refactor: static intersection struct for calculating edges instead of smallvec

This commit is contained in:
2025-07-28 12:44:54 -05:00
parent 2edd23cfbb
commit 199b4dc939
4 changed files with 164 additions and 31 deletions

1
Cargo.lock generated
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@@ -192,7 +192,6 @@ dependencies = [
"sdl2", "sdl2",
"serde", "serde",
"serde_json", "serde_json",
"smallvec",
"spin_sleep", "spin_sleep",
"thiserror 1.0.69", "thiserror 1.0.69",
"tracing", "tracing",

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@@ -20,7 +20,6 @@ anyhow = "1.0"
glam = { version = "0.30.4", features = [] } glam = { version = "0.30.4", features = [] }
serde = { version = "1.0.219", features = ["derive"] } serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.141" serde_json = "1.0.141"
smallvec = "1.15.1"
[profile.release] [profile.release]
lto = true lto = true

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@@ -1,5 +1,4 @@
use glam::Vec2; use glam::Vec2;
use smallvec::SmallVec;
use super::direction::Direction; use super::direction::Direction;
@@ -9,21 +8,88 @@ pub type NodeId = usize;
/// Represents a directed edge from one node to another with a given weight (e.g., distance). /// Represents a directed edge from one node to another with a given weight (e.g., distance).
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
pub struct Edge { pub struct Edge {
/// The destination node of this edge.
pub target: NodeId, pub target: NodeId,
/// The length of the edge.
pub distance: f32, pub distance: f32,
/// The cardinal direction of this edge.
pub direction: Direction, pub direction: Direction,
} }
/// Represents a node in the graph, defined by its position.
#[derive(Debug)] #[derive(Debug)]
pub struct Node { pub struct Node {
/// The 2D coordinates of the node.
pub position: Vec2, pub position: Vec2,
} }
/// A generic, arena-based graph. /// Represents the four possible directions from a node in the graph.
/// The graph owns all node data and connection information. ///
/// Each field contains an optional edge leading in that direction.
/// This structure is used to represent the adjacency list for each node,
/// providing O(1) access to edges in any cardinal direction.
#[derive(Debug)]
pub struct Intersection {
/// Edge leading upward from this node, if it exists.
pub up: Option<Edge>,
/// Edge leading downward from this node, if it exists.
pub down: Option<Edge>,
/// Edge leading leftward from this node, if it exists.
pub left: Option<Edge>,
/// Edge leading rightward from this node, if it exists.
pub right: Option<Edge>,
}
impl Default for Intersection {
fn default() -> Self {
Self {
up: None,
down: None,
left: None,
right: None,
}
}
}
impl Intersection {
/// Returns an iterator over all edges from this intersection.
///
/// This iterator yields only the edges that exist (non-None values).
pub fn edges(&self) -> impl Iterator<Item = Edge> {
[self.up, self.down, self.left, self.right].into_iter().flatten()
}
/// Retrieves the edge in the specified direction, if it exists.
pub fn get(&self, direction: Direction) -> Option<Edge> {
match direction {
Direction::Up => self.up,
Direction::Down => self.down,
Direction::Left => self.left,
Direction::Right => self.right,
}
}
/// Sets the edge in the specified direction.
///
/// This will overwrite any existing edge in that direction.
pub fn set(&mut self, direction: Direction, edge: Edge) {
match direction {
Direction::Up => self.up = Some(edge),
Direction::Down => self.down = Some(edge),
Direction::Left => self.left = Some(edge),
Direction::Right => self.right = Some(edge),
}
}
}
/// A directed graph structure using an adjacency list representation.
///
/// Nodes are stored in a vector, and their indices serve as their `NodeId`.
/// This design provides fast, O(1) lookups for node data. Edges are stored
/// in an adjacency list, where each node has a list of outgoing edges.
pub struct Graph { pub struct Graph {
nodes: Vec<Node>, nodes: Vec<Node>,
adjacency_list: Vec<SmallVec<[Edge; 4]>>, adjacency_list: Vec<Intersection>,
} }
impl Graph { impl Graph {
@@ -39,11 +105,22 @@ impl Graph {
pub fn add_node(&mut self, data: Node) -> NodeId { pub fn add_node(&mut self, data: Node) -> NodeId {
let id = self.nodes.len(); let id = self.nodes.len();
self.nodes.push(data); self.nodes.push(data);
self.adjacency_list.push(SmallVec::new()); self.adjacency_list.push(Intersection::default());
id id
} }
/// Adds a directed edge between two nodes. /// Adds a directed edge between two nodes.
