Struct map_model::objects::block::Perimeter[][src]

pub struct Perimeter {
    pub roads: Vec<RoadSideID>,
}
Expand description

A sequence of roads in order, beginning and ending at the same place. No “crossings” – tracing along this sequence should geometrically yield a simple polygon.

Fields

roads: Vec<RoadSideID>

Implementations

Starting at any lane, snap to the nearest side of that road, then begin tracing a single block, with no interior roads. This will fail if a map boundary is reached. The results are unusual when crossing the entrance to a tunnel or bridge.

This calculates all single block perimeters for the entire map. The resulting list does not cover roads near the map boundary.

A perimeter has the first and last road matching up, but that’s confusing to work with. Temporarily undo that.

Restore the first=last invariant. Methods may temporarily break this, but must restore it before returning.

Try to merge two blocks. Returns true if this is successful, which will only be when the blocks are adjacent, but the merge wouldn’t create an interior “hole”.

Note this may modify both perimeters and still return false. The modification is just to rotate the order of the road loop; this doesn’t logically change the perimeter.

Try to merge all given perimeters. If successful, only one perimeter will be returned. Perimeters are never “destroyed” – if not merged, they’ll appear in the results. If stepwise_debug is true, returns after performing just one merge.

If the perimeter follows any dead-end roads, “collapse” them and instead make the perimeter contain the dead-end.

Consider the perimeters as a graph, with adjacency determined by sharing any road in common. Partition adjacent perimeters, subject to the predicate. Each partition should produce a single result with merge_all.

Assign each perimeter one of num_colors, such that no two adjacent perimeters share the same color. May fail. The resulting colors are expressed as [0, num_colors).

Trait Implementations

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