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autocomplete="off" spellcheck="false" placeholder="Click or press ‘S’ to search, ‘?’ for more options…" type="search"></div><button type="button" id="help-button" title="help">?</button><a id="settings-menu" href="../../../settings.html" title="settings"><img width="18" height="18" alt="Change settings" src="../../../wheel.svg"></a></div></form></nav></div><section id="main-content" class="content"><div class="example-wrap"><pre class="line-numbers"><span id="1"> 1</span> <span id="2"> 2</span> <span id="3"> 3</span> <span id="4"> 4</span> <span id="5"> 5</span> <span id="6"> 6</span> <span id="7"> 7</span> <span id="8"> 8</span> <span id="9"> 9</span> <span id="10"> 10</span> <span id="11"> 11</span> <span id="12"> 12</span> <span id="13"> 13</span> <span id="14"> 14</span> <span id="15"> 15</span> <span id="16"> 16</span> <span id="17"> 17</span> <span id="18"> 18</span> <span id="19"> 19</span> <span id="20"> 20</span> <span id="21"> 21</span> <span id="22"> 22</span> <span id="23"> 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id="597">597</span> <span id="598">598</span> <span id="599">599</span> <span id="600">600</span> <span id="601">601</span> <span id="602">602</span> <span id="603">603</span> <span id="604">604</span> <span id="605">605</span> <span id="606">606</span> <span id="607">607</span> <span id="608">608</span> <span id="609">609</span> <span id="610">610</span> <span id="611">611</span> <span id="612">612</span> <span id="613">613</span> <span id="614">614</span> <span id="615">615</span> <span id="616">616</span> </pre><pre class="rust"><code><span class="kw">use</span> <span class="ident">std::collections</span>::{<span class="ident">BTreeSet</span>, <span class="ident">HashMap</span>, <span class="ident">HashSet</span>}; <span class="kw">use</span> <span class="ident">std::fmt</span>; <span class="kw">use</span> <span class="ident">anyhow::Result</span>; <span class="kw">use</span> <span class="ident">serde</span>::{<span class="ident">Deserialize</span>, <span class="ident">Serialize</span>}; <span class="kw">use</span> <span class="ident">abstutil::wraparound_get</span>; <span class="kw">use</span> <span class="ident">geom</span>::{<span class="ident">Polygon</span>, <span class="ident">Pt2D</span>, <span class="ident">Ring</span>}; <span class="kw">use</span> <span class="kw">crate</span>::{<span class="ident">CommonEndpoint</span>, <span class="ident">Direction</span>, <span class="ident">LaneID</span>, <span class="ident">Map</span>, <span class="ident">RoadID</span>, <span class="ident">RoadSideID</span>, <span class="ident">SideOfRoad</span>}; <span class="doccomment">/// A block is defined by a perimeter that traces along the sides of roads. Inside the perimeter,</span> <span class="doccomment">/// the block may contain buildings and interior roads. In the simple case, a block represents a</span> <span class="doccomment">/// single "city block", with no interior roads. It may also cover a "neighborhood", where the</span> <span class="doccomment">/// perimeter contains some "major" and the interior consists only of "minor" roads.</span> <span class="comment">// TODO Maybe "block" is a misleading term. "Contiguous road trace area"?</span> <span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>, <span class="ident">Serialize</span>, <span class="ident">Deserialize</span>)]</span> <span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">Block</span> { <span class="kw">pub</span> <span class="ident">perimeter</span>: <span class="ident">Perimeter</span>, <span class="doccomment">/// The polygon covers the interior of the block.</span> <span class="kw">pub</span> <span class="ident">polygon</span>: <span class="ident">Polygon</span>, } <span class="doccomment">/// A sequence of roads in order, beginning and ending at the same place. No "crossings" -- tracing</span> <span class="doccomment">/// along this sequence should geometrically yield a simple polygon.</span> <span class="comment">// TODO Handle the map boundary. Sometimes this perimeter should be broken up by border</span> <span class="comment">// intersections or possibly by water/park areas.</span> <span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>, <span class="ident">Serialize</span>, <span class="ident">Deserialize</span>)]</span> <span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">Perimeter</span> { <span class="kw">pub</span> <span class="ident">roads</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">RoadSideID</span><span class="op">></span>, <span class="doccomment">/// These roads exist entirely within the perimeter</span> <span class="kw">pub</span> <span class="ident">interior</span>: <span class="ident">BTreeSet</span><span class="op"><</span><span class="ident">RoadID</span><span class="op">></span>, } <span class="kw">impl</span> <span class="ident">Perimeter</span> { <span class="doccomment">/// Starting at any lane, snap to the nearest side of that road, then begin tracing a single</span> <span class="doccomment">/// block, with no interior roads. This will fail if a map boundary is reached. The results are</span> <span class="doccomment">/// unusual when crossing the entrance to a tunnel or bridge, and so `skip` is used to avoid</span> <span class="doccomment">/// tracing there.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">single_block</span>(<span class="ident">map</span>: <span class="kw-2">&</span><span class="ident">Map</span>, <span class="ident">start</span>: <span class="ident">LaneID</span>, <span class="ident">skip</span>: <span class="kw-2">&</span><span class="ident">HashSet</span><span class="op"><</span><span class="ident">RoadID</span><span class="op">></span>) -> <span class="prelude-ty">Result</span><span class="op"><</span><span class="ident">Perimeter</span><span class="op">></span> { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">roads</span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">let</span> <span class="ident">start_road_side</span> <span class="op">=</span> <span class="ident">map</span>.<span class="ident">get_l</span>(<span class="ident">start</span>).<span class="ident">get_nearest_side_of_road</span>(<span class="ident">map</span>); <span class="kw">if</span> <span class="ident">skip</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">start_road_side</span>.<span class="ident">road</span>) { <span class="macro">bail!</span>(<span class="string">"Started on a road we shouldn't trace"</span>); } <span class="comment">// We need to track which side of the road we're at, but also which direction we're facing</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">current_road_side</span> <span class="op">=</span> <span class="ident">start_road_side</span>; <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">current_intersection</span> <span class="op">=</span> <span class="ident">map</span>.<span class="ident">get_l</span>(<span class="ident">start</span>).<span class="ident">dst_i</span>; <span class="kw">loop</span> { <span class="kw">let</span> <span class="ident">i</span> <span class="op">=</span> <span class="ident">map</span>.<span class="ident">get_i</span>(<span class="ident">current_intersection</span>); <span class="kw">if</span> <span class="ident">i</span>.<span class="ident">is_border</span>() { <span class="macro">bail!</span>(<span class="string">"hit the map boundary"</span>); } <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">sorted_roads</span> <span class="op">=</span> <span class="ident">i</span>.<span class="ident">get_road_sides_sorted_by_incoming_angle</span>(<span class="ident">map</span>); <span class="ident">sorted_roads</span>.