///
/// If `distance` is `None`, it will be calculated automatically based on the
/// Euclidean distance between the two nodes.
///
/// # Errors
///
/// Returns an error if:
/// - The `from` node does not exist
/// - An edge already exists in the specified direction
/// - An edge already exists to the target node
/// - The provided distance is not positive
pub fn add_edge( pub fn add_edge(
&mut self, &mut self,
from: NodeId, from: NodeId,
@@ -77,7 +154,7 @@ impl Graph {
let adjacency_list = &mut self.adjacency_list[from]; let adjacency_list = &mut self.adjacency_list[from];
// Check if the edge already exists in this direction or to the same target // Check if the edge already exists in this direction or to the same target
if let Some(err) = adjacency_list.iter().find_map(|e| { if let Some(err) = adjacency_list.edges().find_map(|e| {
if e.direction == direction { if e.direction == direction {
Some(Err("Edge already exists in this direction.")) Some(Err("Edge already exists in this direction."))
} else if e.target == to { } else if e.target == to {
@@ -89,7 +166,7 @@ impl Graph {
return err; return err;
} }
adjacency_list.push(edge); adjacency_list.set(direction, edge);
Ok(()) Ok(())
} }
@@ -99,17 +176,19 @@ impl Graph {
self.nodes.get(id) self.nodes.get(id)
} }
/// Returns the total number of nodes in the graph.
pub fn node_count(&self) -> usize { pub fn node_count(&self) -> usize {
self.nodes.len() self.nodes.len()
} }
/// Finds a specific edge from a source node to a target node. /// Finds a specific edge from a source node to a target node.
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<&Edge> { pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
self.adjacency_list.get(from)?.iter().find(|edge| edge.target == to) self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to)
} }
pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<&Edge> { /// Finds an edge originating from a given node that follows a specific direction.
self.adjacency_list.get(from)?.iter().find(|edge| edge.direction == direction) pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<Edge> {
self.adjacency_list.get(from)?.get(direction)
} }
} }
@@ -122,7 +201,10 @@ impl Default for Graph {
// --- Traversal State and Logic --- // --- Traversal State and Logic ---
/// Represents the traverser's current position within the graph. /// Represents the current position of an entity traversing the graph.
///
/// This enum allows for precise tracking of whether an entity is exactly at a node
/// or moving along an edge between two nodes.
#[derive(Debug, PartialEq, Clone, Copy)] #[derive(Debug, PartialEq, Clone, Copy)]
pub enum Position { pub enum Position {
/// The traverser is located exactly at a node. /// The traverser is located exactly at a node.
@@ -137,10 +219,12 @@ pub enum Position {
} }
impl Position { impl Position {
/// Returns `true` if the position is exactly at a node.
pub fn is_at_node(&self) -> bool { pub fn is_at_node(&self) -> bool {
matches!(self, Position::AtNode(_)) matches!(self, Position::AtNode(_))
} }
/// Returns the `NodeId` of the current or most recently departed node.
pub fn from_node_id(&self) -> NodeId { pub fn from_node_id(&self) -> NodeId {
match self { match self {
Position::AtNode(id) => *id, Position::AtNode(id) => *id,
@@ -148,6 +232,7 @@ impl Position {
} }
} }
/// Returns the `NodeId` of the destination node, if currently on an edge.
pub fn to_node_id(&self) -> Option<NodeId> { pub fn to_node_id(&self) -> Option<NodeId> {
match self { match self {
Position::AtNode(_) => None, Position::AtNode(_) => None,
@@ -155,21 +240,34 @@ impl Position {
} }
} }
/// Returns `true` if the traverser is stopped at a node.
pub fn is_stopped(&self) -> bool { pub fn is_stopped(&self) -> bool {
matches!(self, Position::AtNode(_)) matches!(self, Position::AtNode(_))
} }
} }
/// Manages a traversal session over a graph. /// Manages an entity's movement through the graph.
