abstreet/editor/src/debug/mod.rs

599 lines
25 KiB
Rust
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mod chokepoints;
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mod color_picker;
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mod connected_roads;
mod neighborhood_summary;
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mod objects;
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mod polygons;
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use crate::common::CommonState;
use crate::edit::EditMode;
use crate::game::{GameState, Mode};
use crate::helpers::ID;
use crate::render::DrawOptions;
use crate::sandbox::SandboxMode;
use crate::ui::{ShowLayers, ShowObject, UI};
use abstutil::wraparound_get;
use abstutil::Timer;
use clipping::CPolygon;
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use ezgui::{
hotkey, lctrl, Color, EventCtx, EventLoopMode, GfxCtx, InputResult, Key, ModalMenu,
ScrollingMenu, Text, TextBox, Wizard,
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};
use geom::{Distance, PolyLine, Polygon, Pt2D};
use map_model::{IntersectionID, Map, RoadID};
use std::collections::HashSet;
pub struct DebugMode {
state: State,
common: CommonState,
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chokepoints: Option<chokepoints::ChokepointsFinder>,
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show_original_roads: HashSet<RoadID>,
intersection_geom: HashSet<IntersectionID>,
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connected_roads: connected_roads::ShowConnectedRoads,
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objects: objects::ObjectDebugger,
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hidden: HashSet<ID>,
layers: ShowLayers,
search_results: Option<(String, HashSet<ID>)>,
neighborhood_summary: neighborhood_summary::NeighborhoodSummary,
}
enum State {
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Exploring(ModalMenu),
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Polygons(polygons::PolygonDebugger),
SearchOSM(TextBox),
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Colors(color_picker::ColorPicker),
}
impl DebugMode {
pub fn new(ctx: &mut EventCtx, ui: &UI) -> DebugMode {
DebugMode {
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state: DebugMode::exploring_state(ctx),
common: CommonState::new(),
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chokepoints: None,
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show_original_roads: HashSet::new(),
intersection_geom: HashSet::new(),
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connected_roads: connected_roads::ShowConnectedRoads::new(),
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objects: objects::ObjectDebugger::new(),
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hidden: HashSet::new(),
layers: ShowLayers::new(),
search_results: None,
neighborhood_summary: neighborhood_summary::NeighborhoodSummary::new(
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&ui.primary.map,
&ui.primary.draw_map,
ctx.prerender,
&mut Timer::new("set up DebugMode"),
),
}
}
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fn exploring_state(ctx: &EventCtx) -> State {
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State::Exploring(ModalMenu::new(
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"Debug Mode",
vec![
vec![
(hotkey(Key::Escape), "quit"),
(hotkey(Key::C), "show/hide chokepoints"),
(hotkey(Key::O), "clear original roads shown"),
(hotkey(Key::G), "clear intersection geometry"),
(hotkey(Key::H), "unhide everything"),
(hotkey(Key::Num1), "show/hide buildings"),
(hotkey(Key::Num2), "show/hide intersections"),
(hotkey(Key::Num3), "show/hide lanes"),
(hotkey(Key::Num4), "show/hide areas"),
(hotkey(Key::Num5), "show/hide extra shapes"),
(hotkey(Key::Num6), "show/hide geometry debug mode"),
(None, "screenshot everything"),
(hotkey(Key::Slash), "search OSM metadata"),
(hotkey(Key::M), "clear OSM search results"),
(hotkey(Key::S), "configure colors"),
(hotkey(Key::N), "show/hide neighborhood summaries"),
(lctrl(Key::S), "sandbox mode"),
(lctrl(Key::E), "edit mode"),
],
CommonState::modal_menu_entries(),
]
.concat(),
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ctx,
))
}
pub fn event(state: &mut GameState, ctx: &mut EventCtx) -> EventLoopMode {
match state.mode {
Mode::Debug(ref mut mode) => {
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// TODO Argh, bad hack! Can't do it below because menu is borrowed and ShowObject
// is implemented on the entirety of DebugMode. :(
if let State::Exploring(_) = mode.state {
state.ui.primary.current_selection =
state
.ui
.handle_mouseover(ctx, &state.ui.primary.sim, mode, true);
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}
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match mode.state {
