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at last, prerender cars
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@ -1,10 +1,5 @@
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# TODO - GUI and UX
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# TODO - GUI and UX
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## Performance
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- cache draw agents
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- actually use Drawables in the places
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## Quick n easy
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## Quick n easy
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- try showing traffic signals by little boxes at the end of lanes
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- try showing traffic signals by little boxes at the end of lanes
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@ -71,8 +66,6 @@
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- speed
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- speed
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- show FPS or some kind of measure of lag
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- show FPS or some kind of measure of lag
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- drawing cars is expensive
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- at least cache them until tick changes
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- sleep better in the event loop
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- sleep better in the event loop
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- first make UserInput borrow state and not need to consume
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- first make UserInput borrow state and not need to consume
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- optimize zoomed-out experience... one polygon per road
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- optimize zoomed-out experience... one polygon per road
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@ -95,3 +88,8 @@
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- experiment with batching and not passing colors
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- experiment with batching and not passing colors
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- specialized shaders for common shapes like circles?
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- specialized shaders for common shapes like circles?
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- try https://docs.rs/dymod/0.1.0/dymod/ to link in a release-mode ezgui crate?
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- try https://docs.rs/dymod/0.1.0/dymod/ to link in a release-mode ezgui crate?
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## Performance
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- crosswalks still not batched
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- it's a pity we have to redo DrawCar work for all those parked cars every tick
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@ -1,6 +1,7 @@
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use crate::colors::ColorScheme;
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use crate::objects::{Ctx, ID};
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use crate::objects::{Ctx, ID};
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use crate::render::{RenderOptions, Renderable};
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use crate::render::{RenderOptions, Renderable};
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use ezgui::{Color, GfxCtx};
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use ezgui::{Color, Drawable, GfxCtx, Prerender};
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use geom::{Angle, Bounds, Circle, Distance, PolyLine, Polygon, Pt2D};
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use geom::{Angle, Bounds, Circle, Distance, PolyLine, Polygon, Pt2D};
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use map_model::{Map, TurnType};
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use map_model::{Map, TurnType};
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use sim::{CarID, CarState, DrawCarInput};
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use sim::{CarID, CarState, DrawCarInput};
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@ -19,12 +20,13 @@ pub struct DrawCar {
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right_blinker_on: bool,
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right_blinker_on: bool,
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// TODO maybe also draw lookahead buffer to know what the car is considering
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// TODO maybe also draw lookahead buffer to know what the car is considering
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stopping_buffer: Option<Polygon>,
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stopping_buffer: Option<Polygon>,
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state: CarState,
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zorder: isize,
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zorder: isize,
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draw_default: Drawable,
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}
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}
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impl DrawCar {
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impl DrawCar {
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pub fn new(input: DrawCarInput, map: &Map) -> DrawCar {
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pub fn new(input: DrawCarInput, map: &Map, prerender: &Prerender, cs: &ColorScheme) -> DrawCar {
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let (left_blinker_on, right_blinker_on) = if let Some(t) = input.waiting_for_turn {
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let (left_blinker_on, right_blinker_on) = if let Some(t) = input.waiting_for_turn {
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match map.get_t(t).turn_type {
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match map.get_t(t).turn_type {
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TurnType::Left => (true, false),
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TurnType::Left => (true, false),
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@ -73,9 +75,32 @@ impl DrawCar {
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)
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)
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};
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};
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let body_polygon = input.body.make_polygons(CAR_WIDTH);
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let draw_default = prerender.upload_borrowed(vec![
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(
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// TODO if it's a bus, color it differently -- but how? :\
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match input.state {
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CarState::Debug => cs
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.get_def("debug car", Color::BLUE.alpha(0.8))
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.shift(input.id.0),
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CarState::Moving => cs.get_def("moving car", Color::CYAN).shift(input.id.0),
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CarState::Stuck => cs
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.get_def("stuck car", Color::rgb_f(0.9, 0.0, 0.0))
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.shift(input.id.0),
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CarState::Parked => cs
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.get_def("parked car", Color::rgb(180, 233, 76))
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.shift(input.id.0),
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},
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&body_polygon,
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),
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(cs.get_def("car window", Color::BLACK), &front_window),
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(cs.get("car window"), &back_window),
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]);
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DrawCar {
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DrawCar {
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id: input.id,
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id: input.id,
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body_polygon: input.body.make_polygons(CAR_WIDTH),
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body_polygon,
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window_polygons: vec![front_window, back_window],
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window_polygons: vec![front_window, back_window],
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left_blinkers: Some((
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left_blinkers: Some((
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Circle::new(
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Circle::new(
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@ -112,8 +137,8 @@ impl DrawCar {
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left_blinker_on,
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left_blinker_on,
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right_blinker_on,
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right_blinker_on,
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stopping_buffer,
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stopping_buffer,
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state: input.state,
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zorder: input.on.get_zorder(map),
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zorder: input.on.get_zorder(map),
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draw_default,
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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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@ -124,30 +149,14 @@ impl Renderable for DrawCar {
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}
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}
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fn draw(&self, g: &mut GfxCtx, opts: RenderOptions, ctx: &Ctx) {
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fn draw(&self, g: &mut GfxCtx, opts: RenderOptions, ctx: &Ctx) {
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let color = opts.color.unwrap_or_else(|| {
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if let Some(color) = opts.color {
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// TODO if it's a bus, color it differently -- but how? :\
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match self.state {
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CarState::Debug => ctx
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.cs
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.get_def("debug car", Color::BLUE.alpha(0.8))
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.shift(self.id.0),
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CarState::Moving => ctx.cs.get_def("moving car", Color::CYAN).shift(self.id.0),
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CarState::Stuck => ctx
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.cs
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.get_def("stuck car", Color::rgb_f(0.9, 0.0, 0.0))
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.shift(self.id.0),
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CarState::Parked => ctx
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.cs
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.get_def("parked car", Color::rgb(180, 233, 76))
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.shift(self.id.0),
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}
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});
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{
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let mut draw = vec![(color, &self.body_polygon)];
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let mut draw = vec![(color, &self.body_polygon)];
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for p in &self.window_polygons {
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for p in &self.window_polygons {
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draw.push((ctx.cs.get_def("car window", Color::BLACK), p));
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draw.push((ctx.cs.get("car window"), p));
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}
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}
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g.draw_polygon_batch(draw);
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g.draw_polygon_batch(draw);
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} else {
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g.redraw(&self.draw_default);
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}
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}
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let blinker_on = ctx.cs.get_def("blinker on", Color::RED);
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let blinker_on = ctx.cs.get_def("blinker on", Color::RED);
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}
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}
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}
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}
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// TODO Invalidate when we interactively spawn stuff elsewhere?
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pub struct AgentCache {
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pub struct AgentCache {
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tick: Option<Tick>,
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tick: Option<Tick>,
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agents_per_on: HashMap<Traversable, Vec<Box<Renderable>>>,
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agents_per_on: HashMap<Traversable, Vec<Box<Renderable>>>,
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@ -71,6 +71,6 @@ pub fn draw_vehicle(
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if input.vehicle_type == VehicleType::Bike {
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if input.vehicle_type == VehicleType::Bike {
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Box::new(DrawBike::new(input, prerender, cs))
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Box::new(DrawBike::new(input, prerender, cs))
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} else {
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} else {
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Box::new(DrawCar::new(input, map))
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Box::new(DrawCar::new(input, map, prerender, cs))
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}
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}
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}
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}
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