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https://github.com/a-b-street/abstreet.git
synced 2024-12-29 01:13:53 +03:00
Change the building procgen algorithm to just use the Map, now DrawMap. Preparing to move it into the import phase, where we won't be able to generate the DrawMap.
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9b966205c9
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@ -7,7 +7,7 @@ use rand_xorshift::XorShiftRng;
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use abstutil::Timer;
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use geom::{Distance, Polygon};
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use map_model::osm;
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use map_model::{osm, Map};
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use widgetry::{
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Color, Drawable, EventCtx, GeomBatch, GfxCtx, HorizontalAlignment, Line, Panel, SimpleState,
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State, StyledButtons, TextExt, VerticalAlignment, Widget,
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@ -24,7 +24,7 @@ impl BuildingProceduralGenerator {
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let mut batch = GeomBatch::new();
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let mut rng = app.primary.current_flags.sim_flags.make_rng();
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let houses = ctx.loading_screen("generate buildings", |_, mut timer| {
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generate_buildings_on_empty_residential_roads(app, &mut rng, &mut timer)
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generate_buildings_on_empty_residential_roads(&app.primary.map, &mut rng, &mut timer)
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});
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let mut features = Vec::new();
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for poly in houses {
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@ -90,12 +90,10 @@ impl SimpleState<App> for BuildingProceduralGenerator {
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}
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fn generate_buildings_on_empty_residential_roads(
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app: &App,
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map: &Map,
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rng: &mut XorShiftRng,
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timer: &mut Timer,
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) -> Vec<Polygon> {
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let map = &app.primary.map;
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timer.start("initially place buildings");
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let mut lanes_with_buildings = HashSet::new();
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for b in map.all_buildings() {
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@ -158,29 +156,45 @@ fn generate_buildings_on_empty_residential_roads(
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non_overlapping.push(poly);
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}
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// Remove buildings that hit existing things on the map -- namely roads and park/water areas.
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// TODO Can't parallelize here, because draw_map has a bunch of non-Send GPU things.
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// Create a different quadtree, just containing static things in the map that we don't want
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// new buildings to hit. The index is just into a list of polygons.
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quadtree = QuadTree::default(map.get_bounds().as_bbox());
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let mut static_polygons = Vec::new();
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for r in map.all_roads() {
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let poly = r.get_thick_polygon(map);
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quadtree.insert_with_box(static_polygons.len(), poly.get_bounds().as_bbox());
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static_polygons.push(poly);
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}
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for i in map.all_intersections() {
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quadtree.insert_with_box(static_polygons.len(), i.polygon.get_bounds().as_bbox());
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static_polygons.push(i.polygon.clone());
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}
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for b in map.all_buildings() {
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quadtree.insert_with_box(static_polygons.len(), b.polygon.get_bounds().as_bbox());
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static_polygons.push(b.polygon.clone());
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}
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for pl in map.all_parking_lots() {
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quadtree.insert_with_box(static_polygons.len(), pl.polygon.get_bounds().as_bbox());
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static_polygons.push(pl.polygon.clone());
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}
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for a in map.all_areas() {
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quadtree.insert_with_box(static_polygons.len(), a.polygon.get_bounds().as_bbox());
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static_polygons.push(a.polygon.clone());
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}
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let mut survivors = Vec::new();
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timer.start_iter(
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"prune buildings overlapping the basemap",
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non_overlapping.len(),
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);
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for poly in non_overlapping {
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'NON_OVERLAP: for poly in non_overlapping {
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timer.next();
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let possible_hits = app
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.primary
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.draw_map
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.get_renderables_back_to_front(poly.get_bounds(), map);
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// The outline of renderables is usually a thin polygon around the boundary, so we can't
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// use it directly to test for overlap. Instead, check every point of our candidate house.
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if possible_hits.into_iter().all(|renderable| {
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!poly
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.points()
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.into_iter()
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.any(|pt| renderable.contains_pt(*pt, map))
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}) {
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survivors.push(poly);
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for (idx, _, _) in quadtree.query(poly.get_bounds().as_bbox()) {
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if poly.intersects(&static_polygons[*idx]) {
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continue 'NON_OVERLAP;
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}
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}
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survivors.push(poly);
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}
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survivors
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}
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