Track direction we're moving on the road, use to fix up angles

This commit is contained in:
Dustin Carlino 2020-12-13 10:55:24 -08:00
parent 1e9e23dfcb
commit c715c9dcc0

View File

@ -75,7 +75,15 @@ impl Player {
let pt_on_center_line = road.center_pts.project_pt(pos);
if let Some((dist, _)) = road.center_pts.dist_along_of_point(pt_on_center_line)
{
return Some(On::Road(r, dist));
// We'll adjust the direction at the call-site if we're moving along the
// same road. This heuristic is reasonable for moving from intersections to
// roads.
let dir = if dist < road.center_pts.length() / 2.0 {
Direction::Fwd
} else {
Direction::Back
};
return Some(On::Road(r, dist, dir));
} else {
error!(
"{} snapped to {} on {}, but dist_along_of_point failed",
@ -99,14 +107,21 @@ impl Player {
) -> Vec<BuildingID> {
let new_pos = self.pos.offset(dx, dy);
let mut buildings_passed = Vec::new();
if let Some(new_on) = self.pos_to_on(app, new_pos) {
if let Some(mut new_on) = self.pos_to_on(app, new_pos) {
self.pos = new_pos;
ctx.canvas.center_on_map_pt(self.pos);
if let (On::Road(r1, dist1), On::Road(r2, dist2)) = (self.on.clone(), new_on.clone()) {
if let (On::Road(r1, dist1, _), On::Road(r2, dist2, _)) =
(self.on.clone(), new_on.clone())
{
if r1 == r2 {
// Find all buildings in this range of distance along
buildings_passed.extend(self.bldgs_along_road.query_range(r1, dist1, dist2));
if dist1 < dist2 {
new_on = On::Road(r2, dist2, Direction::Fwd);
} else {
new_on = On::Road(r2, dist2, Direction::Back);
}
}
}
self.on = new_on;
@ -134,7 +149,7 @@ impl Player {
// Find the exact point on the boundary where we go out of bounds
let old_ring = match self.on {
On::Intersection(i) => app.map.get_i(i).polygon.clone().into_ring(),
On::Road(r, _) => {
On::Road(r, _, _) => {
let road = app.map.get_r(r);
road.center_pts
.to_thick_ring(2.0 * road.get_half_width(&app.map))
@ -160,10 +175,14 @@ impl Player {
}
// Snap to the center of the road
if let On::Road(r, dist) = self.on {
if let On::Road(r, dist, dir) = self.on {
let (pt, angle) = app.map.get_r(r).center_pts.must_dist_along(dist);
self.pos = pt;
self.facing = angle;
self.facing = if dir == Direction::Fwd {
angle.opposite()
} else {
angle
};
ctx.canvas.center_on_map_pt(self.pos);
} else {
self.facing = self.controls.facing;
@ -182,7 +201,7 @@ impl Player {
/// Is the player currently on a road with a bus or bike lane?
pub fn on_good_road(&self, app: &App) -> bool {
if let On::Road(r, _) = self.on {
if let On::Road(r, _, _) = self.on {
for (_, _, lt) in app.map.get_r(r).lanes_ltr() {
if lt == LaneType::Biking || lt == LaneType::Bus {
return true;
@ -196,8 +215,8 @@ impl Player {
#[derive(Clone, PartialEq)]
enum On {
Intersection(IntersectionID),
// Distance along the center line
Road(RoadID, Distance),
// Distance along the center line, are we facing the same direction as the road
Road(RoadID, Distance, Direction),
}
impl On {
@ -205,7 +224,7 @@ impl On {
let mut valid_roads = HashSet::new();
let mut valid_intersections = HashSet::new();
match self {
On::Road(r, _) => {
On::Road(r, _, _) => {
let r = app.map.get_r(*r);
valid_intersections.insert(r.src_i);
valid_intersections.insert(r.dst_i);