<span class="ident">retain</span>(<span class="op">|</span><span class="ident">id</span><span class="op">|</span> <span class="op">!</span><span class="ident">skip</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">id</span>.<span class="ident">road</span>)); <span class="kw">let</span> <span class="ident">idx</span> <span class="op">=</span> <span class="ident">sorted_roads</span> .<span class="ident">iter</span>() .<span class="ident">position</span>(<span class="op">|</span><span class="ident">x</span><span class="op">|</span> <span class="kw-2">*</span><span class="ident">x</span> <span class="op">==</span> <span class="ident">current_road_side</span>) .<span class="ident">unwrap</span>() <span class="kw">as</span> <span class="ident">isize</span>; <span class="comment">// Do we go clockwise or counter-clockwise around the intersection? Well, unless we're</span> <span class="comment">// at a dead-end, we want to avoid the other side of the same road.</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">next</span> <span class="op">=</span> <span class="kw-2">*</span><span class="ident">wraparound_get</span>(<span class="kw-2">&</span><span class="ident">sorted_roads</span>, <span class="ident">idx</span> <span class="op">+</span> <span class="number">1</span>); <span class="macro">assert_ne!</span>(<span class="ident">next</span>, <span class="ident">current_road_side</span>); <span class="kw">if</span> <span class="ident">next</span>.<span class="ident">road</span> <span class="op">==</span> <span class="ident">current_road_side</span>.<span class="ident">road</span> { <span class="ident">next</span> <span class="op">=</span> <span class="kw-2">*</span><span class="ident">wraparound_get</span>(<span class="kw-2">&</span><span class="ident">sorted_roads</span>, <span class="ident">idx</span> <span class="op">-</span> <span class="number">1</span>); <span class="macro">assert_ne!</span>(<span class="ident">next</span>, <span class="ident">current_road_side</span>); <span class="kw">if</span> <span class="ident">next</span>.<span class="ident">road</span> <span class="op">==</span> <span class="ident">current_road_side</span>.<span class="ident">road</span> { <span class="comment">// We must be at a dead-end</span> <span class="macro">assert_eq!</span>(<span class="number">2</span>, <span class="ident">sorted_roads</span>.<span class="ident">len</span>()); } } <span class="ident">roads</span>.<span class="ident">push</span>(<span class="ident">current_road_side</span>); <span class="ident">current_road_side</span> <span class="op">=</span> <span class="ident">next</span>; <span class="ident">current_intersection</span> <span class="op">=</span> <span class="ident">map</span> .<span class="ident">get_r</span>(<span class="ident">current_road_side</span>.<span class="ident">road</span>) .<span class="ident">other_endpt</span>(<span class="ident">current_intersection</span>); <span class="kw">if</span> <span class="ident">current_road_side</span> <span class="op">==</span> <span class="ident">start_road_side</span> { <span class="ident">roads</span>.<span class="ident">push</span>(<span class="ident">start_road_side</span>); <span class="kw">break</span>; } } <span class="macro">assert_eq!</span>(<span class="ident">roads</span>[<span class="number">0</span>], <span class="kw-2">*</span><span class="ident">roads</span>.<span class="ident">last</span>().<span class="ident">unwrap</span>()); <span class="prelude-val">Ok</span>(<span class="ident">Perimeter</span> { <span class="ident">roads</span>, <span class="ident">interior</span>: <span class="ident">BTreeSet::new</span>(), }) } <span class="doccomment">/// This calculates all single block perimeters for the entire map. The resulting list does not</span> <span class="doccomment">/// cover roads near the map boundary.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">find_all_single_blocks</span>(<span class="ident">map</span>: <span class="kw-2">&</span><span class="ident">Map</span>) -> <span class="ident">Vec</span><span class="op"><</span><span class="ident">Perimeter</span><span class="op">></span> { <span class="kw">let</span> <span class="ident">skip</span> <span class="op">=</span> <span class="ident">Perimeter::find_roads_to_skip_tracing</span>(<span class="ident">map</span>); <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">seen</span> <span class="op">=</span> <span class="ident">HashSet::new</span>(); <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">perimeters</span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">for</span> <span class="ident">lane</span> <span class="kw">in</span> <span class="ident">map</span>.<span class="ident">all_lanes</span>() { <span class="kw">let</span> <span class="ident">side</span> <span class="op">=</span> <span class="ident">lane</span>.<span class="ident">get_nearest_side_of_road</span>(<span class="ident">map</span>); <span class="kw">if</span> <span class="ident">seen</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">side</span>) { <span class="kw">continue</span>; } <span class="kw">match</span> <span class="ident">Perimeter::single_block</span>(<span class="ident">map</span>, <span class="ident">lane</span>.<span class="ident">id</span>, <span class="kw-2">&</span><span class="ident">skip</span>) { <span class="prelude-val">Ok</span>(<span class="ident">perimeter</span>) => { <span class="ident">seen</span>.<span class="ident">extend</span>(<span class="ident">perimeter</span>.<span class="ident">roads</span>.<span class="ident">clone</span>()); <span class="ident">perimeters</span>.<span class="ident">push</span>(<span class="ident">perimeter</span>); } <span class="prelude-val">Err</span>(<span class="ident">err</span>) => { <span class="comment">// The logs are quite spammy and not helpful yet, since they're all expected</span> <span class="comment">// cases near the map boundary</span> <span class="kw">if</span> <span class="bool-val">false</span> { <span class="macro">warn!</span>(<span class="string">"Failed from {}: {}"</span>, <span class="ident">lane</span>.<span class="ident">id</span>, <span class="ident">err</span>); } <span class="comment">// Don't try again</span> <span class="ident">seen</span>.<span class="ident">insert</span>(<span class="ident">side</span>); } } } <span class="ident">perimeters</span> } <span class="doccomment">/// Trying to form blocks near railways or cycleways that involve bridges/tunnels often causes</span> <span class="doccomment">/// overlapping geometry or blocks that're way too large. These are extremely imperfect</span> <span class="doccomment">/// heuristics to avoid the worst problems.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">find_roads_to_skip_tracing</span>(<span class="ident">map</span>: <span class="kw-2">&</span><span class="ident">Map</span>) -> <span class="ident">HashSet</span><span class="op"><</span><span class="ident">RoadID</span><span class="op">></span> { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">skip</span> <span class="op">=</span> <span class="ident">HashSet::new</span>(); <span class="kw">for</span> <span class="ident">r</span> <span class="kw">in</span> <span class="ident">map</span>.<span class="ident">all_roads</span>() { <span class="kw">if</span> <span class="ident">r</span>.<span class="ident">is_light_rail</span>() { <span class="ident">skip</span>.<span class="ident">insert</span>(<span class="ident">r</span>.<span class="ident">id</span>); } <span class="kw">else</span> <span class="kw">if</span> <span class="ident">r</span>.<span class="ident">is_cycleway</span>() <span class="op">&&</span> <span class="ident">r</span>.<span class="ident">zorder</span> <span class="op">!</span><span class="op">=</span> <span class="number">0</span> { <span class="ident">skip</span>.<span class="ident">insert</span>(<span class="ident">r</span>.