abstreet/sim/src/render.rs

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3.5 KiB
Rust
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// Intermediate structures so that sim and game crates don't have a cyclic dependency.
use geom::{Angle, Distance, PolyLine, Pt2D, Time};
use map_model::{BuildingID, Map, ParkingLotID, Traversable, TurnID};
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use crate::{CarID, PedestrianID, PersonID, VehicleType};
#[derive(Clone)]
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pub struct DrawPedestrianInput {
pub id: PedestrianID,
pub pos: Pt2D,
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pub facing: Angle,
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pub waiting_for_turn: Option<TurnID>,
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pub preparing_bike: bool,
pub waiting_for_bus: bool,
pub on: Traversable,
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}
pub struct DrawPedCrowdInput {
pub low: Distance,
pub high: Distance,
pub members: Vec<PedestrianID>,
pub location: PedCrowdLocation,
}
#[derive(Clone)]
pub enum PedCrowdLocation {
// bool is contraflow
Sidewalk(Traversable, bool),
BldgDriveway(BuildingID),
LotDriveway(ParkingLotID),
}
#[derive(Clone)]
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pub struct DrawCarInput {
pub id: CarID,
pub waiting_for_turn: Option<TurnID>,
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pub status: CarStatus,
// Front of the car
pub on: Traversable,
// Possibly the rest
pub partly_on: Vec<Traversable>,
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pub label: Option<String>,
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// Starts at the BACK of the car.
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pub body: PolyLine,
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}
#[derive(Clone, Copy, PartialEq, Eq)]
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pub enum CarStatus {
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Moving,
Parked,
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}
pub struct UnzoomedAgent {
// None means a pedestrian.
pub vehicle_type: Option<VehicleType>,
pub pos: Pt2D,
// None means a bus.
pub person: Option<PersonID>,
// True only for cars currently looking for parking. I don't want this struct to grow, but this
// is important enough to call out here.
pub parking: bool,
}
// TODO Can we return borrows instead? Nice for time travel, not for main sim?
// actually good for main sim too; we're constantly calculating stuff while sim is paused
// otherwise? except we don't know what to calculate. maybe cache it?
pub trait GetDrawAgents {
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fn time(&self) -> Time;
// Every time the time changes, this should increase. For smoothly animating stuff.
fn step_count(&self) -> usize;
fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput>;
fn get_draw_ped(&self, id: PedestrianID, map: &Map) -> Option<DrawPedestrianInput>;
fn get_draw_cars(&self, on: Traversable, map: &Map) -> Vec<DrawCarInput>;
fn get_draw_peds(
&self,
on: Traversable,
map: &Map,
) -> (Vec<DrawPedestrianInput>, Vec<DrawPedCrowdInput>);
fn get_all_draw_cars(&self, map: &Map) -> Vec<DrawCarInput>;
fn get_all_draw_peds(&self, map: &Map) -> Vec<DrawPedestrianInput>;
fn get_unzoomed_agents(&self, map: &Map) -> Vec<UnzoomedAgent>;
}
pub struct DontDrawAgents;
impl GetDrawAgents for DontDrawAgents {
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fn time(&self) -> Time {
Time::START_OF_DAY
}
fn step_count(&self) -> usize {
0
}
fn get_draw_car(&self, _: CarID, _: &Map) -> Option<DrawCarInput> {
None
}
fn get_draw_ped(&self, _: PedestrianID, _: &Map) -> Option<DrawPedestrianInput> {
None
}
fn get_draw_cars(&self, _: Traversable, _: &Map) -> Vec<DrawCarInput> {
Vec::new()
}
fn get_draw_peds(
&self,
_: Traversable,
_: &Map,
) -> (Vec<DrawPedestrianInput>, Vec<DrawPedCrowdInput>) {
(Vec::new(), Vec::new())
}
fn get_all_draw_cars(&self, _: &Map) -> Vec<DrawCarInput> {
Vec::new()
}
fn get_all_draw_peds(&self, _: &Map) -> Vec<DrawPedestrianInput> {
Vec::new()
}
fn get_unzoomed_agents(&self, _: &Map) -> Vec<UnzoomedAgent> {
Vec::new()
}
}