2018-03-13 18:04:21 +03:00
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# Design notes
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## Associated data / ECS
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So far, the different structures for representing everything associated with a
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road/intersection/etc strongly resembles ECS. Would explicitly using an ECS
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library help?
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http://www.gameprogrammingpatterns.com/component.html
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Road has different representations:
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- protobuf
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- runtime map_model (mostly focusing on the graph)
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- UI wrapper + geometry for simulation (should probably tease this apart)
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- "control" layer for editable policies
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- Queue of cars on the road
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2018-04-11 03:38:26 +03:00
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It could be useful to bundle together a context-like object of Map, GeomMap,
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ControlMap, DrawMap, etc.
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2018-03-13 18:04:21 +03:00
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Need to figure out how to handle reaping old IDs for transient objects like
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cars, but also things like modified roads. Slot maps?
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## Immediate mode GUI
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Things organically wound up implementing this pattern. ui.rs is meant to just
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be the glue between all the plugins and things, but color logic particularly is
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leaking badly into there right now.
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2018-04-11 03:38:26 +03:00
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## Strawman driving model
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- Show the FSM
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- Explain how the model is based on best-case bounds
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- Position is derived lazily from time
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- How accurate could it be? Based on inner-city speeds and timesteps
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2018-04-22 18:08:06 +03:00
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- problems
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- straw model has some quirks with queueing
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- after the lead vehicle starts the turn, the queue behind it magically warps to the front of the road
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- the first vehicle in the turn jumps to a strange position based on the front/back rendering
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- at signals, cars doing the same turn wont start it until the last car finishes it
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2018-04-11 03:38:26 +03:00
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## Stop sign editor
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Stop signs are FIFO, except that many intersections only have a stop sign for
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some sides. Going straight on the priority roads is immedite, and left turns
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from those priority roads also take precedence over the low-priority roads. So
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should the stop sign controller mark individual turns as priority/not, or
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individual roads, with implied semantics for left turns? There are really 3
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priorities if turns are considered...
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Figuring out nonconflicting roads seems tricky. For now, going to have a
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complicated UI and let individual turns be classified into 3 priority classes.
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First group can't conflict, second and third groups can conflict and are FIFO.
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Will probably have to revisit this later.
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2018-04-15 01:20:33 +03:00
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## Sim state equality and f64's
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Currently using si::Second<f64> for time, which means comparing sim state by
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deriving Eq is a headache. Since the timestep size is fixed anyway, this should
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just become ticks. Was tempted to use usize, but arch dependence is weird, and
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with a 0.1s timestep, 2^32 - 1 ticks is about 13.5 years, which is quite a long
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timescale for a traffic simulation. :) So, let's switch to u32.
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2018-06-22 20:26:36 +03:00
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## UI plugins
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- Things like steepness visualizer used to just be UI-less logic, making it
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easy to understand and test. Maybe the sim_ctrl pattern is nicer? A light
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adapter to control the thing from the UI? ezgui's textbox and menu are similar
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-- no rendering, some input handling.
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2018-06-27 23:17:15 +03:00
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## Map making
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Stages are roughly:
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- extract parcels inside a bbox from a .kml
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- load elevation into memory from a .hgt
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- get raw OSM ways and bbox from a .osm
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- (elevation, raw OSM ways) -> split up OSM stuff
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- merge in the parcels fitting the specific bbox
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- load traffic signal from a .shp and match to nearest intersection
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- create finalish Intersection structs
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- * split roads into lanes based on lane specs. also update Intersections.
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- * trim road lines for each intersection
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- * make turns for each intersection
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- * make each building, finding the front path using lanes
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- map over parcels directly
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The live edits will modify lane specs and turns. Will have to re-do starred
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items most likely. Should be straightforward to only redo small parts of those
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stages.
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