<span class="ident">id</span>); } } <span class="ident">skip</span> } <span class="doccomment">/// A perimeter has the first and last road matching up, but that's confusing to</span> <span class="doccomment">/// work with. Temporarily undo that.</span> <span class="kw">fn</span> <span class="ident">undo_invariant</span>(<span class="kw-2">&mut</span> <span class="self">self</span>) { <span class="macro">assert_eq!</span>(<span class="prelude-val">Some</span>(<span class="self">self</span>.<span class="ident">roads</span>[<span class="number">0</span>]), <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">pop</span>()); } <span class="doccomment">/// Restore the first=last invariant. Methods may temporarily break this, but must restore it</span> <span class="doccomment">/// before returning.</span> <span class="kw">fn</span> <span class="ident">restore_invariant</span>(<span class="kw-2">&mut</span> <span class="self">self</span>) { <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">push</span>(<span class="self">self</span>.<span class="ident">roads</span>[<span class="number">0</span>]); } <span class="doccomment">/// Try to merge two blocks. Returns true if this is successful, which will only be when the</span> <span class="doccomment">/// blocks are adjacent, but the merge wouldn't create an interior "hole".</span> <span class="doccomment">///</span> <span class="doccomment">/// Note this may modify both perimeters and still return `false`. The modification is just to</span> <span class="doccomment">/// rotate the order of the road loop; this doesn't logically change the perimeter.</span> <span class="doccomment">///</span> <span class="doccomment">/// TODO Due to https://github.com/a-b-street/abstreet/issues/841, it seems like rotation</span> <span class="doccomment">/// sometimes breaks `to_block`, so for now, always revert to the original upon failure.</span> <span class="comment">// TODO Would it be cleaner to return a Result here and always restore the invariant?</span> <span class="kw">fn</span> <span class="ident">try_to_merge</span>( <span class="kw-2">&mut</span> <span class="self">self</span>, <span class="ident">map</span>: <span class="kw-2">&</span><span class="ident">Map</span>, <span class="ident">other</span>: <span class="kw-2">&mut</span> <span class="ident">Perimeter</span>, <span class="ident">debug_failures</span>: <span class="ident">bool</span>, <span class="ident">use_expensive_blockfinding</span>: <span class="ident">bool</span>, ) -> <span class="ident">bool</span> { <span class="kw">let</span> <span class="ident">orig_self</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">clone</span>(); <span class="kw">let</span> <span class="ident">orig_other</span> <span class="op">=</span> <span class="ident">other</span>.<span class="ident">clone</span>(); <span class="self">self</span>.<span class="ident">undo_invariant</span>(); <span class="ident">other</span>.<span class="ident">undo_invariant</span>(); <span class="comment">// Calculate common roads</span> <span class="kw">let</span> <span class="ident">roads1</span>: <span class="ident">HashSet</span><span class="op"><</span><span class="ident">RoadID</span><span class="op">></span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">iter</span>().<span class="ident">map</span>(<span class="op">|</span><span class="ident">id</span><span class="op">|</span> <span class="ident">id</span>.<span class="ident">road</span>).<span class="ident">collect</span>(); <span class="kw">let</span> <span class="ident">roads2</span>: <span class="ident">HashSet</span><span class="op"><</span><span class="ident">RoadID</span><span class="op">></span> <span class="op">=</span> <span class="ident">other</span>.<span class="ident">roads</span>.<span class="ident">iter</span>().<span class="ident">map</span>(<span class="op">|</span><span class="ident">id</span><span class="op">|</span> <span class="ident">id</span>.<span class="ident">road</span>).<span class="ident">collect</span>(); <span class="kw">let</span> <span class="ident">common</span>: <span class="ident">HashSet</span><span class="op"><</span><span class="ident">RoadID</span><span class="op">></span> <span class="op">=</span> <span class="ident">roads1</span>.<span class="ident">intersection</span>(<span class="kw-2">&</span><span class="ident">roads2</span>).<span class="ident">cloned</span>().<span class="ident">collect</span>(); <span class="kw">if</span> <span class="ident">common</span>.<span class="ident">is_empty</span>() { <span class="kw">if</span> <span class="ident">debug_failures</span> { <span class="macro">warn!</span>(<span class="string">"No common roads"</span>); } <span class="kw-2">*</span><span class="self">self</span> <span class="op">=</span> <span class="ident">orig_self</span>; <span class="kw-2">*</span><span class="ident">other</span> <span class="op">=</span> <span class="ident">orig_other</span>; <span class="kw">return</span> <span class="bool-val">false</span>; } <span class="comment">// "Rotate" the order of roads, so that all of the overlapping roads are at the end of the</span> <span class="comment">// list. If the entire perimeter is surrounded by the other, then no rotation needed.</span> <span class="kw">if</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">len</span>() <span class="op">!</span><span class="op">=</span> <span class="ident">common</span>.<span class="ident">len</span>() { <span class="kw">while</span> <span class="ident">common</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">roads</span>[<span class="number">0</span>].<span class="ident">road</span>) <span class="op">|</span><span class="op">|</span> <span class="op">!</span><span class="ident">common</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">last</span>().<span class="ident">unwrap</span>().<span class="ident">road</span>) { <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">rotate_left</span>(<span class="number">1</span>); } } <span class="comment">// Same thing with the other</span> <span class="kw">if</span> <span class="ident">other</span>.<span class="ident">roads</span>.<span class="ident">len</span>() <span class="op">!</span><span class="op">=</span> <span class="ident">common</span>.<span class="ident">len</span>() { <span class="kw">while</span> <span class="ident">common</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">other</span>.<span class="ident">roads</span>[<span class="number">0</span>].<span class="ident">road</span>) <span class="op">|</span><span class="op">|</span> <span class="op">!</span><span class="ident">common</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">other</span>.<span class="ident">roads</span>.<span class="ident">last</span>().<span class="ident">unwrap</span>().<span class="ident">road</span>) { <span class="ident">other</span>.<span class="ident">roads</span>.<span class="ident">rotate_left</span>(<span class="number">1</span>); } } <span class="kw">if</span> <span class="ident">debug_failures</span> { <span class="macro">println!</span>(<span class="string">"\nCommon: {:?}\n{:?}\n{:?}"</span>, <span class="ident">common</span>, <span class="self">self</span>, <span class="ident">other</span>); } <span class="comment">// Check if all of the common roads are at the end of each perimeter,</span> <span class="comment">// so we can "blindly" do this snipping. If this isn't true, then the overlapping portions</span> <span class="comment">// are split by non-overlapping roads. This happens when merging the two blocks would</span> <span class="comment">// result in a "hole."</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">ok</span> <span class="op">=</span> <span class="bool-val">true</span>; <span class="kw">for</span> <span class="ident">id</span> <span class="kw">in</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">iter</span>().