/// It holds a reference to the graph and the current position state. ///
/// A `Traverser` encapsulates the state of an entity's position and direction,
/// providing a way to advance along the graph's paths based on a given distance.
/// It also handles direction changes, buffering the next intended direction.
pub struct Traverser { pub struct Traverser {
/// The current position of the traverser in the graph.
pub position: Position, pub position: Position,
/// The current direction of movement.
pub direction: Direction, pub direction: Direction,
/// Buffered direction change with remaining frame count for timing.
///
/// The `u8` value represents the number of frames remaining before
/// the buffered direction expires. This allows for responsive controls
/// by storing direction changes for a limited time.
pub next_direction: Option<(Direction, u8)>, pub next_direction: Option<(Direction, u8)>,
} }
impl Traverser { impl Traverser {
/// Creates a new traverser starting at the given node ID. /// Creates a new traverser starting at the given node ID.
///
/// The traverser will immediately attempt to start moving in the initial direction.
pub fn new(graph: &Graph, start_node: NodeId, initial_direction: Direction) -> Self { pub fn new(graph: &Graph, start_node: NodeId, initial_direction: Direction) -> Self {
let mut traverser = Traverser { let mut traverser = Traverser {
position: Position::AtNode(start_node), position: Position::AtNode(start_node),
@@ -183,12 +281,27 @@ impl Traverser {
traverser traverser
} }
/// Sets the next direction for the traverser to take.
///
/// The direction is buffered and will be applied at the next opportunity,
/// typically when the traverser reaches a new node. This allows for responsive
/// controls, as the new direction is stored for a limited time.
pub fn set_next_direction(&mut self, new_direction: Direction) { pub fn set_next_direction(&mut self, new_direction: Direction) {
if self.direction != new_direction { if self.direction != new_direction {
self.next_direction = Some((new_direction, 30)); self.next_direction = Some((new_direction, 30));
} }
} }
/// Advances the traverser along the graph by a specified distance.
///
/// This method updates the traverser's position based on its current state
/// and the distance to travel.
///
/// - If at a node, it checks for a buffered direction to start moving.
/// - If between nodes, it moves along the current edge.
/// - If it reaches a node, it attempts to transition to a new edge based on
/// the buffered direction or by continuing straight.
/// - If no valid move is possible, it stops at the node.
pub fn advance(&mut self, graph: &Graph, distance: f32) { pub fn advance(&mut self, graph: &Graph, distance: f32) {
// Decrement the remaining frames for the next direction // Decrement the remaining frames for the next direction
if let Some((direction, remaining)) = self.next_direction { if let Some((direction, remaining)) = self.next_direction {

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@@ -7,17 +7,17 @@ use glam::{IVec2, UVec2, Vec2};
use sdl2::pixels::Color; use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, RenderTarget}; use sdl2::render::{Canvas, RenderTarget};
use smallvec::SmallVec;
use std::collections::{HashMap, VecDeque}; use std::collections::{HashMap, VecDeque};
use tracing::info; use tracing::info;
use crate::entity::graph::{Graph, Node}; use crate::entity::graph::{Graph, Node};
use crate::texture::text::TextTexture; use crate::texture::text::TextTexture;
/// The game map. /// The game map, responsible for holding the tile-based layout and the navigation graph.
/// ///
/// The map is represented as a 2D array of `MapTile`s. It also stores a copy of /// The map is represented as a 2D array of `MapTile`s. It also stores a navigation
/// the original map, which can be used to reset the map to its initial state. /// `Graph` that entities like Pac-Man and ghosts use for movement. The graph is
/// generated from the walkable tiles of the map.
pub struct Map { pub struct Map {
/// The current state of the map. /// The current state of the map.
current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize], current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
@@ -28,12 +28,16 @@ pub struct Map {
impl Map { impl Map {
/// Creates a new `Map` instance from a raw board layout. /// Creates a new `Map` instance from a raw board layout.
/// ///
/// # Arguments /// This constructor initializes the map tiles based on the provided character layout
/// and then generates a navigation graph from the walkable areas.
