gniziemazity / virtual-world Goto Github PK
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License: MIT License
Hello, so for some reason I'm sure its a really silly bug I can not get my editor to remove my points and segments. I can add them just fine and I can select a point just fine. At first the event listeners were broken then I fixed them and added a console log. Then just the 2button was working now both are good but still no luck with getting the canvas to repaint the graph with no point and segment. I'm including my code so you can see if I messed up or if my environment is wonky. Please help its been days now and I refuse to give up I will keep bug hunting in the mean time.
INDEX.HTML
<title>World Editor</title>
<link rel="stylesheet" href="style.css"/>
</head>
<body>
<h1>World Editor</h1>
<canvas id="myCanvas"></canvas>
<div id="controls">
</div>
<script src="js/graphEditor.js"></script>
<script src="js/math/utils.js"></script>
<script src="js/math/graph.js"></script>
<script src="js/primitives/point.js"></script>
<script src="js/primitives/segment.js"></script>
<script>
myCanvas.width = 600;
myCanvas.height = 600;
const ctx = myCanvas.getContext("2d");
const p1 = new Point (200,200);
const p2 = new Point (500,200);
const p3 = new Point (400,400);
const p4 = new Point (100,300);
const s1 = new Segment(p1, p2);
const s2 = new Segment(p1, p3);
const s3 = new Segment(p1, p4);
const s4 = new Segment(p2, p3);
const graph = new Graph([p1, p2, p3, p4], [s1, s2, s3, s4]);
const graphEditor = new GraphEditor(myCanvas, graph);
animate();
function animate() {
ctx.clearRect(0, 0, myCanvas.width, myCanvas.heght);
graphEditor.display();
requestAnimationFrame(animate);
}
</script>
</body>
STYLE.CSS
body {
background-color: black;
text-align: center;
}
h1 {
color: white;
font-family: arial;
}
#myCanvas {
background-color: #2a5;
}
graphEditor.js
class GraphEditor {
constructor(canvas, graph) {
this.canvas = canvas;
this.graph = graph;
this.ctx = this.canvas.getContext("2d");
this.selected = null;
this.hovered = null;
this.#addEventListeners();
}
#addEventListeners() {
this.canvas.addEventListener("mousedown",(evt) => {
console.log(evt)
if (evt.button == 2) { // right click
if (this.hovered){
this.#removePoint(this.hovered)
}
}
if (evt.button == 0) { //left click
const mouse = new Point(evt.offsetX, evt.offsetY);
if (this.hovered) {
this.selected = this.hovered;
return;
}
this.graph.addPoint(mouse);
this.selected = mouse;
}
}, true);
this.canvas.addEventListener("mousemove", (evt) => {
const mouse = new Point(evt.offsetX, evt.offsetY);
this.hovered = getNearestPoint(mouse, this.graph.points, 10);
});
document.addEventListener("contextmenu", (evt) => {
evt.preventDefault();
});
}
#removePoint(point) {
this.graph.removePoint(point);
this.hovered = null;
this.selected = null;
}
display() {
this.graph.draw(this.ctx);
if (this.hovered) {
this.hovered.draw(this.ctx, { fill: true });
}
if (this.selected) {
this.selected.draw(this.ctx, { outline: true });
}
}
}
SEGMENTS.JS
class Segment {
constructor(p1, p2) {
this.p1 = p1;
this.p2 = p2;
}
equals(seg) {
return this.includes(seg.p1) && this.includes(seg.p2);
}
includes(point) {
return this.p1.equals(point) || this.p2.equals(point);
}
draw(ctx, width = 2, color = "black") {
ctx.beginPath();
ctx.lineWidth = width;
ctx.strokeStyle = color;
ctx.moveTo(this.p1.x, this.p1.y);
ctx.lineTo(this.p2.x, this.p2.y);
ctx.stroke();
}
}
POINT.JS
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
equals(point) {
return this.x == point.x && this.y == point.y;
}
draw(ctx, {size = 18, color = "black", outline = false, fill = false } = {} ) {
const rad = size / 2;
ctx.beginPath();
ctx.fillStyle = color;
ctx.arc(this.x, this.y, rad, 0, Math.PI * 2);
ctx.fill();
if (outline) {
ctx.beginPath();
ctx.lineWidth = 2;
ctx.strokeStyle = "yellow";
ctx.arc(this.x, this.y, rad * 0.6, 0, Math.PI * 2);
ctx.stroke();
}
if (fill) {
ctx.beginPath();
ctx.arc(this.x, this.y, rad * 0.4, 0, Math.PI * 2);
ctx.fillStyle = "yellow";
ctx.fill();
}
}
}
UTILS.JS
function getNearestPoint(loc, points, threshold = Number.MAX_SAFE_INTEGER) {