<span class="ident">rev</span>().<span class="ident">take</span>(<span class="ident">common</span>.<span class="ident">len</span>()) { <span class="kw">if</span> <span class="op">!</span><span class="ident">common</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">id</span>.<span class="ident">road</span>) { <span class="kw">if</span> <span class="ident">debug_failures</span> { <span class="macro">warn!</span>( <span class="string">"The common roads on the first aren't consecutive, near {:?}"</span>, <span class="ident">id</span> ); } <span class="ident">ok</span> <span class="op">=</span> <span class="bool-val">false</span>; <span class="kw">break</span>; } } <span class="kw">for</span> <span class="ident">id</span> <span class="kw">in</span> <span class="ident">other</span>.<span class="ident">roads</span>.<span class="ident">iter</span>().<span class="ident">rev</span>().<span class="ident">take</span>(<span class="ident">common</span>.<span class="ident">len</span>()) { <span class="kw">if</span> <span class="op">!</span><span class="ident">common</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">id</span>.<span class="ident">road</span>) { <span class="kw">if</span> <span class="ident">debug_failures</span> { <span class="macro">warn!</span>( <span class="string">"The common roads on the second aren't consecutive, near {:?}"</span>, <span class="ident">id</span> ); } <span class="ident">ok</span> <span class="op">=</span> <span class="bool-val">false</span>; <span class="kw">break</span>; } } <span class="kw">if</span> <span class="op">!</span><span class="ident">ok</span> { <span class="kw-2">*</span><span class="self">self</span> <span class="op">=</span> <span class="ident">orig_self</span>; <span class="kw-2">*</span><span class="ident">other</span> <span class="op">=</span> <span class="ident">orig_other</span>; <span class="kw">return</span> <span class="bool-val">false</span>; } <span class="comment">// Very straightforward snipping now</span> <span class="kw">for</span> <span class="kw">_</span> <span class="kw">in</span> <span class="number">0</span>..<span class="ident">common</span>.<span class="ident">len</span>() { <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">pop</span>().<span class="ident">unwrap</span>(); <span class="ident">other</span>.<span class="ident">roads</span>.<span class="ident">pop</span>().<span class="ident">unwrap</span>(); } <span class="comment">// This order assumes everything is clockwise to start with.</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">append</span>(<span class="kw-2">&mut</span> <span class="ident">other</span>.<span class="ident">roads</span>); <span class="comment">// TODO This case was introduced with find_roads_to_skip_tracing. Not sure why.</span> <span class="kw">if</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">is_empty</span>() { <span class="kw">if</span> <span class="ident">debug_failures</span> { <span class="macro">warn!</span>(<span class="string">"Two perimeters had every road in common: {:?}"</span>, <span class="ident">common</span>); } <span class="kw-2">*</span><span class="self">self</span> <span class="op">=</span> <span class="ident">orig_self</span>; <span class="kw-2">*</span><span class="ident">other</span> <span class="op">=</span> <span class="ident">orig_other</span>; <span class="kw">return</span> <span class="bool-val">false</span>; } <span class="self">self</span>.<span class="ident">interior</span>.<span class="ident">extend</span>(<span class="ident">common</span>); <span class="self">self</span>.<span class="ident">interior</span>.<span class="ident">append</span>(<span class="kw-2">&mut</span> <span class="ident">other</span>.<span class="ident">interior</span>); <span class="comment">// Restore the first=last invariant</span> <span class="self">self</span>.<span class="ident">restore_invariant</span>(); <span class="comment">// Make sure we didn't wind up with any internal dead-ends</span> <span class="self">self</span>.<span class="ident">collapse_deadends</span>(); <span class="comment">// TODO Something in this method is buggy and produces invalid merges.</span> <span class="comment">// https://github.com/a-b-street/abstreet/issues/841</span> <span class="comment">// First try a lightweight detection for problems. If the caller detects the net result is</span> <span class="comment">// invalid, they'll override this flag and try again.</span> <span class="kw">let</span> <span class="ident">err</span> <span class="op">=</span> <span class="kw">if</span> <span class="ident">use_expensive_blockfinding</span> { <span class="self">self</span>.<span class="ident">clone</span>().<span class="ident">to_block</span>(<span class="ident">map</span>).<span class="ident">err</span>() } <span class="kw">else</span> { <span class="self">self</span>.<span class="ident">check_continuity</span>(<span class="ident">map</span>).<span class="ident">err</span>() }; <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">err</span>) <span class="op">=</span> <span class="ident">err</span> { <span class="macro">debug!</span>( <span class="string">"A merged perimeter couldn't be blockified: {}. {:?}"</span>, <span class="ident">err</span>, <span class="self">self</span> ); <span class="kw-2">*</span><span class="self">self</span> <span class="op">=</span> <span class="ident">orig_self</span>; <span class="kw-2">*</span><span class="ident">other</span> <span class="op">=</span> <span class="ident">orig_other</span>; <span class="kw">return</span> <span class="bool-val">false</span>; } <span class="bool-val">true</span> } <span class="kw">fn</span> <span class="ident">check_continuity</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">map</span>: <span class="kw-2">&</span><span class="ident">Map</span>) -> <span class="prelude-ty">Result</span><span class="op"><</span>()<span class="op">></span> { <span class="kw">for</span> <span class="ident">pair</span> <span class="kw">in</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">windows</span>(<span class="number">2</span>) { <span class="kw">let</span> <span class="ident">r1</span> <span class="op">=</span> <span class="ident">map</span>.<span class="ident">get_r</span>(<span class="ident">pair</span>[<span class="number">0</span>].<span class="ident">road</span>); <span class="kw">let</span> <span class="ident">r2</span> <span class="op">=</span> <span class="ident">map</span>.<span class="ident">get_r</span>(<span class="ident">pair</span>[<span class="number">1</span>].<span class="ident">road</span>); <span class="kw">if</span> <span class="ident">r1</span>.<span class="ident">common_endpoint</span>(<span class="ident">r2</span>) <span class="op">==</span> <span class="ident">CommonEndpoint::None</span> { <span class="macro">bail!</span>(<span class="string">"Part of the perimeter goes from {:?} to {:?}, but they don't share a common endpoint"</span>, <span class="ident">pair</span>[<span class="number">0</span>], <span class="ident">pair</span>[<span class="number">1</span>]); } } <span class="prelude-val">Ok</span>(()) } <span class="doccomment">/// Try to merge all given perimeters. If successful, only one perimeter will be returned.</span> <span class="doccomment">/// Perimeters are never "destroyed" -- if not merged, they'll appear in the results. If</span> <span class="doccomment">/// `stepwise_debug` is true, returns after performing just one merge.