2019-01-18 08:40:47 +03:00
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# TODO - Refactoring
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- easier way to define magic tuneable constants
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- and maybe to recalculate fixedish things if they change?
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## Map layer
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- pt2d resolution
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2019-01-18 10:43:56 +03:00
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- handle turns with 0 geometry first.
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- maybe Traversable having helpers is also bad. if it can fail for zero-geom turns.
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- these seem to exist in the first place due to intersections that ought to be merged! argh.
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- savestating test should work now!
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- make sure display is always just 2 decimal places... should be though.
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- FP math still sucky... debug a polyline, look at the deltas.
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- get rid of HashablePt2D?
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- then my own physics types
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2019-01-18 08:40:47 +03:00
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- maybe also the time to split into different lane types? what's similar/not between them?
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- graph querying?
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- rendering (and other UI/editor interactions)?
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- sim state?
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- Sidewalk, Parking, Street
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2019-01-18 10:43:56 +03:00
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- make synthetic use raw stuff directly?
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- lonlat vs pt is annoying; have to use bounds to balloon to world at least once
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2019-01-18 08:40:47 +03:00
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## Sim layer
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- consider refactoring car/ped sim
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- basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.
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- detangle sim managers... but first, figure out how to capture stacktraces
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- manual call at a fxn to dump its stacktrace somewhere (to a file? ideally shared global state to dedupe stuff)
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- macro to insert a call at the beginning of a fxn
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- macro to apply a macro to all fxns in an impl
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- then i can manually edit a few places when I want to gather data
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- https://en.wikipedia.org/wiki/File:A_Call_Graph_generated_by_pycallgraph.png
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- figure out responsibility btwn agents and managers, then fix up visibility
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- things like ParkingSimState have so many methods -- some are only
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meant for spawner, or driving/walking to query. separate out some
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traits.
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- on a lane vs turn permeates so many places
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