let minDist = Number.MAX_SAFE_INTEGER;
let nearest = null;
for (const point of points) {
const dist = distance(point, loc);
if (dist < minDist && dist < threshold) {
minDist = dist;
nearest = point;
}
}
return nearest;
}
function distance(p1, p2) {
return Math.hypot(p1.x - p2.x, p1.y - p2.y);
}
GRAPH.JS
class Graph {
constructor(points = [], segments = []) {
this.points = points;
this.segments = segments;
}
addPoint(point) {
this.points.push(point);
}
containsPoint(point) {
return this.points.find((p) => p.equals(point));
}
tryAddPoint(point) {
if (!this.containsPoint(point)) {
this.addPoint(point);
return true;
}
return false;
}
removePoint(point) {
const segs = this.getSegmentsWithPoint(point);
for (const seg of segs) {
this.removeSegment(seg);
}
this.points.splice(this.points.indexOf(point), 1);
}
addSegment(seg) {
this.segments.push(seg);
}
containsSegment(seg) {
return this.segments.find((s) => s.equals(seg));
}
tryAddSegment(seg) {
if (!this.containsSegment(seg) && !seg.p1.equals(seg.p2)) {
this.addSegment(seg);
return true;
}
return false;
}
removeSegment(seg) {
this.segments.splice(this.segments.indexOf(seg), 1);
}
getSegmentsWithPoint(point) {
const segs = [];
for (const seg of this.segments) {
if (seg.includes(point)) {
segs.push(seg);
}
}
return segs;
}
dispose() {
this.points.length = 0;
this.segments.length = 0;
}
draw(ctx) {
for (const seg of this.segments) {
seg.draw(ctx);
}
for (const point of this.points) {
point.draw(ctx);
}
}
}
Hi! Last time I made a portage of your road envelope in C++ and SFML (I'm not yet sharing because broken. It almost working but I've some bugs that, by missing time not been fully investigated). When implementing the C++ I noticed an issue in my code concerning the break polygon function. I'm not a JS dev, so I'm not sure to understand how memory is managed, I'm thinking as a C++ dev maybe.
virtual-world/4. Roads/js/primitives/polygon.js
Lines 42 to 65 in b9482cf
poly1.segments
how segments are internally implemented? Linked list or array?const segs1 = poly1.segments;
is segs1 a pointer on poly1.segments or a full copy ? I guess this is a pointer since there is no poly1.segments = segs1
at the end of the function. Why const
if it is spliced later in the function?for (let i = 0; i < segs1.length; i++)
should be iterated maybe backward but using poly1.segments
and segs a copy of the original array, because when splicing segs1 you add one element in the array and you iterating on the new size. Let's suppose this adds every time a new element, you end with an infinite loop (not your case, but my case). I guess we do not need to iterate on newly split segments for getIntersection, right? I dunno why my C++ code is buggy with your code or my changes. I think I also have different behavior from you when I iterate on an "L" road: the intersection of circles when offset == 0 or 1.this.points
to match segments in the case the polygon is still used for later usage.Hi !
Your rectangle "envelop" computation looks complex, based on the orientation of the vector P1P2 (using cos, loop and angle addition at least in your YT video):
virtual-world/4. Roads/js/primitives/envelope.js
Lines 7 to 26 in b9482cf
One day I had to crop rectangle inside a picture. I used the norm of P1 and P2 plus a margin (in my case for both side). Here is my python code:
def norm(P1, P2, scale):
length = np.sqrt((P1[0] - P2[0])**2 + (P1[1] - P2[1])**2)
dx = P2[0] - P1[0]
dy = P2[1] - P1[1]
N = [-dy * scale / length, dx * scale / length]
return N
margin = 24
N = norm(P1, P2, margin)
M = norm(P1, P1 + N, margin)
rect = [P1 - N + M, P1 + N + M, P2 + N - M, P2 - N - M]
Here is the link https://github.com/Lecrapouille/Highway/blob/a2e4f38674bf0b80dd638a299b8bd6d1b445e106/src/ECUs/ParkingSlotDetectionECU/crop.py#L31C1-L34C60
I have not tested my code in your project (M = norm(P1, P1 + N, margin)
shall be M = norm(P1, P1 + N)
to get https://youtu.be/3Aqe7Tv1jug?feature=shared&t=666), whathever the mean, I opened this ticket just for indication.
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