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">merge_all</span>( <span class="ident">map</span>: <span class="kw-2">&</span><span class="ident">Map</span>, <span class="kw-2">mut</span> <span class="ident">input</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">Perimeter</span><span class="op">></span>, <span class="ident">stepwise_debug</span>: <span class="ident">bool</span>, <span class="ident">use_expensive_blockfinding</span>: <span class="ident">bool</span>, ) -> <span class="ident">Vec</span><span class="op"><</span><span class="ident">Perimeter</span><span class="op">></span> { <span class="comment">// Internal dead-ends break merging, so first collapse of those. Do this before even</span> <span class="comment">// looking for neighbors, since find_common_roads doesn't understand dead-ends.</span> <span class="kw">for</span> <span class="ident">p</span> <span class="kw">in</span> <span class="kw-2">&mut</span> <span class="ident">input</span> { <span class="ident">p</span>.<span class="ident">collapse_deadends</span>(); } <span class="kw">loop</span> { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">debug</span> <span class="op">=</span> <span class="bool-val">false</span>; <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">results</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">Perimeter</span><span class="op">></span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">let</span> <span class="ident">num_input</span> <span class="op">=</span> <span class="ident">input</span>.<span class="ident">len</span>(); <span class="lifetime">'INPUT</span>: <span class="kw">for</span> <span class="kw-2">mut</span> <span class="ident">perimeter</span> <span class="kw">in</span> <span class="ident">input</span> { <span class="kw">if</span> <span class="ident">debug</span> { <span class="ident">results</span>.<span class="ident">push</span>(<span class="ident">perimeter</span>); <span class="kw">continue</span>; } <span class="kw">for</span> <span class="ident">other</span> <span class="kw">in</span> <span class="kw-2">&mut</span> <span class="ident">results</span> { <span class="kw">if</span> <span class="ident">other</span>.<span class="ident">try_to_merge</span>( <span class="ident">map</span>, <span class="kw-2">&mut</span> <span class="ident">perimeter</span>, <span class="ident">stepwise_debug</span>, <span class="ident">use_expensive_blockfinding</span>, ) { <span class="comment">// To debug, return after any single change</span> <span class="ident">debug</span> <span class="op">=</span> <span class="ident">stepwise_debug</span>; <span class="kw">continue</span> <span class="lifetime">'INPUT</span>; } } <span class="comment">// No match</span> <span class="ident">results</span>.<span class="ident">push</span>(<span class="ident">perimeter</span>); } <span class="comment">// Should we try merging again?</span> <span class="kw">if</span> <span class="ident">results</span>.<span class="ident">len</span>() <span class="op">></span> <span class="number">1</span> <span class="op">&&</span> <span class="ident">results</span>.<span class="ident">len</span>() <span class="op"><</span> <span class="ident">num_input</span> <span class="op">&&</span> <span class="op">!</span><span class="ident">stepwise_debug</span> { <span class="ident">input</span> <span class="op">=</span> <span class="ident">results</span>; <span class="kw">continue</span>; } <span class="kw">return</span> <span class="ident">results</span>; } } <span class="doccomment">/// If the perimeter follows any dead-end roads, "collapse" them and instead make the perimeter</span> <span class="doccomment">/// contain the dead-end.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">collapse_deadends</span>(<span class="kw-2">&mut</span> <span class="self">self</span>) { <span class="kw">let</span> <span class="ident">orig</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">clone</span>(); <span class="self">self</span>.<span class="ident">undo_invariant</span>(); <span class="comment">// TODO Workaround https://github.com/a-b-street/abstreet/issues/834. If this is a loop</span> <span class="comment">// around a disconnected fragment of road, don't touch it</span> <span class="kw">if</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">len</span>() <span class="op">==</span> <span class="number">2</span> <span class="op">&&</span> <span class="self">self</span>.<span class="ident">roads</span>[<span class="number">0</span>].<span class="ident">road</span> <span class="op">==</span> <span class="self">self</span>.<span class="ident">roads</span>[<span class="number">1</span>].<span class="ident">road</span> { <span class="self">self</span>.<span class="ident">restore_invariant</span>(); <span class="kw">return</span>; } <span class="comment">// If the dead-end straddles the loop, it's confusing. Just rotate until that's not true.</span> <span class="kw">while</span> <span class="self">self</span>.<span class="ident">roads</span>[<span class="number">0</span>].<span class="ident">road</span> <span class="op">==</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">last</span>().<span class="ident">unwrap</span>().<span class="ident">road</span> { <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">rotate_left</span>(<span class="number">1</span>); } <span class="comment">// TODO This won't handle a deadend that's more than 1 segment long</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">roads</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">RoadSideID</span><span class="op">></span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">for</span> <span class="ident">id</span> <span class="kw">in</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">drain</span>(..) { <span class="kw">if</span> <span class="prelude-val">Some</span>(<span class="ident">id</span>.<span class="ident">road</span>) <span class="op">==</span> <span class="ident">roads</span>.<span class="ident">last</span>().<span class="ident">map</span>(<span class="op">|</span><span class="ident">id</span><span class="op">|</span> <span class="ident">id</span>.<span class="ident">road</span>) { <span class="ident">roads</span>.<span class="ident">pop</span>(); <span class="self">self</span>.<span class="ident">interior</span>.<span class="ident">insert</span>(<span class="ident">id</span>.<span class="ident">road</span>); } <span class="kw">else</span> { <span class="ident">roads</span>.<span class="ident">push</span>(<span class="ident">id</span>); } } <span class="self">self</span>.<span class="ident">roads</span> <span class="op">=</span> <span class="ident">roads</span>; <span class="kw">if</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">is_empty</span>() { <span class="comment">// TODO This case was introduced with find_roads_to_skip_tracing. Not sure why.</span> <span class="kw-2">*</span><span class="self">self</span> <span class="op">=</span> <span class="ident">orig</span>; <span class="kw">return</span>; } <span class="self">self</span>.<span class="ident">restore_invariant</span>(); } <span class="doccomment">/// Consider the perimeters as a graph, with adjacency determined by sharing any road in common.</span> <span class="doccomment">/// Partition adjacent perimeters, subject to the predicate. Each partition should produce a</span> <span class="doccomment">/// single result with `merge_all`.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">partition_by_predicate</span><span class="op"><</span><span class="ident">F</span>: <span class="ident">Fn</span>(<span class="ident">RoadID</span>) -> <span class="ident">bool</span><span class="op">></span>( <span class="ident">input</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">Perimeter</span><span class="op">></span>, <span class="ident">predicate</span>: <span class="ident">F</span>, ) -> <span class="ident">Vec</span><span class="op"><</span><span class="ident">Vec</span><span class="op"><</span><span class="ident">Perimeter</span><span class="op">></span><span class="op">></span> { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">road_to_perimeters</span>: <span class="ident">HashMap</span><span class="op"><</span><span class="ident">RoadID</span>, <span class="ident">Vec</span><span class="op"><</span><span class="ident">usize</span><span class="op">></span><span class="op">></span> <span class="op">=</span> <span class="ident">HashMap::new</span>(); <span class="kw">for</span> (<span class="ident">idx</span>, <span class="ident">perimeter</span>) <span class="kw">in</span> <span class="ident">input</span>.