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https://github.com/a-b-street/abstreet.git
synced 2024-11-28 03:35:51 +03:00
animate pedestrian feet smoothly regardless of sim speed
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parent
60eea9b413
commit
fce5d0f6dc
@ -1,7 +1,7 @@
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use crate::helpers::{ColorScheme, ID};
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use crate::render::{should_draw_blinkers, DrawCtx, DrawOptions, Renderable};
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use ezgui::{Color, Drawable, GfxCtx, Prerender};
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use geom::{Circle, Distance, Duration, PolyLine, Polygon};
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use geom::{Circle, Distance, PolyLine, Polygon};
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use map_model::{Map, LANE_THICKNESS};
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use sim::{DrawPedestrianInput, PedestrianID};
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@ -17,7 +17,7 @@ pub struct DrawPedestrian {
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impl DrawPedestrian {
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pub fn new(
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input: DrawPedestrianInput,
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time: Duration,
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step_count: usize,
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map: &Map,
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prerender: &Prerender,
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cs: &ColorScheme,
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@ -59,11 +59,12 @@ impl DrawPedestrian {
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);
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let foot_color = cs.get_def("pedestrian foot", Color::BLACK);
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// Jitter based on ID so we don't all walk synchronized.
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let remainder = if input.id.0 % 2 == 0 { 0.0 } else { 1.0 };
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let jitter = input.id.0 % 2 == 0;
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let remainder = step_count % 6;
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if input.waiting_for_turn.is_some() {
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draw_default.push((foot_color, left_foot.to_polygon()));
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draw_default.push((foot_color, right_foot.to_polygon()));
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} else if time.inner_seconds() * 10.0 % 2.0 == remainder {
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} else if (jitter && remainder < 3) || (!jitter && remainder >= 3) {
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draw_default.push((foot_color, left_foot.to_polygon()));
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draw_default.push((
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foot_color,
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@ -124,6 +124,10 @@ impl GetDrawAgents for TimeTravel {
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self.state_per_time[self.current_idx.unwrap()].time
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}
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fn step_count(&self) -> usize {
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self.current_idx.unwrap()
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}
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fn get_draw_car(&self, id: CarID, _map: &Map) -> Option<DrawCarInput> {
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self.get_current_state().cars.get(&id).cloned()
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}
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@ -285,6 +285,7 @@ impl UI {
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// Expand all of the Traversables into agents, populating the cache if needed.
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{
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let time = source.time();
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let step_count = source.step_count();
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for on in &agents_on {
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if !agents.has(time, *on) {
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@ -294,7 +295,7 @@ impl UI {
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}
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for p in source.get_draw_peds(*on, map).into_iter() {
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list.push(Box::new(DrawPedestrian::new(
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p, time, map, prerender, &self.cs,
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p, step_count, map, prerender, &self.cs,
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)));
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}
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agents.put(time, *on, list);
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@ -39,6 +39,8 @@ pub enum CarStatus {
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// otherwise? except we don't know what to calculate. maybe cache it?
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pub trait GetDrawAgents {
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fn time(&self) -> Duration;
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// Every time the time changes, this should increase. For smoothly animating stuff.
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fn step_count(&self) -> usize;
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fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput>;
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fn get_draw_ped(&self, id: PedestrianID, map: &Map) -> Option<DrawPedestrianInput>;
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fn get_draw_cars(&self, on: Traversable, map: &Map) -> Vec<DrawCarInput>;
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@ -39,6 +39,8 @@ pub struct Sim {
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// Some tests deliberately set different scenario names for comparisons.
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#[derivative(PartialEq = "ignore")]
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run_name: String,
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#[derivative(PartialEq = "ignore")]
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step_count: usize,
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// Lazily computed.
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#[derivative(PartialEq = "ignore")]
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@ -75,6 +77,7 @@ impl Sim {
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// TODO
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edits_name: "no_edits".to_string(),
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run_name,
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step_count: 0,
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stats: None,
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events_since_last_step: Vec::new(),
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}
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@ -232,6 +235,10 @@ impl GetDrawAgents for Sim {
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self.time
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}
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fn step_count(&self) -> usize {
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self.step_count
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}
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fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput> {
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// TODO Faster
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self.get_all_draw_cars(map).into_iter().find(|d| d.id == id)
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@ -277,6 +284,7 @@ impl Sim {
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// Running
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impl Sim {
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pub fn step(&mut self, map: &Map, dt: Duration) {
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self.step_count += 1;
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if !self.spawner.is_done() {
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panic!("Forgot to call spawn_all_trips");
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}
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