State::Exploring(ref mut menu) => {
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let mut txt = Text::prompt("Debug Mode");
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if mode.chokepoints.is_some() {
txt.add_line("Showing chokepoints".to_string());
}
if !mode.show_original_roads.is_empty() {
txt.add_line(format!(
"Showing {} original roads",
mode.show_original_roads.len()
));
}
if !mode.intersection_geom.is_empty() {
txt.add_line(format!(
"Showing {} attempts at intersection geometry",
mode.intersection_geom.len()
));
}
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if !mode.hidden.is_empty() {
txt.add_line(format!("Hiding {} things", mode.hidden.len()));
}
if let Some((ref search, ref results)) = mode.search_results {
txt.add_line(format!(
"Search for {} has {} results",
search,
results.len()
));
}
if mode.neighborhood_summary.active {
txt.add_line("Showing neighborhood summaries".to_string());
}
menu.handle_event(ctx, Some(txt));
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ctx.canvas.handle_event(ctx.input);
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if let Some(evmode) = mode.common.event(ctx, &mut state.ui, menu) {
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return evmode;
}
if menu.action("quit") {
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state.mode = Mode::SplashScreen(Wizard::new(), None);
return EventLoopMode::InputOnly;
}
if menu.action("sandbox mode") {
state.mode = Mode::Sandbox(SandboxMode::new(ctx));
return EventLoopMode::InputOnly;
}
if menu.action("edit mode") {
state.mode = Mode::Edit(EditMode::new(ctx, &mut state.ui));
return EventLoopMode::InputOnly;
}
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if menu.action("show/hide chokepoints") {
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if mode.chokepoints.is_some() {
mode.chokepoints = None;
} else {
// TODO Nothing will actually exist. ;)
mode.chokepoints = Some(chokepoints::ChokepointsFinder::new(
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&state.ui.primary.sim,
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));
}
}
if !mode.show_original_roads.is_empty() {
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if menu.action("clear original roads shown") {
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mode.show_original_roads.clear();
}
}
if !mode.intersection_geom.is_empty()
&& state.ui.primary.current_selection.is_none()
{
if menu.action("clear intersection geometry") {
mode.intersection_geom.clear();
}
}
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match state.ui.primary.current_selection {
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Some(ID::Lane(_))
| Some(ID::Intersection(_))
| Some(ID::ExtraShape(_)) => {
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let id = state.ui.primary.current_selection.unwrap();
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if ctx
.input
.contextual_action(Key::H, &format!("hide {:?}", id))
{
println!("Hiding {:?}", id);
//*ctx.recalculate_current_selection = true;
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state.ui.primary.current_selection = None;
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mode.hidden.insert(id);
}
}
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None => {
if !mode.hidden.is_empty() && menu.action("unhide everything") {
mode.hidden.clear();
// TODO recalculate current_selection
}
}
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_ => {}
}
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if let Some(ID::Lane(l)) = state.ui.primary.current_selection {
let id = state.ui.primary.map.get_l(l).parent;
if !mode.show_original_roads.contains(&id)
&& ctx.input.contextual_action(
Key::V,
&format!("show original geometry of {}", id),
)
{
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mode.show_original_roads.insert(id);
}
}
if let Some(ID::Intersection(i)) = state.ui.primary.current_selection {
if !mode.intersection_geom.contains(&i)
&& ctx.input.contextual_action(
Key::G,
&format!("recalculate intersection geometry of {}", i),
)
{
mode.intersection_geom.insert(i);
}
}
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mode.connected_roads.event(ctx, &state.ui);
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mode.objects.event(ctx, &state.ui);
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mode.neighborhood_summary.event(&state.ui, menu);
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if let Some(debugger) = polygons::PolygonDebugger::new(ctx, &state.ui) {
mode.state = State::Polygons(debugger);
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return EventLoopMode::InputOnly;
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}
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// TODO recalc current selection...