<span class="ident">iter</span>().<span class="ident">enumerate</span>() { <span class="kw">for</span> <span class="ident">id</span> <span class="kw">in</span> <span class="kw-2">&</span><span class="ident">perimeter</span>.<span class="ident">roads</span> { <span class="ident">road_to_perimeters</span> .<span class="ident">entry</span>(<span class="ident">id</span>.<span class="ident">road</span>) .<span class="ident">or_insert_with</span>(<span class="ident">Vec::new</span>) .<span class="ident">push</span>(<span class="ident">idx</span>); } } <span class="comment">// Start at one perimeter, floodfill to adjacent perimeters, subject to the predicate.</span> <span class="comment">// Returns the indices of everything in that component.</span> <span class="kw">let</span> <span class="ident">floodfill</span> <span class="op">=</span> <span class="op">|</span><span class="ident">start</span>: <span class="ident">usize</span><span class="op">|</span> -> <span class="ident">BTreeSet</span><span class="op"><</span><span class="ident">usize</span><span class="op">></span> { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">visited</span> <span class="op">=</span> <span class="ident">BTreeSet::new</span>(); <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">queue</span> <span class="op">=</span> <span class="macro">vec!</span>[<span class="ident">start</span>]; <span class="kw">while</span> <span class="op">!</span><span class="ident">queue</span>.<span class="ident">is_empty</span>() { <span class="kw">let</span> <span class="ident">current</span> <span class="op">=</span> <span class="ident">queue</span>.<span class="ident">pop</span>().<span class="ident">unwrap</span>(); <span class="kw">if</span> <span class="ident">visited</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">current</span>) { <span class="kw">continue</span>; } <span class="ident">visited</span>.<span class="ident">insert</span>(<span class="ident">current</span>); <span class="kw">for</span> <span class="ident">id</span> <span class="kw">in</span> <span class="kw-2">&</span><span class="ident">input</span>[<span class="ident">current</span>].<span class="ident">roads</span> { <span class="kw">if</span> <span class="ident">predicate</span>(<span class="ident">id</span>.<span class="ident">road</span>) { <span class="ident">queue</span>.<span class="ident">extend</span>(<span class="ident">road_to_perimeters</span>[<span class="kw-2">&</span><span class="ident">id</span>.<span class="ident">road</span>].<span class="ident">clone</span>()); } } } <span class="ident">visited</span> }; <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">partitions</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">BTreeSet</span><span class="op"><</span><span class="ident">usize</span><span class="op">></span><span class="op">></span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">finished</span>: <span class="ident">HashSet</span><span class="op"><</span><span class="ident">usize</span><span class="op">></span> <span class="op">=</span> <span class="ident">HashSet::new</span>(); <span class="kw">for</span> <span class="ident">start</span> <span class="kw">in</span> <span class="number">0</span>..<span class="ident">input</span>.<span class="ident">len</span>() { <span class="kw">if</span> <span class="ident">finished</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">start</span>) { <span class="kw">continue</span>; } <span class="kw">let</span> <span class="ident">partition</span> <span class="op">=</span> <span class="ident">floodfill</span>(<span class="ident">start</span>); <span class="ident">finished</span>.<span class="ident">extend</span>(<span class="ident">partition</span>.<span class="ident">clone</span>()); <span class="ident">partitions</span>.<span class="ident">push</span>(<span class="ident">partition</span>); } <span class="comment">// Map the indices back to the actual perimeters.</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">perimeters</span>: <span class="ident">Vec</span><span class="op"><</span><span class="prelude-ty">Option</span><span class="op"><</span><span class="ident">Perimeter</span><span class="op">></span><span class="op">></span> <span class="op">=</span> <span class="ident">input</span>.<span class="ident">into_iter</span>().<span class="ident">map</span>(<span class="prelude-val">Some</span>).<span class="ident">collect</span>(); <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">results</span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">for</span> <span class="ident">indices</span> <span class="kw">in</span> <span class="ident">partitions</span> { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">partition</span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">for</span> <span class="ident">idx</span> <span class="kw">in</span> <span class="ident">indices</span> { <span class="ident">partition</span>.<span class="ident">push</span>(<span class="ident">perimeters</span>[<span class="ident">idx</span>].<span class="ident">take</span>().<span class="ident">unwrap</span>()); } <span class="ident">results</span>.<span class="ident">push</span>(<span class="ident">partition</span>); } <span class="comment">// Sanity check</span> <span class="kw">for</span> <span class="ident">maybe_perimeter</span> <span class="kw">in</span> <span class="ident">perimeters</span> { <span class="macro">assert!</span>(<span class="ident">maybe_perimeter</span>.<span class="ident">is_none</span>()); } <span class="ident">results</span> } <span class="doccomment">/// Assign each perimeter one of `num_colors`, such that no two adjacent perimeters share the</span> <span class="doccomment">/// same color. May fail. The resulting colors are expressed as `[0, num_colors)`.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">calculate_coloring</span>(<span class="ident">input</span>: <span class="kw-2">&</span>[<span class="ident">Perimeter</span>], <span class="ident">num_colors</span>: <span class="ident">usize</span>) -> <span class="prelude-ty">Option</span><span class="op"><</span><span class="ident">Vec</span><span class="op"><</span><span class="ident">usize</span><span class="op">></span><span class="op">></span> { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">road_to_perimeters</span>: <span class="ident">HashMap</span><span class="op"><</span><span class="ident">RoadID</span>, <span class="ident">Vec</span><span class="op"><</span><span class="ident">usize</span><span class="op">></span><span class="op">></span> <span class="op">=</span> <span class="ident">HashMap::new</span>(); <span class="kw">for</span> (<span class="ident">idx</span>, <span class="ident">perimeter</span>) <span class="kw">in</span> <span class="ident">input</span>.<span class="ident">iter</span>().<span class="ident">enumerate</span>() { <span class="kw">for</span> <span class="ident">id</span> <span class="kw">in</span> <span class="kw-2">&</span><span class="ident">perimeter</span>.<span class="ident">roads</span> { <span class="ident">road_to_perimeters</span> .<span class="ident">entry</span>(<span class="ident">id</span>.<span class="ident">road</span>) .