m";
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li.innerHTML = `
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<span><strong>Route ${index + 1}</strong> (${lenStr})</span>
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`;
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// Delete Button
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const btnDel = document.createElement('button');
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btnDel.textContent = "✕";
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btnDel.onclick = () => {
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this.routeManager.deleteSavedRoute(index);
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this.renderRouteList();
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};
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li.appendChild(btnDel);
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this.elRouteList.appendChild(li);
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});
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}
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}
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24
src/main.js
24
src/main.js
@@ -2,9 +2,10 @@ import * as THREE from 'three';
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import { MapControls } from 'three/addons/controls/MapControls.js';
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import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
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// Import our Classes
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import { InputManager } from './InputManager.js';
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import { RouteManager } from './RouteManager.js';
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import { UIManager } from './UIManager.js';
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// ==========================================
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// 1. Configuration
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@@ -28,34 +29,35 @@ const SETTINGS = {
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};
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let scene, camera, renderer, controls;
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let inputManager, routeManager;
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let inputManager, routeManager, uiManager;
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function init() {
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setupScene();
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// -- INITIALIZATION --
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// 1. Create Route Manager
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// 1. Managers
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routeManager = new RouteManager(scene, SETTINGS);
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// 2. Create Input Manager (Pass controls so we can disable them during drag)
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inputManager = new InputManager(camera, renderer.domElement, scene, controls);
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uiManager = new UIManager(routeManager); // Wire UI to Route Logic
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// 2. Events
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inputManager.init();
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// 3. Wire Events
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// Handle Click (Add Node)
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inputManager.onClick = (point, object) => {
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if (object.name === "GROUND") {
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routeManager.addNodeByWorldPosition(point);
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}
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};
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// Handle Drag (Move Node)
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inputManager.onDrag = (markerObject, newPoint) => {
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routeManager.dragNode(markerObject, newPoint);
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};
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// 4. Load Data
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// Wire RouteManager back to UI (to update stats when dragging)
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routeManager.onRouteChanged = (dist) => {
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uiManager.updateStats(dist);
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};
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// 3. Data Load
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Promise.all([
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fetch(SETTINGS.files.visual).then(r => r.json()),
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fetch(SETTINGS.files.routing).then(r => r.json())
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Reference in New Issue
Block a user