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https://github.com/a-b-street/abstreet.git
synced 2024-11-28 03:35:51 +03:00
using interval intersection to correctly find the time and position of a
hit!
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parent
f6a53797f0
commit
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@ -34,8 +34,28 @@ pub fn get_state(time: Duration, map: &Map) -> Vec<DrawCarInput> {
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follower.freeflow(Duration::seconds(10.0));
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follower.deaccel_to_rest();
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// TODO Analytically find when and where collision will happen. Adjust the follower's intervals
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// somehow.
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for i in &leader.intervals {
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println!(
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"- Leader: {}->{} during {}->{} ({}->{})",
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i.start_dist, i.end_dist, i.start_time, i.end_time, i.start_speed, i.end_speed
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);
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}
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for i in &follower.intervals {
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println!(
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"- Follower: {}->{} during {}->{} ({}->{})",
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i.start_dist, i.end_dist, i.start_time, i.end_time, i.start_speed, i.end_speed
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);
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}
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// TODO Adjust the follower's intervals somehow.
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println!(
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"Collision (leader, follower) at {:?}",
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leader.find_hit(&follower)
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);
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println!(
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"Collision (follower, leader) at {:?}",
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follower.find_hit(&leader)
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);
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let mut draw = Vec::new();
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if let Some(d) = leader.dist_at(time) {
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@ -65,6 +85,7 @@ fn draw_car(car: &Car, front: Distance, map: &Map) -> DrawCarInput {
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}
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}
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#[derive(Debug)]
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struct Interval {
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start_dist: Distance,
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end_dist: Distance,
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@ -119,12 +140,55 @@ impl Interval {
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(t - self.start_time) / (self.end_time - self.start_time)
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}
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// TODO intersection operation figures out dist and speed by interpolating, of course.
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fn intersection(&self, other: &Interval) -> Option<(Duration, Distance)> {
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if !overlap(
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(self.start_time, self.end_time),
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(other.start_time, other.end_time),
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) {
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return None;
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}
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if !overlap(
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(self.start_dist, self.end_dist),
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(other.start_dist, other.end_dist),
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) {
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return None;
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}
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// Set the two distance equations equal and solve for time. Long to type out here...
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let x1 = self.start_dist.inner_meters();
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let x2 = self.end_dist.inner_meters();
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let a1 = self.start_time.inner_seconds();
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let a2 = self.end_time.inner_seconds();
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let y1 = other.start_dist.inner_meters();
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let y2 = other.end_dist.inner_meters();
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let b1 = other.start_time.inner_seconds();
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let b2 = other.end_time.inner_seconds();
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let numer = a1 * (b2 * (y1 - x2) + b1 * (x2 - y2)) + a2 * (b2 * (x1 - y1) + b1 * (y2 - x1));
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let denom = (a1 - a2) * (y1 - y2) + b2 * (x1 - x2) + b1 * (x2 - x1);
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let t = Duration::seconds(numer / denom);
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if !self.covers(t) || !other.covers(t) {
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return None;
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}
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let dist1 = self.dist(t);
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let dist2 = other.dist(t);
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if !dist1.epsilon_eq(dist2) {
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panic!(
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"{:?} and {:?} intersect at {}, but got dist {} and {}",
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self, other, t, dist1, dist2
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);
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}
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Some((t, dist1))
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}
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}
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// TODO use lane length and a car's properties to figure out reasonable intervals for short/long
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// lanes
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// TODO debug draw an interval
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// TODO debug print a bunch of intervals
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struct Car {
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id: CarID,
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@ -222,4 +286,25 @@ impl Car {
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self.next_state(dist_covered, Speed::ZERO, time_needed);
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}
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// TODO Can we add in the following distance to our query?
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// TODO Find "earliest" intersection... we could have intervals that wind up equivalent for a
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// stretch.
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fn find_hit(&self, other: &Car) -> Option<(Duration, Distance)> {
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for i1 in &self.intervals {
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for i2 in &other.intervals {
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if let Some(hit) = i1.intersection(i2) {
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return Some(hit);
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}
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}
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}
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None
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}
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}
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fn overlap<A: PartialOrd>((a_start, a_end): (A, A), (b_start, b_end): (A, A)) -> bool {
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if a_start > b_end || b_start > a_end {
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return false;
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}
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true
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}
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@ -50,6 +50,10 @@ impl Distance {
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pub fn inner_meters(self) -> f64 {
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self.0
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}
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pub fn epsilon_eq(self, other: Distance) -> bool {
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(self - other).abs() <= EPSILON_DIST
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}
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}
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impl fmt::Display for Distance {
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