[][src]Struct sim::mechanics::walking::WalkingSimState

pub struct WalkingSimState {
    peds: BTreeMap<PedestrianID, Pedestrian>,
    peds_per_traversable: MultiMap<Traversable, PedestrianID>,
    events: Vec<Event>,
}

Fields

peds: BTreeMap<PedestrianID, Pedestrian>peds_per_traversable: MultiMap<Traversable, PedestrianID>events: Vec<Event>

Implementations

impl WalkingSimState[src]

pub fn new() -> WalkingSimState[src]

pub fn spawn_ped(
    &mut self,
    now: Time,
    params: CreatePedestrian,
    map: &Map,
    scheduler: &mut Scheduler
)
[src]

pub fn get_draw_ped(
    &self,
    id: PedestrianID,
    now: Time,
    map: &Map
) -> Option<DrawPedestrianInput>
[src]

pub fn get_all_draw_peds(
    &self,
    now: Time,
    map: &Map
) -> Vec<DrawPedestrianInput>
[src]

pub fn update_ped(
    &mut self,
    id: PedestrianID,
    now: Time,
    ctx: &mut Ctx,
    trips: &mut TripManager,
    transit: &mut TransitSimState
)
[src]

pub fn ped_boarded_bus(&mut self, now: Time, id: PedestrianID)[src]

pub fn debug_ped(&self, id: PedestrianID)[src]

pub fn agent_properties(&self, id: PedestrianID, now: Time) -> AgentProperties[src]

pub fn trace_route(
    &self,
    now: Time,
    id: PedestrianID,
    map: &Map,
    dist_ahead: Option<Distance>
) -> Option<PolyLine>
[src]

pub fn get_path(&self, id: PedestrianID) -> Option<&Path>[src]

pub fn get_unzoomed_agents(&self, now: Time, map: &Map) -> Vec<UnzoomedAgent>[src]

pub fn does_ped_exist(&self, id: PedestrianID) -> bool[src]

pub fn get_draw_peds_on(
    &self,
    now: Time,
    on: Traversable,
    map: &Map
) -> (Vec<DrawPedestrianInput>, Vec<DrawPedCrowdInput>)
[src]

pub fn collect_events(&mut self) -> Vec<Event>[src]

Trait Implementations

impl Clone for WalkingSimState[src]

impl<'de> Deserialize<'de> for WalkingSimState[src]

impl Serialize for WalkingSimState[src]

Auto Trait Implementations

impl RefUnwindSafe for WalkingSimState

impl Send for WalkingSimState

impl Sync for WalkingSimState

impl Unpin for WalkingSimState

impl UnwindSafe for WalkingSimState

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> Downcast for T where
    T: Any

impl<T> DowncastSync for T where
    T: Send + Sync + Any

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,