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dont reach into DrawRoad's polygon directly from DrawIntersection
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TODO.md
8
TODO.md
@ -45,6 +45,14 @@
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- https://gis-kingcounty.opendata.arcgis.com/datasets/traffic-signs--sign-point/
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- multiple lanes
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- prep: get rid of other_side
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- display + mouseover parking lane and sidewalk
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- all roads have sidewalk on both sides, oneways only have parking lane on one side
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- model bikes in driving lanes (as slow cars)
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- add random bike lanes, figure out how turns would work
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- be able to convert between parking and bike lanes, recompute the turns
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- when rendering sidewalks, have an option for a grass buffer
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## Code cleanup
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@ -34,3 +34,22 @@ Some modeling questions:
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- maintaining directional sanity could be useful
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- what's the UI for changing lane types?
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- it's a bit arbitrary which lane should draw the yellow center lines
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Initial design:
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- "Road" becomes "Lane" with a type
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- don't need to know sibling lanes yet
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- arbitrarily, one lane might have extra bits/geometry for yellow center line markings
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- ideally, get rid of one-wayness and original center points, and plumb along pre-shifted lines
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- but due to the polyline problem (affecting both geom center line layer that agents follow, and polygons for drawing), can't do this. encapsulate the messiness at least.
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- so, store one way and orig points and index, but have an accessor
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- as a compromise, dont interpet OSM points on a one-way road as the center, but as the edge.
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The polyline problem:
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- https://www.codeproject.com/Articles/226569/Drawing-polylines-by-tessellation
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- https://stackoverflow.com/questions/36475254/polylines-outline-construction-drawing-thick-polylines
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- Will lengths change? Is this a problem?
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- Drawing cars as rectangles is funky, because if their front is aligned to a new line segment, their back juts into the center of the road
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@ -29,16 +29,15 @@ impl DrawIntersection {
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bounds: &Bounds,
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) -> DrawIntersection {
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let mut pts: Vec<Vec2d> = Vec::new();
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// TODO this smashes encapsulation to bits :D
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for r in &map.get_roads_to_intersection(inter.id) {
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let dr = &roads[r.id.0];
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pts.push(dr.polygons.last().unwrap()[2]);
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pts.push(dr.polygons.last().unwrap()[3]);
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let (pt1, pt2) = roads[r.id.0].get_end_crossing();
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pts.push(pt1);
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pts.push(pt2);
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}
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for r in &map.get_roads_from_intersection(inter.id) {
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let dr = &roads[r.id.0];
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pts.push(dr.polygons[0][0]);
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pts.push(dr.polygons[0][1]);
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let (pt1, pt2) = roads[r.id.0].get_start_crossing();
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pts.push(pt1);
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pts.push(pt2);
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}
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let center = geometry::gps_to_screen_space(&inter.point, bounds);
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@ -129,4 +129,16 @@ impl DrawRoad {
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lines.extend(r.osm_tags.iter().cloned());
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lines
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}
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// Get the line marking the end of the road, perpendicular to the direction of the road
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pub(crate) fn get_end_crossing(&self) -> (Vec2d, Vec2d) {
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(
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self.polygons.last().unwrap()[2],
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self.polygons.last().unwrap()[3],
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)
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}
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pub(crate) fn get_start_crossing(&self) -> (Vec2d, Vec2d) {
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(self.polygons[0][0], self.polygons[0][1])
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}
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}
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@ -67,7 +67,8 @@ pub fn thick_multiline(style: &ThickLine, pts: &[Pt2D]) -> Vec<Vec<Vec2d>> {
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let quad2 = thick_line(style, pt2, pt3);
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// Of course, the original quad
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polygons.push(quad1.clone());
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// Add some triangles to fill in the gaps.
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// Add some triangles to fill in the gaps. Comment this out to see part of the polyline
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// problem more clearly.
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polygons.push(vec![
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[pt2.x(), pt2.y()],
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quad1[3],
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@ -151,11 +151,16 @@ pub struct Map {
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#[derive(Debug)]
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pub struct Road {
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pub id: RoadID,
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// The orientation is implied by the order of these points
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pub points: Vec<Pt2D>,
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pub osm_tags: Vec<String>,
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pub osm_way_id: i64,
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// Ideally all of these would just become translated center points immediately, but this is
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// hard due to the polyline problem.
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// The orientation is implied by the order of these points
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pub points: Vec<Pt2D>,
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pub other_side: Option<RoadID>,
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//offset: u8,
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}
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impl PartialEq for Road {
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