<span class="ident">or_insert_with</span>(<span class="ident">Vec::new</span>) .<span class="ident">push</span>(<span class="ident">idx</span>); } } <span class="comment">// Greedily fill out a color for each perimeter, in the same order as the input</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">assigned_colors</span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">for</span> (<span class="ident">this_idx</span>, <span class="ident">perimeter</span>) <span class="kw">in</span> <span class="ident">input</span>.<span class="ident">iter</span>().<span class="ident">enumerate</span>() { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">available_colors</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">bool</span><span class="op">></span> <span class="op">=</span> <span class="ident">std::iter::repeat</span>(<span class="bool-val">true</span>).<span class="ident">take</span>(<span class="ident">num_colors</span>).<span class="ident">collect</span>(); <span class="comment">// Find all neighbors</span> <span class="kw">for</span> <span class="ident">id</span> <span class="kw">in</span> <span class="kw-2">&</span><span class="ident">perimeter</span>.<span class="ident">roads</span> { <span class="kw">for</span> <span class="ident">other_idx</span> <span class="kw">in</span> <span class="kw-2">&</span><span class="ident">road_to_perimeters</span>[<span class="kw-2">&</span><span class="ident">id</span>.<span class="ident">road</span>] { <span class="comment">// We assign colors in order, so any neighbor index smaller than us has been</span> <span class="comment">// chosen</span> <span class="kw">if</span> <span class="kw-2">*</span><span class="ident">other_idx</span> <span class="op"><</span> <span class="ident">this_idx</span> { <span class="ident">available_colors</span>[<span class="ident">assigned_colors</span>[<span class="kw-2">*</span><span class="ident">other_idx</span>]] <span class="op">=</span> <span class="bool-val">false</span>; } } } <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">color</span>) <span class="op">=</span> <span class="ident">available_colors</span>.<span class="ident">iter</span>().<span class="ident">position</span>(<span class="op">|</span><span class="ident">x</span><span class="op">|</span> <span class="kw-2">*</span><span class="ident">x</span>) { <span class="ident">assigned_colors</span>.<span class="ident">push</span>(<span class="ident">color</span>); } <span class="kw">else</span> { <span class="comment">// Too few colors?</span> <span class="kw">return</span> <span class="prelude-val">None</span>; } } <span class="prelude-val">Some</span>(<span class="ident">assigned_colors</span>) } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">to_block</span>(<span class="self">self</span>, <span class="ident">map</span>: <span class="kw-2">&</span><span class="ident">Map</span>) -> <span class="prelude-ty">Result</span><span class="op"><</span><span class="ident">Block</span><span class="op">></span> { <span class="comment">// Trace along the perimeter and build the polygon</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">pts</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">Pt2D</span><span class="op">></span> <span class="op">=</span> <span class="ident">Vec::new</span>(); <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">first_intersection</span> <span class="op">=</span> <span class="prelude-val">None</span>; <span class="kw">for</span> <span class="ident">pair</span> <span class="kw">in</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">windows</span>(<span class="number">2</span>) { <span class="kw">let</span> <span class="ident">lane1</span> <span class="op">=</span> <span class="ident">pair</span>[<span class="number">0</span>].<span class="ident">get_outermost_lane</span>(<span class="ident">map</span>); <span class="kw">let</span> <span class="ident">road1</span> <span class="op">=</span> <span class="ident">map</span>.<span class="ident">get_parent</span>(<span class="ident">lane1</span>.<span class="ident">id</span>); <span class="kw">let</span> <span class="ident">lane2</span> <span class="op">=</span> <span class="ident">pair</span>[<span class="number">1</span>].<span class="ident">get_outermost_lane</span>(<span class="ident">map</span>); <span class="comment">// If lane1 and lane2 are the same, then it just means we found a dead-end road with</span> <span class="comment">// exactly one lane, which is usually a footway or cycleway that legitimately is a</span> <span class="comment">// dead-end, or connects to some other road we didn't import. We'll just trace around</span> <span class="comment">// it like a normal dead-end road.</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">pl</span> <span class="op">=</span> <span class="kw">match</span> <span class="ident">pair</span>[<span class="number">0</span>].<span class="ident">side</span> { <span class="ident">SideOfRoad::Right</span> => <span class="ident">road1</span>.<span class="ident">center_pts</span>.<span class="ident">must_shift_right</span>(<span class="ident">road1</span>.<span class="ident">get_half_width</span>()), <span class="ident">SideOfRoad::Left</span> => <span class="ident">road1</span>.<span class="ident">center_pts</span>.<span class="ident">must_shift_left</span>(<span class="ident">road1</span>.<span class="ident">get_half_width</span>()), }; <span class="kw">if</span> <span class="ident">lane1</span>.<span class="ident">dir</span> <span class="op">==</span> <span class="ident">Direction::Back</span> { <span class="ident">pl</span> <span class="op">=</span> <span class="ident">pl</span>.<span class="ident">reversed</span>(); } <span class="kw">let</span> <span class="ident">keep_lane_orientation</span> <span class="op">=</span> <span class="kw">if</span> <span class="ident">pair</span>[<span class="number">0</span>].<span class="ident">road</span> <span class="op">==</span> <span class="ident">pair</span>[<span class="number">1</span>].<span class="ident">road</span> { <span class="comment">// We're doubling back at a dead-end. Always follow the orientation of the lane.</span> <span class="bool-val">true</span> } <span class="kw">else</span> { <span class="kw">match</span> <span class="ident">lane1</span>.<span class="ident">common_endpoint</span>(<span class="ident">lane2</span>) { <span class="ident">CommonEndpoint::One</span>(<span class="ident">i</span>) => <span class="ident">i</span> <span class="op">==</span> <span class="ident">lane1</span>.<span class="ident">dst_i</span>, <span class="ident">CommonEndpoint::Both</span> => { <span class="comment">// Two different roads link the same two intersections. I don't think we</span> <span class="comment">// can decide the order of points other than seeing which endpoint is</span> <span class="comment">// closest to our last point.</span> <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">last</span>) <span class="op">=</span> <span class="ident">pts</span>.<span class="ident">last</span>() { <span class="ident">last</span>.<span class="ident">dist_to</span>(<span class="ident">pl</span>.<span class="ident">first_pt</span>()) <span class="op"><</span> <span class="ident">last</span>.<span class="ident">dist_to</span>(<span class="ident">pl</span>.<span class="ident">last_pt</span>()) } <span class="kw">else</span> { <span class="comment">// The orientation doesn't matter</span> <span class="bool-val">true</span> } } <span class="ident">CommonEndpoint::None</span> => <span class="macro">bail!</span>( <span class="string">"{} and {} don't share a common endpoint"</span>, <span class="ident">lane1</span>.<span class="ident">id</span>, <span class="ident">lane2</span>.<span class="ident">id</span> ), } }; <span class="kw">if</span> <span class="op">!