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if menu.action("show/hide buildings") {
mode.layers.show_buildings = !mode.layers.show_buildings;
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} else if menu.action("show/hide intersections") {
mode.layers.show_intersections = !mode.layers.show_intersections;
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} else if menu.action("show/hide lanes") {
mode.layers.show_lanes = !mode.layers.show_lanes;
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} else if menu.action("show/hide areas") {
mode.layers.show_areas = !mode.layers.show_areas;
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} else if menu.action("show/hide extra shapes") {
mode.layers.show_extra_shapes = !mode.layers.show_extra_shapes;
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} else if menu.action("show/hide geometry debug mode") {
mode.layers.geom_debug_mode = !mode.layers.geom_debug_mode;
}
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if menu.action("screenshot everything") {
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let bounds = state.ui.primary.map.get_bounds();
assert!(bounds.min_x == 0.0 && bounds.min_y == 0.0);
return EventLoopMode::ScreenCaptureEverything {
dir: format!(
"../data/screenshots/pending_{}",
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state.ui.primary.map.get_name()
),
zoom: 3.0,
max_x: bounds.max_x,
max_y: bounds.max_y,
};
}
if mode.search_results.is_some() {
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if menu.action("clear OSM search results") {
mode.search_results = None;
}
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} else if menu.action("search OSM metadata") {
mode.state = State::SearchOSM(TextBox::new("Search for what?", None));
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} else if menu.action("configure colors") {
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mode.state = State::Colors(color_picker::ColorPicker::Choosing(
ScrollingMenu::new(
"Pick a color to change",
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state.ui.cs.color_names(),
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),
));
}
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EventLoopMode::InputOnly
}
State::Polygons(ref mut debugger) => {
if debugger.event(ctx) {
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mode.state = DebugMode::exploring_state(ctx);
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}
EventLoopMode::InputOnly
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}
State::SearchOSM(ref mut tb) => {
match tb.event(&mut ctx.input) {
InputResult::Canceled => {
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mode.state = DebugMode::exploring_state(ctx);
}
InputResult::Done(filter, _) => {
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mode.state = DebugMode::exploring_state(ctx);
let mut ids = HashSet::new();
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let map = &state.ui.primary.map;
for r in map.all_roads() {
if r.osm_tags
.iter()
.any(|(k, v)| format!("{} = {}", k, v).contains(&filter))
{
for l in r.all_lanes() {
ids.insert(ID::Lane(l));
}
}
}
for b in map.all_buildings() {
if b.osm_tags
.iter()
.any(|(k, v)| format!("{} = {}", k, v).contains(&filter))
{
ids.insert(ID::Building(b.id));
}
}
mode.search_results = Some((filter, ids));
}
InputResult::StillActive => {}
}
EventLoopMode::InputOnly
}
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State::Colors(ref mut picker) => {
if picker.event(ctx, &mut state.ui) {
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mode.state = DebugMode::exploring_state(ctx);
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}
EventLoopMode::InputOnly
}
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}
}
_ => unreachable!(),
}
}
pub fn draw(state: &GameState, g: &mut GfxCtx) {
match state.mode {
Mode::Debug(ref mode) => match mode.state {
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State::Exploring(ref menu) => {
let mut opts = mode.common.draw_options(&state.ui);
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opts.geom_debug_mode = mode.layers.geom_debug_mode;
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if let Some(ref chokepoints) = mode.chokepoints {