/// ///
/// * `raw_board` - A 2D array of characters representing the board layout. /// # Panics
///
/// This function will panic if the board layout contains unknown characters or if
/// the house door is not defined by exactly two '=' characters.
pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Map { pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Map {
let mut map = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize]; let mut map = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
let mut house_door = SmallVec::<[IVec2; 2]>::new(); let mut house_door = [None; 2];
for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) { for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) { for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
let tile = match character { let tile = match character {
@@ -44,7 +48,11 @@ impl Map {
'T' => MapTile::Tunnel, 'T' => MapTile::Tunnel,
c @ '0'..='4' => MapTile::StartingPosition(c.to_digit(10).unwrap() as u8), c @ '0'..='4' => MapTile::StartingPosition(c.to_digit(10).unwrap() as u8),
'=' => { '=' => {
house_door.push(IVec2::new(x as i32, y as i32)); if house_door[0].is_none() {
house_door[0] = Some(IVec2::new(x as i32, y as i32));
} else {
house_door[1] = Some(IVec2::new(x as i32, y as i32));
}
MapTile::Wall MapTile::Wall
} }
_ => panic!("Unknown character in board: {character}"), _ => panic!("Unknown character in board: {character}"),
@@ -53,17 +61,17 @@ impl Map {
} }
} }
if house_door.len() != 2 { if house_door.iter().filter(|x| x.is_some()).count() != 2 {
panic!("House door must have exactly 2 positions"); panic!("House door must have exactly 2 positions");
} }
let mut graph = Self::create_graph(&map); let mut graph = Self::generate_graph(&map);
let house_door_node_id = { let house_door_node_id = {
let offset = Vec2::splat(CELL_SIZE as f32 / 2.0); let offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
let position_a = house_door[0].as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset; let position_a = house_door[0].unwrap().as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset;
let position_b = house_door[1].as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset; let position_b = house_door[1].unwrap().as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset;
info!("Position A: {position_a}, Position B: {position_b}"); info!("Position A: {position_a}, Position B: {position_b}");
let position = position_a.lerp(position_b, 0.5); let position = position_a.lerp(position_b, 0.5);
@@ -74,7 +82,13 @@ impl Map {
Map { current: map, graph } Map { current: map, graph }
} }
fn create_graph(map: &[[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize]) -> Graph { /// Generates a navigation graph from the given map layout.
///
/// This function performs a breadth-first search (BFS) starting from Pac-Man's
/// initial position to identify all walkable tiles and create a connected graph.
/// Nodes are placed at the center of each walkable tile, and edges are created
/// between adjacent walkable tiles.
fn generate_graph(map: &[[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize]) -> Graph {
let mut graph = Graph::new(); let mut graph = Graph::new();
let mut grid_to_node = HashMap::new(); let mut grid_to_node = HashMap::new();
@@ -160,7 +174,7 @@ impl Map {
/// ///
/// # Returns /// # Returns
/// ///
/// The starting position as UVec2, or None if not found /// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> { pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
for (x, col) in self.current.iter().enumerate().take(BOARD_CELL_SIZE.x as usize) { for (x, col) in self.current.iter().enumerate().take(BOARD_CELL_SIZE.x as usize) {
for (y, &cell) in col.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) { for (y, &cell) in col.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
@@ -174,7 +188,10 @@ impl Map {
None None
} }
/// Renders the map to the given canvas using the provided map texture. /// Renders the map to the given canvas.
///
/// This function draws the static map texture to the screen at the correct
/// position and scale.
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) { pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
let dest = Rect::new( let dest = Rect::new(
BOARD_PIXEL_OFFSET.x as i32, BOARD_PIXEL_OFFSET.x as i32,
@@ -185,6 +202,11 @@ impl Map {
let _ = map_texture.render(canvas, atlas, dest); let _ = map_texture.render(canvas, atlas, dest);
} }
/// Renders a debug visualization of the navigation graph.
///
/// This function is intended for development and debugging purposes. It draws the
/// nodes and edges of the graph on top of the map, allowing for visual
/// inspection of the navigation paths.
pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, text: &mut TextTexture) { pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, text: &mut TextTexture) {
for i in 0..self.graph.node_count() { for i in 0..self.graph.node_count() {
let node = self.graph.get_node(i).unwrap(); let node = self.graph.get_node(i).unwrap();