use geom::{ArrowCap, Circle, Distance, PolyLine, Polygon, Pt2D};
use map_model::{DrivingSide, Map, SIDEWALK_THICKNESS};
use sim::{DrawPedCrowdInput, DrawPedestrianInput, PedCrowdLocation, PedestrianID, Sim};
use widgetry::{Color, Drawable, GeomBatch, GfxCtx, Line, Prerender, Text};
use crate::colors::ColorScheme;
use crate::render::{grey_out_unhighlighted_people, DrawOptions, Renderable, OUTLINE_THICKNESS};
use crate::{AppLike, ID};
pub struct DrawPedestrian {
pub id: PedestrianID,
body_circle: Circle,
zorder: isize,
draw_default: Drawable,
}
impl DrawPedestrian {
pub fn new(
input: DrawPedestrianInput,
step_count: usize,
map: &Map,
sim: &Sim,
prerender: &Prerender,
cs: &ColorScheme,
) -> DrawPedestrian {
let mut draw_default = GeomBatch::new();
DrawPedestrian::geometry(&mut draw_default, sim, cs, &input, step_count);
let radius = SIDEWALK_THICKNESS / 4.0;
let body_circle = Circle::new(input.pos, radius);
if let Some(t) = input.waiting_for_turn {
let angle = map.get_t(t).angle();
draw_default.push(
cs.turn_arrow,
PolyLine::must_new(vec![
input.pos.project_away(radius / 2.0, angle.opposite()),
input.pos.project_away(radius / 2.0, angle),
])
.make_arrow(Distance::meters(0.15), ArrowCap::Triangle),
);
}
DrawPedestrian {
id: input.id,
body_circle,
zorder: input.on.get_zorder(map),
draw_default: prerender.upload(draw_default),
}
}
pub fn geometry(
batch: &mut GeomBatch,
sim: &Sim,
cs: &ColorScheme,
input: &DrawPedestrianInput,
step_count: usize,
) {
let radius = SIDEWALK_THICKNESS / 4.0;
let body_circle = Circle::new(input.pos, radius);
let foot_radius = 0.2 * radius;
let hand_radius = 0.2 * radius;
let left_foot_angle = 30.0;
let right_foot_angle = -30.0;
let left_hand_angle = 70.0;
let right_hand_angle = -70.0;
let left_foot = Circle::new(
input
.pos
.project_away(radius, input.facing.rotate_degs(left_foot_angle)),
foot_radius,
);
let right_foot = Circle::new(
input
.pos
.project_away(radius, input.facing.rotate_degs(right_foot_angle)),
foot_radius,
);
let left_hand = Circle::new(
input
.pos
.project_away(radius, input.facing.rotate_degs(left_hand_angle)),
hand_radius,
);
let right_hand = Circle::new(
input
.pos
.project_away(radius, input.facing.rotate_degs(right_hand_angle)),
hand_radius,
);
let foot_color = cs.ped_foot;
let hand_color = cs.ped_head;
let jitter = input.id.0 % 2 == 0;
let remainder = step_count % 6;
if input.waiting_for_turn.is_some() || input.waiting_for_bus {
batch.push(foot_color, left_foot.to_polygon());
batch.push(foot_color, right_foot.to_polygon());
batch.push(hand_color, left_hand.to_polygon());
batch.push(hand_color, right_hand.to_polygon());
} else if jitter == (remainder < 3) {
batch.push(foot_color, left_foot.to_polygon());
batch.push(
foot_color,
Circle::new(
input
.pos
.project_away(0.9 * radius, input.facing.rotate_degs(right_foot_angle)),
foot_radius,
)
.to_polygon(),
);
batch.push(hand_color, right_hand.to_polygon());
batch.push(
hand_color,
Circle::new(
input
.pos
.project_away(0.9 * radius, input.facing.rotate_degs(left_hand_angle)),
hand_radius,
)
.to_polygon(),
);
} else {
