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41 lines
1.6 KiB
Markdown
41 lines
1.6 KiB
Markdown
# TODO - Refactoring
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- easier way to define magic tuneable constants
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- and maybe to recalculate fixedish things if they change?
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## Map layer
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- fixed precision math
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- more careful geom types, with negative/positive cases
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- also bounds?
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- cant get rid of the ccw intersection check... different answer in some cases that looks bad
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- maybe also the time to split into different lane types? what's similar/not between them?
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- graph querying?
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- rendering (and other UI/editor interactions)?
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- sim state?
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- Sidewalk, Parking, Street
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## Sim layer
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- rename Car->Vehicle?
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- spawning is convoluted
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- popdat trip -> Scenario SpawnTrip -> pick ped speed and make spawner's TripSpec -> create trip and schedule a Command -> last minute rewriting when executing the command
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- more precise car FSM by putting scheduler pointer into carstate
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## ezgui layer
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- probably use f32, not f64 everywhere... but after Pt2D becomes fixed size
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- undo the y inversion hacks at last!
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- ezgui passes EventCtx and DrawCtx with appropriate things exposed.
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- maybe move glyph ownership out of canvas entirely. dont need RefCell.
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- need to pass around a NonDrawCtx very uniformly first for this to work
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- canvas owning text-drawing is maybe a bit weird, at least API-wise
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- hide stuff inside the ctx's? canvas and prerender shouldnt even be known outside of crate
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- generic World with quadtree should have actions on objects
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- loading screen
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- cleanup hack: dont put glyphbrush in canvas at all
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- FileWithProgress should go directly into Timer
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- need to understand lifetimes
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- cleanup abstutil Timer stuff generally
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