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simplify intersection polygon code a bit, then handle the degenerate cases
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@ -22,6 +22,8 @@ ControlMap, DrawMap, etc.
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Need to figure out how to handle reaping old IDs for transient objects like
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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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cars, but also things like modified roads. Slot maps?
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Sort of related -- http://smallcultfollowing.com/babysteps/blog/2018/11/01/after-nll-interprocedural-conflicts/
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## Everything as FSMs
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## Everything as FSMs
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Driving and walking layer are both kind of broken, since they know about
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Driving and walking layer are both kind of broken, since they know about
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@ -55,3 +55,5 @@ Small complication with two directional sidewalks
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original direction always? How to start/end walking?
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original direction always? How to start/end walking?
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- do they belong to children {forwards, backwards}? They'd no longer be
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- do they belong to children {forwards, backwards}? They'd no longer be
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in order.
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in order.
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And what about modeling shared left-turn lanes?
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@ -1,53 +1,102 @@
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use geom::{PolyLine, Pt2D};
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use dimensioned::si;
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use geom::{PolyLine, Angle, Pt2D};
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use std::collections::BTreeSet;
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use std::collections::BTreeSet;
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use std::marker;
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use {Intersection, Road, RoadID, LANE_THICKNESS};
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use {Intersection, Road, RoadID, LANE_THICKNESS};
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const DEGENERATE_INTERSECTION_HALF_LENGTH: si::Meter<f64> = si::Meter {
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value_unsafe: 5.0,
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_marker: marker::PhantomData,
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};
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// The polygon should exist entirely within the thick bands around all original roads -- it just
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// carves up part of that space, doesn't reach past it.
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pub fn intersection_polygon(
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pub fn intersection_polygon(
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i: &Intersection,
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i: &Intersection,
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road_ids: BTreeSet<RoadID>,
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road_ids: BTreeSet<RoadID>,
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roads: &Vec<Road>,
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roads: &Vec<Road>,
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) -> Vec<Pt2D> {
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) -> Vec<Pt2D> {
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// Turn all of the incident roads into the center PolyLine, always pointing at the intersection
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// Turn all of the incident roads into two PolyLines (the "forwards" and "backwards" borders of
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// (endpoint is pt). The f64's are the width to shift without transforming the points, and then
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// the road), both with an endpoint at i.point, and the angle of the last segment of the center
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// the width to shift when reversing the points.
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// line.
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// TODO Simplify code by just stashing the two transformed PolyLines here. ;)
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let mut lines: Vec<(RoadID, Angle, PolyLine, PolyLine)> = road_ids
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let mut center_lines: Vec<(PolyLine, RoadID, f64, f64)> = road_ids
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.into_iter()
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.into_iter()
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.map(|id| {
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.map(|id| {
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let r = &roads[id.0];
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let r = &roads[id.0];
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let line = &r.center_pts;
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let center_line = &r.center_pts;
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let fwd_width = LANE_THICKNESS * (r.children_forwards.len() as f64);
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let fwd_width = LANE_THICKNESS * (r.children_forwards.len() as f64);
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let back_width = LANE_THICKNESS * (r.children_backwards.len() as f64);
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let back_width = LANE_THICKNESS * (r.children_backwards.len() as f64);
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if line.first_pt() == i.point {
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let (line, width_normal, width_reverse) = if center_line.first_pt() == i.point {
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(line.reversed(), id, back_width, fwd_width)
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(center_line.reversed(), back_width, fwd_width)
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} else if line.last_pt() == i.point {
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} else if center_line.last_pt() == i.point {
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(line.clone(), id, fwd_width, back_width)
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(center_line.clone(), fwd_width, back_width)
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} else {
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} else {
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panic!("Incident road {} doesn't have an endpoint at {}", id, i.id);
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panic!("Incident road {} doesn't have an endpoint at {}", id, i.id);
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}
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};
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let pl_normal = line.shift(width_normal).unwrap();
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let pl_reverse = line.reversed().shift(width_reverse).unwrap().reversed();
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(id, line.last_line().angle(), pl_normal, pl_reverse)
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}).collect();
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}).collect();
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// Sort the polylines by the angle of their last segment.
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// Sort the polylines by the angle of their last segment.
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// TODO This might break weirdly for polylines with very short last lines!
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// TODO This might break weirdly for polylines with very short last lines!
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center_lines.sort_by_key(|(pl, _, _, _)| pl.last_line().angle().normalized_degrees() as i64);
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lines.sort_by_key(|(_, angle, _, _)| angle.normalized_degrees() as i64);
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// Now look at adjacent pairs of these polylines...
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// Special cases for degenerate intersections.
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let mut endpoints: Vec<Pt2D> = Vec::new();
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let mut endpoints: Vec<Pt2D> = Vec::new();
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for idx1 in 0..center_lines.len() as isize {
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if lines.len() == 1 {
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// Dead-ends!
