abstreet/docs/TODO_refactoring.md
2019-09-05 17:37:36 -07:00

1.6 KiB

TODO - Refactoring

  • easier way to define magic tuneable constants
    • and maybe to recalculate fixedish things if they change?

Map layer

  • fixed precision math

    • more careful geom types, with negative/positive cases
    • also bounds?
    • cant get rid of the ccw intersection check... different answer in some cases that looks bad
  • 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
  • make synthetic use raw stuff directly?

    • lonlat vs pt is annoying; have to use bounds to balloon to world at least once

Sim layer

  • rename Car->Vehicle?
  • spawning is convoluted
    • 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

ezgui layer

  • probably use f32, not f64 everywhere... but after Pt2D becomes fixed size
  • undo the y inversion hacks at last!
  • ezgui passes EventCtx and DrawCtx with appropriate things exposed.
    • maybe move glyph ownership out of canvas entirely. dont need RefCell.
      • need to pass around a NonDrawCtx very uniformly first for this to work
    • canvas owning text-drawing is maybe a bit weird, at least API-wise
    • hide stuff inside the ctx's? canvas and prerender shouldnt even be known outside of crate
  • generic World with quadtree should have actions on objects
  • loading screen
    • cleanup hack: dont put glyphbrush in canvas at all
    • FileWithProgress should go directly into Timer
      • need to understand lifetimes
    • cleanup abstutil Timer stuff generally