abstreet/sim/src/render.rs

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Rust
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use crate::{CarID, PedestrianID, Sim, Tick, VehicleType};
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use geom::{PolyLine, Pt2D};
use map_model::{LaneType, Map, Trace, Traversable, TurnID};
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// Intermediate structures so that sim and editor crates don't have a cyclic dependency.
#[derive(Clone)]
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pub struct DrawPedestrianInput {
pub id: PedestrianID,
pub pos: Pt2D,
pub waiting_for_turn: Option<TurnID>,
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pub preparing_bike: bool,
pub on: Traversable,
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}
#[derive(Clone)]
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pub struct DrawCarInput {
pub id: CarID,
pub waiting_for_turn: Option<TurnID>,
pub stopping_trace: Option<Trace>,
pub state: CarState,
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pub vehicle_type: VehicleType,
pub on: Traversable,
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// Starts at the BACK of the car. TODO Dedupe unused old stuff.
pub body: PolyLine,
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}
#[derive(Clone, PartialEq, Eq)]
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pub enum CarState {
Moving,
Stuck,
Parked,
Debug,
}
// 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 tick(&self) -> Tick;
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>;
fn get_all_draw_cars(&self, map: &Map) -> Vec<DrawCarInput>;
fn get_all_draw_peds(&self, map: &Map) -> Vec<DrawPedestrianInput>;
}
impl GetDrawAgents for Sim {
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fn tick(&self) -> Tick {
self.time
}
fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput> {
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self.driving_state
.get_draw_car(id, self.time, map)
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.or_else(|| self.parking_state.get_draw_car(id, map))
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}
fn get_draw_ped(&self, id: PedestrianID, map: &Map) -> Option<DrawPedestrianInput> {
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self.walking_state.get_draw_ped(id, map, self.time)
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}
fn get_draw_cars(&self, on: Traversable, map: &Map) -> Vec<DrawCarInput> {
match on {
Traversable::Lane(l) => match map.get_l(l).lane_type {
LaneType::Driving | LaneType::Bus | LaneType::Biking => {
self.driving_state.get_draw_cars(on, self.time, map)
}
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LaneType::Parking => self.parking_state.get_draw_cars(l, map),
LaneType::Sidewalk => Vec::new(),
},
Traversable::Turn(_) => self.driving_state.get_draw_cars(on, self.time, map),
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}
}
fn get_draw_peds(&self, on: Traversable, map: &Map) -> Vec<DrawPedestrianInput> {
self.walking_state.get_draw_peds(on, map, self.time)
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}
fn get_all_draw_cars(&self, map: &Map) -> Vec<DrawCarInput> {
let mut cars = self.driving_state.get_all_draw_cars(self.time, map);
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cars.extend(self.parking_state.get_all_draw_cars(map));
cars
}
fn get_all_draw_peds(&self, map: &Map) -> Vec<DrawPedestrianInput> {
self.walking_state.get_all_draw_peds(self.time, map)
}
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}