abstreet/sim/src/render.rs

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2.1 KiB
Rust
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use crate::{CarID, PedestrianID, VehicleType};
use geom::{Angle, Distance, Duration, PolyLine, Pt2D};
use map_model::{Map, 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,
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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 on: Traversable,
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}
pub struct DrawPedCrowdInput {
pub low: Distance,
pub high: Distance,
pub contraflow: bool,
pub members: Vec<PedestrianID>,
pub on: Traversable,
}
#[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,
pub on: Traversable,
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pub label: Option<String>,
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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, Copy, PartialEq, Eq)]
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pub enum CarStatus {
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Moving,
Stuck,
Parked,
Debug,
}
pub struct UnzoomedAgent {
// None means a pedestrian.
pub vehicle_type: Option<VehicleType>,
pub pos: Pt2D,
pub time_spent_blocked: Duration,
pub percent_dist_crossed: f64,
}
// 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) -> Duration;
// 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>;
}