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notes.txt
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notes.txt
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//-----------------------------------------------------------------------------------
NOTES
//-----------------------------------------------------------------------------------
NOW: New GUI
BUG: While changing lines, cars can jump over the destination
possible solution: check progress or road
//-----------------------------------------------------------------------------------
TODO
//-----------------------------------------------------------------------------------
NOW:STOPPED VEHICLES
CAR SPEED BEHAVIOUR
calculation of the breaking length which depends on speed and vModel
put normal font
check if map is correct:
all points are connected
there are at least one crossroad
sky
delete []a; !!!!
CHECK : 5 / x, double x = 0;(or 0.0) (if shows division by zero)
One way roads:
crossroads has >2 SUM OF OUT AND IN ROADS!(change, now only OUT)
STATISTICS:
number of stopped cars(%)
FIX BUG:Side of two parallel road with different number of lines(in "BUG" folder)
//-----------------------------------------------------------------------------------
IDEAS:
//-----------------------------------------------------------------------------------
light model with different lights
//-----------------------------------------------------------------------------------
DONE:
//-----------------------------------------------------------------------------------
Dragging
Check why real mouse's and icon's positions are different
New roads rendering
Time control
equal lines
point vehicle::Destination()
CAR klase turi(gavo) nuoroda i SIMULATOR - PANAIKINTI?
point operators
selected GUI table goes to front
mouse dragging camera while GUI is on
Cars' movement
car:give pointer to vModel in Init
make 2 sides for each road(not only right) and render roads using them
few lines
different speeds of the vehicles
car length
Model m.Draw(point3, int k)
sort neighbours by angle
roads/crossroads rendering
check bugs for:
getting equation from 2 vertical points
stright road with more then one point!!
unused crossroads' vectors
FIX VEHICLES' PROGRESS:
now it's different, depending on which line vechicle started(because different lines
start in different distance)
split common to point
SetAvail(double avail) for vehicle
simulation.txt unneceserry?
LATER:ROUTES
vehicle beginning pos
BIG DELAY(progress time) IN LOADING CAUSES CARS TO GO AWAY(out of road) - bug fixed
BUG:different progresses from different points causes currentProgr > v.Length()
double simulator::CarAvail(int nr) :
check more then one segment+
CarAvail -> VehicleAvail+
vehicles don't turn around(prev != next) - this would fix bug
idea of improving(rewriting) roads(with 2 neigh) "roads idea.png"
calculate distance to crossroad
SPAWN function for vehicle
sidewalks
House models
If vehicle has more time than need to go to next point, Progress one more time.
buildings have widths, don't allow to build/move away building in collision.
road's textures
//-----------------------------------------------------------------------------------
CANCELLED
//-----------------------------------------------------------------------------------
divide turning into to types:
when neigh nr == 2(1 point)
when neigh nr > 2(2 points, crossroad)
Left/right way traffic(just change destination's function)
change *used in city to function's parameter
split ROAD rendering to two sides
//-----------------------------------------------------------------------------------