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let (id, _, pl_a, pl_b) = &lines[0];
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let pt1 = pl_a
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.reversed()
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.safe_dist_along(DEGENERATE_INTERSECTION_HALF_LENGTH * 2.0)
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.map(|(pt, _)| pt);
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let pt2 = pl_b
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.reversed()
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.safe_dist_along(DEGENERATE_INTERSECTION_HALF_LENGTH * 2.0)
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.map(|(pt, _)| pt);
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if pt1.is_some() && pt2.is_some() {
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endpoints.extend(vec![
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pt1.unwrap(),
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pt2.unwrap(),
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pl_b.last_pt(),
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pl_a.last_pt(),
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]);
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} else {
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error!("{} is a dead-end for {}, which is too short to make degenerate intersection geometry", i.id, id);
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endpoints.extend(vec![pl_a.last_pt(), pl_b.last_pt()]);
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}
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} else if lines.len() == 2 {
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let (id1, _, pl1_a, pl1_b) = &lines[0];
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let (id2, _, pl2_a, pl2_b) = &lines[1];
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endpoints.extend(
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vec![pl1_a, pl1_b, pl2_a, pl2_b]
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.into_iter()
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.filter_map(|l| {
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l.reversed()
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.safe_dist_along(DEGENERATE_INTERSECTION_HALF_LENGTH)
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.map(|(pt, _)| pt)
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}).collect::<Vec<Pt2D>>(),
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);
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if endpoints.len() != 4 {
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error!("{} has only {} and {}, some of which are too short to make degenerate intersection geometry", i.id, id1, id2);
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endpoints.clear();
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endpoints.extend(vec![
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pl1_a.last_pt(),
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pl1_b.last_pt(),
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pl2_a.last_pt(),
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pl2_b.last_pt(),
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]);
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}
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} else {
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// Look at adjacent pairs of these polylines...
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for idx1 in 0..lines.len() as isize {
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let idx2 = idx1 + 1;
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let idx2 = idx1 + 1;
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let (center1, id1, _, width1_reverse) = wraparound_get(¢er_lines, idx1);
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let (id1, _, _, pl1) = wraparound_get(&lines, idx1);
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let (center2, id2, width2_normal, _) = wraparound_get(¢er_lines, idx2);
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let (id2, _, pl2, _) = wraparound_get(&lines, idx2);
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// Turn the center polylines into one of the road's border polylines. Every road should
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// have a chance to be shifted in both directions.
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let pl1 = center1
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.reversed()
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.shift(*width1_reverse)
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.unwrap()
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.reversed();
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let pl2 = center2.shift(*width2_normal).unwrap();
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// If the two lines are too close in angle, they'll either not hit or even if they do, it
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// If the two lines are too close in angle, they'll either not hit or even if they do, it
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// won't be right.
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// won't be right.
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@ -66,15 +115,7 @@ pub fn intersection_polygon(
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let mut ok = true;
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let mut ok = true;
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// Use the next adjacent road, doing line to line segment intersection instead.
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// Use the next adjacent road, doing line to line segment intersection instead.
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let inf_line1 = {
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let inf_line1 = wraparound_get(&lines, idx1 - 1).3.last_line();
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let (center, _, _, width_reverse) = wraparound_get(¢er_lines, idx1 - 1);
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center
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.reversed()
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.shift(*width_reverse)
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.unwrap()
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.reversed()
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.last_line()
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};
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if let Some(hit) = pl1.intersection_infinite_line(inf_line1) {
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if let Some(hit) = pl1.intersection_infinite_line(inf_line1) {
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endpoints.push(hit);
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endpoints.push(hit);
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} else {
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} else {
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@ -82,10 +123,7 @@ pub fn intersection_polygon(
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ok = false;
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ok = false;
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}
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}
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let inf_line2 = {
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let inf_line2 = wraparound_get(&lines, idx2 + 1).2.last_line();
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let (center, _, width_normal, _) = wraparound_get(¢er_lines, idx2 + 1);
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center.shift(*width_normal).unwrap().last_line()
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};
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if let Some(hit) = pl2.intersection_infinite_line(inf_line2) {
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if let Some(hit) = pl2.intersection_infinite_line(inf_line2) {
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endpoints.push(hit);
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endpoints.push(hit);
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} else {
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} else {
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@ -99,10 +137,11 @@ pub fn intersection_polygon(
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id1,
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id1,
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id2,
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id2,
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i.id,
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i.id,
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center_lines.len()
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lines.len()
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);
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);
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}
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}
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}
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}
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}
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// Close off the polygon
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// Close off the polygon
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let first_pt = endpoints[0].clone();
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let first_pt = endpoints[0].clone();
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