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Specify a target location, the selected units in the map will move there by finding a path.

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Norlandz/TrafficSystem

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  • Introduction

    • A 2D traffic map, & you can move an UnitObj in the Map from one Place to another (-- the Pathing Algorithm finds the way out).
    • (Pretty much like how you control the units in an RTS game.)
  • Overview (graph)

    • TrafficSystem Demo
    • TrafficSystem.20230609_003641.demo01_CrossBlock_Complex.mp4
          <video controls>
            <source src="images/TrafficSystem 20230609_003641 demo01_CrossBlock_Complex.mp4" type="video/mp4">
          </video>
        </li>
        <li>
      
      TrafficSystem.20230609_004856.demo02_AlignedCube_ComplexMoving_TrafficLight.mp4
          <video controls>
            <source src="images/TrafficSystem 20230609_004856 demo02_AlignedCube_ComplexMoving_TrafficLight.mp4" type="video/mp4">
          </video>
        </li>
        <li>(Github md video support is very limited & its breaking the html code -- a li is added below to fix that)</li>
      
  • Prior Clarification

    • This is only an Experimental project
  • How To Use

    • Left click to select an UnitObj (for movable & selectable -- controllable ones)
    • Right click to move the UnitObj to that location
  • Functionalities & Hotkeys

    • vv
      • Functionality Hotkey Description Activated When *
        select an UnitObj
        (for controllable ones)
        LButton      
        move an UnitObj
        to Target Location
        RButton      
        move an UnitObj
        to Multi Scheduled Target Locations
        +RButton      
        pause Movement
        of Selected UnitObj
        s      
        resume Movement
        of Selected UnitObj
        e      
        cancel Movement
        of Selected UnitObj
        c      
        select all UnitObj
        (for controllable ones)
        ^a      
        unselect all UnitObj MButton      
        select multiple UnitObj ^LButton      
        select on the Main UnitObj !s      
        drag an UnitObj
        (for draggable ones)
        ^!LButton (drag)      
        clear Debug Shapes !a      
                 
      • * annotate
        • Ahk Hotkey style Notation
          • ^ = Ctrl
          • ! = Alt
          • + = Shift
          • LButton = Left Mouse Click
    • vv
      • You can send a POST request to the TrafficController Service in Port 18091, eg:
      • http://localhost:18091/v0.2.1.0/user/createTrafficLight_demo_AlignedCube?sn_row_Target=2&sn_col_Target=1&timeLength_AllowMove=100&timeLength_StopMove=100&mode_VerticalOrHorizontal=false
      • (This in turn sends (delegates) a request (internally) to the TrafficPathing)
      • & creates a TrafficLight at the specified location (for the demo)
  • Internal Design & Concept

    • Main Java class

      • PathingUtil is the central of the Pathing Algorithm
        • com.redfrog.traffic.pathing.PathingUtil.goTo_TargetLocation(UnitObj, double, double, double, GotoMode)
          is the main Api to use for Moving a (controllable) UnitObj to a Target Location
      • TrafficItemControlService is the central for creating the UnitObj (& the Map) (& Demo)
    • Algorithms

      • algorithm (function name) success rate time complexity description logic complexity
        (*some trivals) 5% (low)
        only works for simple shapes
        O(1)   1%
        get_Points_AtCloserDirection_ByAreaDet 10%
        only works for simple shapes
        O(1)   10%
        repath_by_WrapVertexSearchAlg
        _by_PermutationAndIntersection
        100%
        works in all cases
        always finds the path (unless unreachable pratically)
        always finds the shortest path
        ~O(n!)
        • uses a Permutation to brute force all the possible paths
          • (not just random brute force -- some level of logic is still required)
        • takes very Long time to calculate -- when the shape is complex
          • (optimization are added, made faster, but still not fast enough)
        45%
        repath_by_WrapVertexSearchAlg
        _by_DirectionalTangentLine_with_ShortestGotoPoint
        70%
        works in many cases
        sometimes fails to find a path (even such path exist pratically)
        often not finding the shortest path
        ~O(n)   50%
        repath_by_WrapVertexSearchAlg
        _by_DirectionalTangentLine_with_Permutation
        95%~100%
        works in most/all cases
        always finds the path (should)
        may not find the shortest path
        ~O(n)
        ~O(n^2)
        ~O(n!)
        • (permutation is involved, a bit)
        • (lots other nested sub algorithms / mechanisms are added for optimization)
        65%
                 
      • * the rate / complexity values are just rough estimations, no real math / benchmark
  • Technology Stack

    • JavaFx
    • Spring
  • Design Difficulties & Problems facing

    • Number Precision
      • double precision problem is a messy problem
      • in a Graphical app, precise Math calculations are required
        • eg: for the logic of Pathing Algorithm
        • eg: when you need to check for Collision
        • (tbh, this can apply to any other situations too...)
    • Collide & Stuck & Calc Hang & Both Dynamic
      • this happened many times (likey a bug)
      • I cannot tell where this is coming from:
        • inf loop/recursion;
        • some random bug (due to collision / determination of sth);
        • or there is no bug, but just the calculation is taking too long;
      • when there is only one UnitObj moving, the collision & pathing looks fine -- does not seem such bug
      • when there are 2 UnitObj moving -- especially when one of the UnitObj is doing unstoppable moving, the bug appears way more often
        • (-- if none are doing unstoppable moving -- seems fine)
    • Speed & Frame (& Incremental movements)
      • AnimationTimer is executing base on Frame, not Time.
      • This makes the calculation of Speed & detection of Collision harder.
  • Q&A

    • Where is the Comment & JavaDoc?
      • The comments I had in the Code are hideously long & unreadable. So they are all removed.
        • (Hopefully this doesnt break the code, it shouldnt but might remove some actual code accidentally during the process.)

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Specify a target location, the selected units in the map will move there by finding a path.

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