drag and drop route markers

This commit is contained in:
Evan Scamehorn
2025-12-02 13:10:07 -06:00
parent e885f34d6d
commit fa39d1b27e
3 changed files with 226 additions and 156 deletions

View File

@@ -11,46 +11,37 @@ export class RouteManager {
this.currentRouteNodes = [];
// Visuals
this.markers = [];
this.markers = []; // Array of Meshes. index matches currentRouteNodes
this.pathMesh = null;
// Constants
this.ROAD_OFFSET = 3.0; // Meters to right
this.ROAD_OFFSET = 2.5; // Meters
}
initGraph(data) {
this.graphData = data;
// Prepare Adjacency List (mirrors previous logic)
// IMPORTANT: Fix coordinates here once, so logic uses correct Z
this.graphData.adjacency = {};
// 1. Flip Y to Z for Nodes
// 1. Flip Coordinates (Data is +Y North, 3D is -Z North)
for (let key in this.graphData.nodes) {
this.graphData.nodes[key].y = -this.graphData.nodes[key].y;
}
// 2. Process Edges
// 2. Build Adjacency
this.graphData.edges.forEach((edge, index) => {
// Flip geometry points
if (edge.points) {
edge.points.forEach(p => { p[1] = -p[1]; });
}
// Flip edge geometry
if (edge.points) edge.points.forEach(p => { p[1] = -p[1]; });
// Forward
if (!this.graphData.adjacency[edge.u]) this.graphData.adjacency[edge.u] = [];
this.graphData.adjacency[edge.u].push({
to: edge.v,
cost: edge.length || 1,
edgeIndex: index
to: edge.v, cost: edge.length || 1, edgeIndex: index
});
// Reverse (if not oneway)
if (!edge.oneway) {
if (!this.graphData.adjacency[edge.v]) this.graphData.adjacency[edge.v] = [];
this.graphData.adjacency[edge.v].push({
to: edge.u,
cost: edge.length || 1,
edgeIndex: index,
isReverse: true
to: edge.u, cost: edge.length || 1, edgeIndex: index, isReverse: true
});
}
});
@@ -60,15 +51,12 @@ export class RouteManager {
// Interaction Methods
// ============================
/**
* Called when user clicks the map. Adds a node to the route.
*/
addNodeByWorldPosition(vector3) {
if (!this.graphData) return;
const nodeId = this.findNearestNode(vector3.x, vector3.z);
if (nodeId === null) return;
// Prevent adding same node twice in a row
// Don't add duplicate adjacent nodes
if (this.currentRouteNodes.length > 0 &&
this.currentRouteNodes[this.currentRouteNodes.length - 1] === nodeId) {
return;
@@ -76,24 +64,129 @@ export class RouteManager {
this.currentRouteNodes.push(nodeId);
// Visuals
this.addMarker(nodeId);
// Add new marker
this.addMarkerVisual(nodeId);
// Update path
this.updatePathVisuals();
}
resetRoute() {
this.currentRouteNodes = [];
// Clear Visuals
this.markers.forEach(m => this.scene.remove(m));
this.markers = [];
if (this.pathMesh) {
this.scene.remove(this.pathMesh);
this.pathMesh = null;
/**
* Called while dragging a marker.
* Updates the node at markerIndex to the nearest graph node at worldPoint.
*/
dragNode(markerObject, worldPoint) {
if (!this.graphData) return;
// 1. Identify which node index this marker represents
const index = this.markers.indexOf(markerObject);
if (index === -1) return;
// 2. Find nearest node to new mouse position
const newNodeId = this.findNearestNode(worldPoint.x, worldPoint.z);
// 3. Optimization: Only update if the node ID actually changed
if (this.currentRouteNodes[index] !== newNodeId) {
this.currentRouteNodes[index] = newNodeId;
// Update Marker Visual Position
const nodeData = this.graphData.nodes[newNodeId];
markerObject.position.set(nodeData.x, 2, nodeData.y);
markerObject.userData.nodeId = newNodeId; // Keep sync
// Recalculate Path
this.updatePathVisuals();
}
}
// ============================
// Logic & Algorithms
// Visual Logic
// ============================
updatePathVisuals() {
// Need 2+ nodes to make a path
if (this.currentRouteNodes.length < 2) {
if (this.pathMesh) {
this.scene.remove(this.pathMesh);
this.pathMesh = null;
}
return;
}
// 1. Calculate Geometry
let fullPathPoints = [];
for (let i = 0; i < this.currentRouteNodes.length - 1; i++) {
const start = this.currentRouteNodes[i];
const end = this.currentRouteNodes[i + 1];
// Run A* for this segment
const segmentEdges = this.computePathAStar(start, end);
if (!segmentEdges) {
// No path found (disconnected graph?), just draw straight line or skip
continue;
}
// Process Geometry
segmentEdges.forEach(step => {
const rawPoints = step.edgeData.points;
let segmentPoints = rawPoints.map(p => new THREE.Vector2(p[0], p[1]));