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let color = state.ui.cs.get_def("chokepoint", Color::RED);
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for l in &chokepoints.lanes {
opts.override_colors.insert(ID::Lane(*l), color);
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}
for i in &chokepoints.intersections {
opts.override_colors.insert(ID::Intersection(*i), color);
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}
}
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for l in &mode.connected_roads.lanes {
opts.override_colors.insert(
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ID::Lane(*l),
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state.ui.cs.get("something associated with something else"),
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);
}
if let Some((_, ref results)) = mode.search_results {
for id in results {
opts.override_colors
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.insert(*id, state.ui.cs.get_def("search result", Color::RED));
}
}
state.ui.draw(g, opts, &state.ui.primary.sim, mode);
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mode.common.draw(g, &state.ui);
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for id in &mode.show_original_roads {
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let r = state.ui.primary.map.get_r(*id);
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if let Some(pair) = r.get_center_for_side(true) {
let (pl, width) = pair.unwrap();
g.draw_polygon(
state
.ui
.cs
.get_def("original road forwards", Color::RED.alpha(0.5)),
&pl.make_polygons(width),
);
}
if let Some(pair) = r.get_center_for_side(false) {
let (pl, width) = pair.unwrap();
g.draw_polygon(
state
.ui
.cs
.get_def("original road backwards", Color::BLUE.alpha(0.5)),
&pl.make_polygons(width),
);
}
}
for id in &mode.intersection_geom {
recalc_intersection_geom(*id, &state.ui.primary.map, g);
}
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mode.objects.draw(g, &state.ui);
mode.neighborhood_summary.draw(g);
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if !g.is_screencap() {
menu.draw(g);
}
}
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State::Polygons(ref debugger) => {
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let mut opts = DrawOptions::new();
opts.geom_debug_mode = mode.layers.geom_debug_mode;
state.ui.draw(g, opts, &state.ui.primary.sim, mode);
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debugger.draw(g, &state.ui);
}
State::SearchOSM(ref tb) => {
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let mut opts = DrawOptions::new();
opts.geom_debug_mode = mode.layers.geom_debug_mode;
state.ui.draw(g, opts, &state.ui.primary.sim, mode);
tb.draw(g);
}
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State::Colors(ref picker) => {
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let mut opts = DrawOptions::new();
opts.geom_debug_mode = mode.layers.geom_debug_mode;
state.ui.draw(g, opts, &state.ui.primary.sim, mode);
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picker.draw(g);
}
},
_ => unreachable!(),
}
}
}
impl ShowObject for DebugMode {
fn show(&self, obj: ID) -> bool {
if self.hidden.contains(&obj) {
return false;
}
match obj {
ID::Road(_) | ID::Lane(_) => self.layers.show_lanes,
ID::Building(_) => self.layers.show_buildings,
ID::Intersection(_) => self.layers.show_intersections,
ID::ExtraShape(_) => self.layers.show_extra_shapes,
ID::Area(_) => self.layers.show_areas,
_ => true,
}
}
fn layers(&self) -> &ShowLayers {
&self.layers
}
}
fn recalc_intersection_geom(id: IntersectionID, map: &Map, g: &mut GfxCtx) {
let mut all_polys = Vec::new();
if false {
// Get road center lines sorted by angle into the intersection, to find adjacent roads.
// TODO Maybe do this by directed roads instead. Otherwise the corner is too big? But not
// sure what the intersections will look like yet.
let mut road_centers: Vec<(PolyLine, Distance)> = map
.get_i(id)
.roads
.iter()
.map(|r| {
let road = map.get_r(*r);
let (pl, width) = road.get_thick_polyline(true).unwrap();
if road.dst_i == id {
(pl, width)
} else {
(pl.reversed(), width)
}
})
.collect();
// TODO Right?