batch.push(foot_color, right_foot.to_polygon());
batch.push(
foot_color,
Circle::new(
input
.pos
.project_away(0.9 * radius, input.facing.rotate_degs(left_foot_angle)),
foot_radius,
)
.to_polygon(),
);
batch.push(hand_color, left_hand.to_polygon());
batch.push(
hand_color,
Circle::new(
input
.pos
.project_away(0.9 * radius, input.facing.rotate_degs(right_hand_angle)),
hand_radius,
)
.to_polygon(),
);
};
let head_circle = Circle::new(input.pos, 0.5 * radius);
batch.push(
grey_out_unhighlighted_people(
if input.preparing_bike {
cs.ped_preparing_bike_body
} else {
cs.rotating_color_agents(input.id.0)
},
&Some(input.person),
sim,
),
body_circle.to_polygon(),
);
batch.push(cs.ped_head, head_circle.to_polygon());
}
}
impl Renderable for DrawPedestrian {
fn get_id(&self) -> ID {
ID::Pedestrian(self.id)
}
fn draw(&self, g: &mut GfxCtx, _: &dyn AppLike, _: &DrawOptions) {
g.redraw(&self.draw_default);
}
fn get_outline(&self, _: &Map) -> Polygon {
Circle::new(self.body_circle.center, Distance::meters(2.0))
.to_outline(OUTLINE_THICKNESS)
.unwrap()
}
fn contains_pt(&self, pt: Pt2D, _: &Map) -> bool {
Circle::new(self.body_circle.center, Distance::meters(2.0)).contains_pt(pt)
}
fn get_zorder(&self) -> isize {
self.zorder
}
}
pub struct DrawPedCrowd {
members: Vec<PedestrianID>,
blob: Polygon,
blob_pl: PolyLine,
zorder: isize,
draw_default: Drawable,
}
impl DrawPedCrowd {
pub fn new(
input: DrawPedCrowdInput,
map: &Map,
prerender: &Prerender,
cs: &ColorScheme,
) -> DrawPedCrowd {
let pl_shifted = match input.location {
PedCrowdLocation::Sidewalk(on, contraflow) => {
let pl_slice = on.exact_slice(input.low, input.high, map);
if contraflow == (map.get_config().driving_side == DrivingSide::Right) {
pl_slice.shift_left(SIDEWALK_THICKNESS / 4.0)
} else {
pl_slice.shift_right(SIDEWALK_THICKNESS / 4.0)
}
.unwrap_or_else(|_| on.exact_slice(input.low, input.high, map))
}
PedCrowdLocation::BldgDriveway(b) => map
.get_b(b)
.driveway_geom
.exact_slice(input.low, input.high),
PedCrowdLocation::LotDriveway(pl) => map
.get_pl(pl)
.sidewalk_line
.to_polyline()
.exact_slice(input.low, input.high),
};
let blob = pl_shifted.make_polygons(SIDEWALK_THICKNESS / 2.0);
let mut batch = GeomBatch::new();
batch.push(cs.ped_crowd, blob.clone());
batch.append(
Text::from(Line(format!("{}", input.members.len())).fg(Color::BLACK))
.render_autocropped(prerender)
.scale(0.02)
.centered_on(blob.center()),
);
DrawPedCrowd {
members: input.members,
blob_pl: pl_shifted,
blob,
zorder: match input.location {
PedCrowdLocation::Sidewalk(on, _) => on.get_zorder(map),
PedCrowdLocation::BldgDriveway(_) => 0,
PedCrowdLocation::LotDriveway(_) => 0,
},
draw_default: prerender.upload(batch),
}
}
}
impl Renderable for DrawPedCrowd {
fn get_id(&self) -> ID {
ID::PedCrowd(self.members.clone())
}
fn draw(&self, g: &mut GfxCtx, _: &dyn AppLike, _: &DrawOptions) {
g.redraw(&self.draw_default);
}
fn get_outline(&self, _: &Map) -> Polygon {
self.blob_pl
.to_thick_boundary(SIDEWALK_THICKNESS / 2.0, OUTLINE_THICKNESS)
.unwrap_or_else(|| self.blob.clone())
}
fn get_zorder(&self) -> isize {
self.zorder
}
}