Files
Ananta-ps/Ananta.Server/Ananta.Gameplay/Traffic/RoadNetworkModels.cs
T

192 lines
5.3 KiB
C#

using System.Text.Json.Serialization;
using Ananta.SDK.Network;
using Ananta.Server.RpcTypes.Client4229938;
namespace Ananta.Server.Gameplay.Traffic;
public sealed class TrafficSignalFile
{
[JsonPropertyName("lights")]
public List<TrafficLightEntry> Lights { get; set; } = [];
}
public sealed class TrafficLightEntry
{
[JsonPropertyName("handle")]
public long Handle { get; set; }
[JsonPropertyName("inter")]
public int Inter { get; set; }
[JsonPropertyName("zbr")]
public int Zbr { get; set; }
[JsonPropertyName("pos")]
public List<float> Pos { get; set; } = [];
[JsonPropertyName("fwd")]
public List<float> Fwd { get; set; } = [];
}
public sealed class RoadNetworkFile
{
[JsonPropertyName("metadata")]
public RoadMetadata Metadata { get; set; } = new();
[JsonPropertyName("spatialGrid")]
public Dictionary<string, List<int>> SpatialGrid { get; set; } = new();
[JsonPropertyName("lanes")]
public List<RoadLaneData> Lanes { get; set; } = [];
}
public sealed class RoadMetadata
{
[JsonPropertyName("totalLanes")]
public int TotalLanes { get; set; }
[JsonPropertyName("gridSize")]
public float GridSize { get; set; } = 100f;
[JsonPropertyName("totalGridCells")]
public int TotalGridCells { get; set; }
}
public sealed class RoadLaneData
{
[JsonPropertyName("id")]
public int Id { get; set; }
[JsonPropertyName("region")]
public string Region { get; set; } = string.Empty;
[JsonPropertyName("width")]
public float Width { get; set; }
[JsonPropertyName("speed")]
public float Speed { get; set; }
[JsonPropertyName("turn")]
public string Turn { get; set; } = "Straight";
[JsonPropertyName("tags")]
public List<string> Tags { get; set; } = [];
[JsonPropertyName("pts")]
public List<List<float>> Pts { get; set; } = [];
[JsonPropertyName("tangents")]
public List<List<float>> Tangents { get; set; } = [];
[JsonPropertyName("next")]
public List<int> Next { get; set; } = [];
[JsonPropertyName("adj")]
public List<int> Adj { get; set; } = [];
[JsonPropertyName("bbox")]
public List<float> Bbox { get; set; } = [];
// Pre-calculated runtime fields
[JsonIgnore]
public float TotalLength { get; private set; }
[JsonIgnore]
public float[] SegmentLengths { get; private set; } = [];
[JsonIgnore]
public float[] CumulativeDistances { get; private set; } = [];
public void Precompute()
{
if (Pts.Count < 2)
{
TotalLength = 0f;
SegmentLengths = [];
CumulativeDistances = [0f];
return;
}
SegmentLengths = new float[Pts.Count - 1];
CumulativeDistances = new float[Pts.Count];
CumulativeDistances[0] = 0f;
float total = 0f;
for (var i = 0; i < Pts.Count - 1; i++)
{
var p1 = Pts[i];
var p2 = Pts[i + 1];
var dx = p2[0] - p1[0];
var dy = p2[1] - p1[1];
var dz = p2[2] - p1[2];
var segLen = MathF.Sqrt(dx * dx + dy * dy + dz * dz);
SegmentLengths[i] = segLen;
total += segLen;
CumulativeDistances[i + 1] = total;
}
TotalLength = total;
}
public (float X, float Y, float Z, float Yaw, float Vx, float Vz) Evaluate(float distance, float speed)
{
if (Pts.Count == 0)
return (0, 0, 0, 0, 0, 0);
if (Pts.Count == 1 || distance <= 0f)
{
var p = Pts[0];
var yaw = 0f;
if (Tangents.Count > 0 && Tangents[0].Count >= 3)
yaw = MathF.Atan2(Tangents[0][0], Tangents[0][2]) * (180f / MathF.PI);
var vx = MathF.Sin(yaw * (MathF.PI / 180f)) * speed;
var vz = MathF.Cos(yaw * (MathF.PI / 180f)) * speed;
return (p[0], p[1], p[2], yaw, vx, vz);
}
if (distance >= TotalLength)
{
var p = Pts[^1];
var yaw = 0f;
if (Tangents.Count > 0 && Tangents[^1].Count >= 3)
yaw = MathF.Atan2(Tangents[^1][0], Tangents[^1][2]) * (180f / MathF.PI);
var vx = MathF.Sin(yaw * (MathF.PI / 180f)) * speed;
var vz = MathF.Cos(yaw * (MathF.PI / 180f)) * speed;
return (p[0], p[1], p[2], yaw, vx, vz);
}
// Binary search or linear search for segment
var segIdx = 0;
for (var i = 0; i < SegmentLengths.Length; i++)
{
if (distance <= CumulativeDistances[i + 1])
{
segIdx = i;
break;
}
}
var pA = Pts[segIdx];
var pB = Pts[segIdx + 1];
var segStart = CumulativeDistances[segIdx];
var segLen = SegmentLengths[segIdx];
var t = segLen > 0.001f ? (distance - segStart) / segLen : 0f;
t = Math.Clamp(t, 0f, 1f);
var x = pA[0] + (pB[0] - pA[0]) * t;
var y = pA[1] + (pB[1] - pA[1]) * t;
var z = pA[2] + (pB[2] - pA[2]) * t;
// Yaw from segment direction
var dx = pB[0] - pA[0];
var dz = pB[2] - pA[2];
var yawDeg = MathF.Atan2(dx, dz) * (180f / MathF.PI);
var rad = yawDeg * (MathF.PI / 180f);
var vX = MathF.Sin(rad) * speed;
var vZ = MathF.Cos(rad) * speed;
return (x, y, z, yawDeg, vX, vZ);
}
}