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Refactor: Just remember ID -> quadtree ID
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c16f185019
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@ -40,8 +40,7 @@ pub struct DrawMap {
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quadtree: QuadTree<ID>,
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// Remember these so we can modify the bounding box of some objects.
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lane_ids: HashMap<LaneID, aabb_quadtree::ItemId>,
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intersection_ids: HashMap<IntersectionID, aabb_quadtree::ItemId>,
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quadtree_ids: HashMap<ID, aabb_quadtree::ItemId>,
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}
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impl DrawMap {
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@ -143,8 +142,7 @@ impl DrawMap {
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timer.start("create quadtree");
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let mut quadtree = QuadTree::default(map.get_bounds().as_bbox());
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let mut lane_ids = HashMap::new();
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let mut intersection_ids = HashMap::new();
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let mut quadtree_ids = HashMap::new();
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// TODO use iter chain if everything was boxed as a renderable...
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for obj in &roads {
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quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
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@ -152,12 +150,12 @@ impl DrawMap {
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for (_, obj) in &lanes {
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let item_id =
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quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
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lane_ids.insert(obj.id, item_id);
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quadtree_ids.insert(obj.get_id(), item_id);
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}
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for obj in &intersections {
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let item_id =
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quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
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intersection_ids.insert(obj.id, item_id);
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quadtree_ids.insert(obj.get_id(), item_id);
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}
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for obj in &buildings {
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quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
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@ -196,8 +194,7 @@ impl DrawMap {
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draw_all_areas,
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quadtree,
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lane_ids,
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intersection_ids,
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quadtree_ids,
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zorder_range: (low_z, high_z),
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show_zorder: high_z,
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@ -454,7 +451,7 @@ impl DrawMap {
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pub fn create_lane(&mut self, l: LaneID, map: &Map) {
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// If we're recreating an existing lane, don't create a duplicate quadtree entry for it!
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// quadtree.insert_with_box isn't idempotent.
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if let Some(item_id) = self.lane_ids.remove(&l) {
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if let Some(item_id) = self.quadtree_ids.remove(&ID::Lane(l)) {
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self.quadtree.remove(item_id).unwrap();
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}
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@ -462,25 +459,25 @@ impl DrawMap {
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let item_id = self
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.quadtree
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.insert_with_box(draw.get_id(), draw.get_outline(map).get_bounds().as_bbox());
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self.lane_ids.insert(l, item_id);
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self.quadtree_ids.insert(draw.get_id(), item_id);
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self.lanes.insert(l, draw);
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}
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pub fn delete_lane(&mut self, l: LaneID) {
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self.lanes.remove(&l).unwrap();
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let item_id = self.lane_ids.remove(&l).unwrap();
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let item_id = self.quadtree_ids.remove(&ID::Lane(l)).unwrap();
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self.quadtree.remove(item_id).unwrap();
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}
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pub fn recreate_intersection(&mut self, i: IntersectionID, map: &Map) {
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let item_id = self.intersection_ids.remove(&i).unwrap();
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let item_id = self.quadtree_ids.remove(&ID::Intersection(i)).unwrap();
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self.quadtree.remove(item_id).unwrap();
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let draw = DrawIntersection::new(map.get_i(i), map);
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let item_id = self
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.quadtree
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.insert_with_box(draw.get_id(), draw.get_outline(map).get_bounds().as_bbox());
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self.intersection_ids.insert(i, item_id);
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self.quadtree_ids.insert(draw.get_id(), item_id);
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self.intersections[i.0] = draw;
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}
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}
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