GEO mode for signals takes direction of next connection into account
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+38
-21
@@ -3,6 +3,7 @@
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#include "connection.h"
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#include "node-manager.h"
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#include "raylib.h"
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#include "raymath.h"
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#include <map>
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#include <vector>
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@@ -23,41 +24,57 @@ class ConnectionManager{
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}
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int next(int current, int last){
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std::vector<Connection*> paths;
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std::vector<int> node_ids;
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std::vector<Connection*> possible_connections;
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std::vector<int> next_node_ids;
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for(auto& p : connections){
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if((p.v1 == current && p.v1_v2) || (p.v2 == current && p.v2_v1)) {
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p.active = false;
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paths.push_back(&p);
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node_ids.push_back( p.v1 == current ? p.v2 : p.v1 );
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for(auto& c : connections){
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if((c.v1 == current && c.v1_v2) || (c.v2 == current && c.v2_v1)) {
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c.active = false;
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possible_connections.push_back(&c);
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next_node_ids.push_back( c.v1 == current ? c.v2 : c.v1 );
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}
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}
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if(paths.size() == 2) {
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int next = node_ids[0] == last ? node_ids[1] : node_ids[0];
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if(paths[0]->v1 == next || paths[0]->v2 == next) paths[0]->active = true;
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if(paths[1]->v1 == next || paths[1]->v2 == next) paths[1]->active = true;
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return next;
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}
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/*if(possible_connections.size() == 2) {*/
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/* int next = next_node_ids[0] == last ? next_node_ids[1] : next_node_ids[0];*/
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/* if(possible_connections[0]->v1 == next || possible_connections[0]->v2 == next) possible_connections[0]->active = true;*/
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/* if(possible_connections[1]->v1 == next || possible_connections[1]->v2 == next) possible_connections[1]->active = true;*/
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/* return next;*/
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/*}*/
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if(paths.empty()) return -1;
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if(possible_connections.empty()) return -1;
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int return_path = 0;
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if(nm->nodes.at(current).mode == Distribution::ROUNDROBIN){
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float angle = -1;
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if(nm->nodes.at(current).distributionMode == Distribution::GEOMETRIC){
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Vec2D<float> coming_from = (nm->nodes.at(current).position - nm->nodes.at(last).position).norm();
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int i = 0;
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for(auto n : possible_connections){
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int next_position = n->v1 == current ? n->v2 : n->v1;
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float angle_v1_v2 = coming_from.norm().dot((nm->nodes.at(next_position).position - nm->nodes.at(current).position).norm());
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if(angle_v1_v2 > angle) {
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return_path = i;
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angle = angle_v1_v2;
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}
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++i;
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}
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}
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if(nm->nodes.at(current).distributionMode == Distribution::ROUNDROBIN){
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if(counter.find(current) == counter.end()) {
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counter[current] = 0;
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} else {
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counter[current] = (counter[current] + 1) % paths.size();
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counter[current] = (counter[current] + 1) % possible_connections.size();
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return_path = counter[current];
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}
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}
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if(nm->nodes.at(current).mode == Distribution::RANDOM){
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return_path = rand() % paths.size();
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if(nm->nodes.at(current).distributionMode == Distribution::RANDOM){
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return_path = rand() % possible_connections.size();
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}
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paths.at(return_path)->active = true;
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return paths.at(return_path)->v1 == current ? paths.at(return_path)->v2 : paths.at(return_path)->v1;
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possible_connections.at(return_path)->active = true;
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return possible_connections.at(return_path)->v1 == current ? possible_connections.at(return_path)->v2 : possible_connections.at(return_path)->v1;
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}
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void addConnection(int from, int to){
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