let common_pt = map.get_i(id).point;
// TODO Brittle because of f64->i64 and for short last lines
road_centers.sort_by_key(|(pl, _)| {
pl.last_line()
.pt1()
.angle_to(common_pt)
.normalized_degrees() as i64
});
for idx in 0..road_centers.len() as isize {
// pl1 to pl2 moves clockwise
let (pl1, width1) = wraparound_get(&road_centers, idx);
let (pl2, width2) = wraparound_get(&road_centers, idx + 1);
let glued = pl1.clone().extend(pl2.reversed());
let max_width = (*width1).max(*width2);
let poly = Polygon::new(&glued.to_thick_boundary_pts(max_width));
g.draw_polygon(Color::RED.alpha(0.4), &poly);
all_polys.push(poly);
//break;
}
if false {
if let Some(p) = intersection_many(&all_polys) {
g.draw_polygon(Color::GREEN.alpha(0.4), &p);
}
}
}
if true {
for r in &map.get_i(id).roads {
let road = map.get_r(*r);
let (orig_pl, width) = road.get_thick_polyline(true).unwrap();
let dir_pl = if road.dst_i == id {
orig_pl
} else {
orig_pl.reversed()
};
// Extend the last line by, say, the length of the original road.
let last_pt = dir_pl
.last_line()
.pt2()
.project_away(dir_pl.length(), dir_pl.last_line().angle());
let mut pts = dir_pl.points().clone();
pts.pop();
pts.push(last_pt);
// This is different than pl.make_polygons(width) because of the order of the points!!!
let poly = Polygon::new(&PolyLine::new(pts).to_thick_boundary_pts(width));
//g.draw_polygon(Color::RED.alpha(0.4), &poly);
all_polys.push(poly);
}
if let Some(p) = intersection_many(&all_polys) {
g.draw_polygon(Color::GREEN.alpha(0.4), &p);
}
}
if false {
let mut all_pieces = Vec::new();
for (idx1, p1) in all_polys.iter().enumerate() {
for (idx2, p2) in all_polys.iter().enumerate() {
if idx1 != idx2 {
all_pieces.extend(intersection(p1, p2));
}
}
}
for p in &all_pieces {
g.draw_polygon(Color::BLUE.alpha(0.4), &p);
}
if false {
if let Some(final_poly) = union(&all_pieces) {
g.draw_polygon(Color::GREEN.alpha(0.4), &final_poly);
}
}
}
}
fn poly_to_cpoly(poly: &Polygon) -> CPolygon {
let mut pts: Vec<[f64; 2]> = poly.points().iter().map(|pt| [pt.x(), pt.y()]).collect();
if pts[0] == *pts.last().unwrap() {
pts.pop();
}
CPolygon::from_vec(&pts)
}
fn cpoly_to_poly(raw_pts: Vec<[f64; 2]>) -> Polygon {
let mut pts: Vec<Pt2D> = raw_pts
.into_iter()
.map(|pt| Pt2D::new(pt[0], pt[1]))
.collect();
if pts[0] != *pts.last().unwrap() {
pts.push(pts[0]);
}
Polygon::new(&pts)
}
fn intersection(p1: &Polygon, p2: &Polygon) -> Vec<Polygon> {
let mut cp1 = poly_to_cpoly(p1);
let mut cp2 = poly_to_cpoly(p2);
cp1.intersection(&mut cp2)
.into_iter()
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.map(cpoly_to_poly)
.collect()
}
fn union(polys: &Vec<Polygon>) -> Option<Polygon> {
let mut result = poly_to_cpoly(&polys[0]);
for p in polys.iter().skip(1) {
let output = result.union(&mut poly_to_cpoly(p));
if output.len() != 1 {
println!("Argh, got {} pieces from union", output.len());
return None;
}
result = CPolygon::from_vec(&output[0]);
}
Some(cpoly_to_poly(result.points()))
}
fn intersection_many(polys: &Vec<Polygon>) -> Option<Polygon> {
let mut result = poly_to_cpoly(&polys[0]);
for p in polys.iter().skip(1) {
let output = result.intersection(&mut poly_to_cpoly(p));
if output.len() != 1 {
println!("Argh, got {} pieces from intersection", output.len());
return None;
}
result = CPolygon::from_vec(&output[0]);
}
Some(cpoly_to_poly(result.points()))
}