</span><span class="ident">keep_lane_orientation</span> { <span class="ident">pl</span> <span class="op">=</span> <span class="ident">pl</span>.<span class="ident">reversed</span>(); } <span class="comment">// Before we add this road's points, try to trace along the polygon's boundary. Usually</span> <span class="comment">// this has no effect (we'll dedupe points), but sometimes there's an extra curve.</span> <span class="comment">//</span> <span class="comment">// Note this logic is similar to how we find SharedSidewalkCorners. Don't rely on that</span> <span class="comment">// existing, since the outermost lane mightn't be a sidewalk.</span> <span class="comment">//</span> <span class="comment">// If the ring.doubles_back(), don't bother. If we tried to trace the boundary, it</span> <span class="comment">// usually breaks the final Ring we produce. Better to skip bad intersection polygons</span> <span class="comment">// and still produce a reasonable looking block.</span> <span class="kw">let</span> <span class="ident">prev_i</span> <span class="op">=</span> <span class="kw">if</span> <span class="ident">keep_lane_orientation</span> { <span class="ident">lane1</span>.<span class="ident">src_i</span> } <span class="kw">else</span> { <span class="ident">lane1</span>.<span class="ident">dst_i</span> }; <span class="kw">if</span> <span class="ident">first_intersection</span>.<span class="ident">is_none</span>() { <span class="ident">first_intersection</span> <span class="op">=</span> <span class="prelude-val">Some</span>(<span class="ident">prev_i</span>); } <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">last_pt</span>) <span class="op">=</span> <span class="ident">pts</span>.<span class="ident">last</span>() { <span class="kw">let</span> <span class="ident">prev_i</span> <span class="op">=</span> <span class="ident">map</span>.<span class="ident">get_i</span>(<span class="ident">prev_i</span>); <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">ring</span>) <span class="op">=</span> <span class="ident">prev_i</span>.<span class="ident">polygon</span>.<span class="ident">get_outer_ring</span>() { <span class="kw">if</span> <span class="op">!</span><span class="ident">ring</span>.<span class="ident">doubles_back</span>() { <span class="comment">// At dead-ends, trace around the intersection on the longer side</span> <span class="kw">let</span> <span class="ident">longer</span> <span class="op">=</span> <span class="ident">prev_i</span>.<span class="ident">is_deadend</span>(); <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">slice</span>) <span class="op">=</span> <span class="ident">ring</span>.<span class="ident">get_slice_between</span>(<span class="kw-2">*</span><span class="ident">last_pt</span>, <span class="ident">pl</span>.<span class="ident">first_pt</span>(), <span class="ident">longer</span>) { <span class="ident">pts</span>.<span class="ident">extend</span>(<span class="ident">slice</span>.<span class="ident">into_points</span>()); } } } } <span class="ident">pts</span>.<span class="ident">extend</span>(<span class="ident">pl</span>.<span class="ident">into_points</span>()); } <span class="comment">// Do the intersection boundary tracing for the last piece. We didn't know enough to do it</span> <span class="comment">// the first time.</span> <span class="kw">let</span> <span class="ident">first_intersection</span> <span class="op">=</span> <span class="ident">map</span>.<span class="ident">get_i</span>(<span class="ident">first_intersection</span>.<span class="ident">unwrap</span>()); <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">ring</span>) <span class="op">=</span> <span class="ident">first_intersection</span>.<span class="ident">polygon</span>.<span class="ident">get_outer_ring</span>() { <span class="kw">if</span> <span class="op">!</span><span class="ident">ring</span>.<span class="ident">doubles_back</span>() { <span class="kw">let</span> <span class="ident">longer</span> <span class="op">=</span> <span class="ident">first_intersection</span>.<span class="ident">is_deadend</span>(); <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">slice</span>) <span class="op">=</span> <span class="ident">ring</span>.<span class="ident">get_slice_between</span>(<span class="kw-2">*</span><span class="ident">pts</span>.<span class="ident">last</span>().<span class="ident">unwrap</span>(), <span class="ident">pts</span>[<span class="number">0</span>], <span class="ident">longer</span>) { <span class="ident">pts</span>.<span class="ident">extend</span>(<span class="ident">slice</span>.<span class="ident">into_points</span>()); } } } <span class="ident">pts</span>.<span class="ident">push</span>(<span class="ident">pts</span>[<span class="number">0</span>]); <span class="ident">pts</span>.<span class="ident">dedup</span>(); <span class="kw">let</span> <span class="ident">polygon</span> <span class="op">=</span> <span class="ident">Ring::new</span>(<span class="ident">pts</span>)<span class="question-mark">?</span>.<span class="ident">into_polygon</span>(); <span class="comment">// TODO To debug anyway, can use buggy_new, but there's pretty much always a root problem</span> <span class="comment">// in the map geometry that should be properly fixed.</span> <span class="comment">//let polygon = Polygon::buggy_new(pts);</span> <span class="prelude-val">Ok</span>(<span class="ident">Block</span> { <span class="ident">perimeter</span>: <span class="self">self</span>, <span class="ident">polygon</span>, }) } <span class="doccomment">/// Does this perimeter completely enclose the other?</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">contains</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">other</span>: <span class="kw-2">&</span><span class="ident">Perimeter</span>) -> <span class="ident">bool</span> { <span class="ident">other</span> .<span class="ident">roads</span> .<span class="ident">iter</span>() .<span class="ident">all</span>(<span class="op">|</span><span class="ident">id</span><span class="op">|</span> <span class="self">self</span>.<span class="ident">interior</span>.<span class="ident">contains</span>(<span class="kw-2">&</span><span class="ident">id</span>.<span class="ident">road</span>) <span class="op">|</span><span class="op">|</span> <span class="self">self</span>.<span class="ident">roads</span>.<span class="ident">contains</span>(<span class="ident">id</span>)) } } <span class="kw">impl</span> <span class="ident">fmt::Debug</span> <span class="kw">for</span> <span class="ident">Perimeter</span> { <span class="kw">fn</span> <span class="ident">fmt</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">f</span>: <span class="kw-2">&mut</span> <span class="ident">fmt::Formatter</span><span class="op"><</span><span class="lifetime">'_</span><span class="op">></span>) -> <span class="ident">fmt::Result</span> { <span class="macro">writeln!</span>(<span class="ident">f</span>, <span class="string">"Perimeter:"</span>)<span class="question-mark">?</span>; <span class="kw">for</span> <span class="ident">id</span> <span class="kw">in</span> <span class="kw-2">&</span><span class="self">self</span>.<span class="ident">roads</span> { <span class="macro">writeln!</span>(<span class="ident">f</span>, <span class="string">"- {:?} of {}"</span>, <span class="ident">id</span>.<span class="ident">side</span>, <span class="ident">id</span>.<span class="ident">road</span>)<span class="question-mark">?</span>; } <span class="prelude-val">Ok</span>(()) } } </code></pre></div> </section><section id="search" class="content hidden"></section></div></main><div id="rustdoc-vars" data-root-path="../../../" data-current-crate="map_model" data-themes="ayu,dark,light" data-resource-suffix="" data-rustdoc-version="1.59.0 (9d1b2106e 2022-02-23)" ></div> </body></html>