internal RoadCollection(RoadTopology topology, AssetLoadContext loadContext, HeightMap heightMap) : this() { // The map stores road segments with no connectivity: // - a segment is from point A to point B // - with a road type name // - and start and end curve types (angled, tight curve, broad curve). // The goal is to create road networks of connected road segments, // where a network has only a single road type. // A road network is composed of 2 or more nodes. // A network is a (potentially) cyclic graph. // A road node has > 1 and <= 4 edges connected to it. // A node can be part of multiple networks. // An edge can only exist in one network. var roadTemplateList = new RoadTemplateList(loadContext.AssetStore.RoadTemplates); var networks = RoadNetwork.BuildNetworks(topology, roadTemplateList); foreach (var network in networks) { _roads.Add(AddDisposable(new Road( loadContext, heightMap, network))); } }
private static IList <RoadNetwork> BuildNetworks(RoadTopology topology, IReadOnlyDictionary <RoadTopologyEdge, StraightRoadSegment> edgeSegments) { var networks = new List <RoadNetwork>(); // Create one network for each connected set of segments of a specific type. foreach (var templateEdges in topology.Edges.GroupBy(e => e.Template)) { var edgesToProcess = new HashSet <IRoadSegment>(templateEdges.Select(e => edgeSegments[e])); while (edgesToProcess.Any()) { var edgeSegment = edgesToProcess.First(); edgesToProcess.Remove(edgeSegment); var seenSegments = new HashSet <IRoadSegment>(); seenSegments.Add(edgeSegment); var network = new RoadNetwork(templateEdges.Key); networks.Add(network); network._segments.Add(edgeSegment); foreach (var endPoint in edgeSegment.EndPoints) { FollowPath(endPoint); } void FollowPath(RoadSegmentEndPoint endPoint) { if (endPoint.To == null || seenSegments.Contains(endPoint.To)) { return; } edgesToProcess.Remove(endPoint.To); network._segments.Add(endPoint.To); seenSegments.Add(endPoint.To); foreach (var nextEndPoint in endPoint.To.EndPoints) { FollowPath(nextEndPoint); } } } } return(networks); }
internal RoadCollection(RoadTopology topology, AssetLoadContext loadContext, HeightMap heightMap) : this() { // The map stores road segments with no connectivity: // - a segment is from point A to point B // - with a road type name // - and start and end curve types (angled, tight curve, broad curve). // The goal is to create road networks of connected road segments, // where a network has only a single road type. // A road network is composed of 2 or more nodes. // A network is a (potentially) cyclic graph. // A road node has > 1 and <= 4 edges connected to it. // A node can be part of multiple networks. // An edge can only exist in one network. // TODO: If a node stored in the map has > 4 edges, the extra edges // are put into a separate network. var networks = RoadNetwork.BuildNetworks(topology); // Roads of different types are rendered in reverse template order: // the first template has the lowest z-index, the last one the highest. // Since we don't know the index here we start with the templates, // join them with the networks and reverse the result. var sortedNetworks = loadContext.AssetStore.RoadTemplates .Join( networks, t => t.InstanceId, n => n.Template.InstanceId, (t, n) => n) .Reverse(); foreach (var network in sortedNetworks) { _roads.Add(AddDisposable(new Road( loadContext, heightMap, network))); } }