if (step.isReverse) segmentPoints.reverse();
// Offset
const offsetSegment = this.getOffsetPath(segmentPoints, this.ROAD_OFFSET);
offsetSegment.forEach(p => fullPathPoints.push(new THREE.Vector3(p.x, 0.5, p.y)));
});
}
// 2. Update/Create Mesh
if (this.pathMesh) {
this.scene.remove(this.pathMesh);
this.pathMesh.geometry.dispose();
}
if (fullPathPoints.length < 2) return;
const curve = new THREE.CatmullRomCurve3(fullPathPoints);
// Low tension = smoother corners
const tubeGeom = new THREE.TubeGeometry(curve, fullPathPoints.length, 1.5, 6, false);
const tubeMat = new THREE.MeshBasicMaterial({ color: this.settings.colors.route });
this.pathMesh = new THREE.Mesh(tubeGeom, tubeMat);
this.scene.add(this.pathMesh);
}
addMarkerVisual(nodeId) {
const node = this.graphData.nodes[nodeId];
const geom = new THREE.SphereGeometry(4);
// Color Logic: Start(Green) -> End(Red). Intermediate? Yellow.
let color = this.settings.colors.pathStart;
if (this.markers.length > 0) color = this.settings.colors.pathEnd; // Default to End color
// If we are adding a new end, turn the PREVIOUS end into a waypoint (Yellow)
if (this.markers.length > 0) {
// Change the previous last marker to yellow (waypoint)
// Unless it was the start marker (index 0)
if (this.markers.length > 1) {
this.markers[this.markers.length - 1].material.color.setHex(0xFFFF00);
}
}
const mat = new THREE.MeshBasicMaterial({ color: color });
const mesh = new THREE.Mesh(geom, mat);
mesh.position.set(node.x, 2, node.y);
mesh.userData = { isMarker: true, nodeId: nodeId };
this.scene.add(mesh);
this.markers.push(mesh);
}
// ============================
// Algorithms (A* & Math)
// ============================
findNearestNode(x, z) {
@@ -101,7 +194,7 @@ export class RouteManager {
let minDist = Infinity;
for (const [id, node] of Object.entries(this.graphData.nodes)) {
const dx = node.x - x;
const dz = node.y - z; // Graph Y is World Z
const dz = node.y - z;
const d2 = dx * dx + dz * dz;
if (d2 < minDist) {
minDist = d2;
@@ -111,76 +204,9 @@ export class RouteManager {
return closestId;
}
updatePathVisuals() {
// We need at least 2 nodes to draw a path
if (this.currentRouteNodes.length < 2) return;
// 1. Calculate Full Path (Segment by Segment)
let fullPathPoints = [];
for (let i = 0; i < this.currentRouteNodes.length - 1; i++) {
const start = this.currentRouteNodes[i];
const end = this.currentRouteNodes[i + 1];
const segmentEdges = this.computePathAStar(start, end);
if (!segmentEdges) {
console.warn(`No path found between ${start} and ${end}`);
continue;
}
// Process Geometry for this segment
segmentEdges.forEach(step => {
const rawPoints = step.edgeData.points;
let segmentPoints = rawPoints.map(p => new THREE.Vector2(p[0], p[1]));
if (step.isReverse) segmentPoints.reverse();
const offsetSegment = this.getOffsetPath(segmentPoints, this.ROAD_OFFSET);
offsetSegment.forEach(p => {
fullPathPoints.push(new THREE.Vector3(p.x, 0.5, p.y));
});
});
}
// 2. Draw Tube
if (this.pathMesh) this.scene.remove(this.pathMesh);
if (fullPathPoints.length < 2) return;
const curve = new THREE.CatmullRomCurve3(fullPathPoints);
const tubeGeom = new THREE.TubeGeometry(curve, fullPathPoints.length, 1.5, 6, false);
const tubeMat = new THREE.MeshBasicMaterial({ color: this.settings.colors.route });
this.pathMesh = new THREE.Mesh(tubeGeom, tubeMat);
this.scene.add(this.pathMesh);
}
addMarker(nodeId) {
const node = this.graphData.nodes[nodeId];
const geom = new THREE.SphereGeometry(4);
// Color logic: Green for start, Red for end, Yellow for waypoints
let color = this.settings.colors.pathStart;
if (this.markers.length > 0) color = 0xFFFF00; // Middle
const mat = new THREE.MeshBasicMaterial({ color: color });
const mesh = new THREE.Mesh(geom, mat);
mesh.position.set(node.x, 2, node.y);
mesh.userData = { isMarker: true, nodeId: nodeId }; // Tag for input manager
this.scene.add(mesh);
this.markers.push(mesh);
// Update last marker to Red
if (this.markers.length > 1) {
this.markers[this.markers.length - 1].material.color.setHex(this.settings.colors.pathEnd);
}
}
// ============================
// A* Implementation
// ============================
computePathAStar(start, end) {
if (start === end) return [];
const openSet = new Set([start]);
const cameFrom = {};
const gScore = {};