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70 lines
3.0 KiB
Markdown
70 lines
3.0 KiB
Markdown
# Biking-related design notes
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## Bike lanes
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How do we model bikes merging to a driving lane to make a left?
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## General modeling
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Bikes are just like cars and can use all the same code, right? Except...
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- different speeds
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- can use bike or driving lanes
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- they dont park or unpark
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- actually, how does a ped start/stop using a bike?
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- modeling bike lockup locations is overkill. in practice not a
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problem. fixed 60s penalty to start/stop biking. penalty happens on
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the sidewalk, then they spawn onto the bike/driving lane at the very end
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- they can _maybe_ overtake on a bike lane?
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- nah, that should be modeled as two bike lanes (or a bike and driving lane) and normal lanechanging behavior
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- different rendering
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- dont want to use CarID; could maybe rename it VehicleID, but then bike-specific code (like rendering) gets weird
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Because of the orchestration with walking/biking models, I'm tempted to try to share some common code, but keep things a bit separate. However, if they're separate...
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- driving lookahead needs to see bikes and vice versa
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- do the SimQueues need to be state that both models can access?
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Do this in a branch for sure. Roughly:
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- introduce BikeID, the rendering, stubs for spawning
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- lift SimQueues into Sim
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- refactor lookahead
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- add biking model
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After starting this, I'm not sure now. The driving model as-is can handle bikes
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fine. The interaction with the walking sim to appear/disappear is pretty
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minimal. Alternate idea for another branch:
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- keep existing driving code almost entirely as is.
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= Vehicle bike type with super slow speed, modify driving lookahead to use the cap speed.
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= no BikeID, just a bit in Car for is_bike.
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= spawn param to decide if a trip without an owned car will instead bike
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= walking state can own the 'parking/unparking' state.
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= need a new DrivingGoal, simpler than ParkNear.
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= render peds doing bike prep differently
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= entirely new render code, but the same DrawCarInput (plus is_bike
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bit). that part shouldn't matter, right?
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= make sure biking from border works, needs an extra bit i think
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- lastly: rename. Car -> Vehicle? Vehicle -> VehicleParams? DrivingSim -> QueuedSim?
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- etc
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= calculate_paths in spawn needs plumbing. introduce a PathfindingRequest struct, avoid those bools.
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- stats; driving.count and trip score
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- vehicle enum instead of is_bus, is_bike
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- put this in vehicle properties, not on the main
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car... then dont need it in Command::DriveFromBorder.
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- spawn commands getting to have lots of similarish cases
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- remove the sim helpers that do specific stuff... think of
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another way to set up tests, similar to tutorial mode?
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- verify abtest consistency
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- all of the get_blah_from_blah queries in map are a mess
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- Position(lane, dist) type would help, yeah?
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- a big help: get rid of dimensioned. make Eq work by wrapping
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NotNaN or something else, maybe even requiring explicit
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tolerance thing? get rid of all the terrible PartialEq hacks.
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- animate the bike preparation thing better... visually show time left somehow
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