Struct game::ltn::Cell [−][src]
pub struct Cell {
pub roads: BTreeMap<RoadID, DistanceInterval>,
pub borders: BTreeSet<IntersectionID>,
pub car_free: bool,
}
Expand description
A partitioning of the interior of a neighborhood based on driving connectivity
Fields
roads: BTreeMap<RoadID, DistanceInterval>
Most roads are fully in one cell. Roads with modal filters on them are sometimes split between two cells, and the DistanceInterval indicates the split. The distances are over the road’s center line length.
borders: BTreeSet<IntersectionID>
Intersections where this cell touches the boundary of the neighborhood.
car_free: bool
This cell only contains roads that ban cars.
Auto Trait Implementations
impl RefUnwindSafe for Cell
impl UnwindSafe for Cell
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