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1.8 KiB
1.8 KiB
TODO - Refactoring
- easier way to define magic tuneable constants
- and maybe to recalculate fixedish things if they change?
Map layer
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pt2d resolution
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handle turns with 0 geometry first.
- maybe Traversable having helpers is also bad. if it can fail for zero-geom turns.
- these seem to exist in the first place due to intersections that ought to be merged! argh.
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savestating test should work now!
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make sure display is always just 2 decimal places... should be though.
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FP math still sucky... debug a polyline, look at the deltas.
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get rid of HashablePt2D?
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then my own physics types
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maybe also the time to split into different lane types? what's similar/not between them?
- graph querying?
- rendering (and other UI/editor interactions)?
- sim state?
- Sidewalk, Parking, Street
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make synthetic use raw stuff directly?
- lonlat vs pt is annoying; have to use bounds to balloon to world at least once
Sim layer
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consider refactoring car/ped sim
- basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.
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detangle sim managers... but first, figure out how to capture stacktraces
- manual call at a fxn to dump its stacktrace somewhere (to a file? ideally shared global state to dedupe stuff)
- macro to insert a call at the beginning of a fxn
- macro to apply a macro to all fxns in an impl
- then i can manually edit a few places when I want to gather data
- https://en.wikipedia.org/wiki/File:A_Call_Graph_generated_by_pycallgraph.png
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figure out responsibility btwn agents and managers, then fix up visibility
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things like ParkingSimState have so many methods -- some are only meant for spawner, or driving/walking to query. separate out some traits.
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on a lane vs turn permeates so many places