initSidebarItems({"constant":[["MAX_BIKE_SPEED",""],["MAX_WALKING_SPEED",""],["NORMAL_LANE_THICKNESS",""],["PARKING_LOT_SPOT_LENGTH","From some manually audited cases in Seattle, the length of parallel street parking spots is a bit different than the length in parking lots, so set a different value here."],["SIDEWALK_THICKNESS",""]],"enum":[["AmenityType","Businesses are categorized into one of these types."],["AreaType",""],["BufferType",""],["BuildingType",""],["CommonEndpoint",""],["Direction",""],["DrivingSide",""],["EditCmd",""],["EditIntersection",""],["IntersectionType",""],["LaneType",""],["OffstreetParking","Represent no parking as Private(0, false)."],["PathConstraints","Who’s asking for a path?"],["PathStep",""],["PathStepV2","One step along a path."],["SideOfRoad","See https://wiki.openstreetmap.org/wiki/Forward_%26_backward,left%26_right."],["StageType",""],["Traversable","Either a lane or a turn, where most movement happens."],["TurnPriority",""],["TurnType",""]],"mod":[["city",""],["connectivity",""],["edits","Once a Map exists, the player can edit it in the UI (producing `MapEdits` in-memory), then save the changes to a file (as `PermanentMapEdits`). See https://a-b-street.github.io/docs/tech/map/edits.html."],["make","See https://a-b-street.github.io/docs/tech/map/importing/index.html for an overview. This module covers the RawMap->Map stage."],["map","A bunch of (mostly read-only) queries on a Map."],["objects",""],["osm","Useful utilities for working with OpenStreetMap."],["pathfind","Everything related to pathfinding through a map for different types of agents."],["raw","The convert_osm crate produces a RawMap from OSM and other data. Storing this intermediate structure is useful to iterate quickly on parts of the map importing pipeline without having to constantly read .osm files, and to visualize the intermediate state with map_editor."],["traversable",""]],"struct":[["AccessRestrictions",""],["Amenity","A business located inside a building."],["Area","Areas are just used for drawing."],["AreaID",""],["Block","A block is defined by a perimeter that traces along the sides of roads. Inside the perimeter, the block may contain buildings and interior roads. In the simple case, a block represents a single “city block”, with no interior roads. It may also cover a “neighborhood”, where the perimeter contains some “major” and the interior consists only of “minor” roads."],["Building","A building has connections to the road and sidewalk, may contain commercial amenities, and have off-street parking."],["BuildingID",""],["City","A single city (like Seattle) can be broken down into multiple boundary polygons (udistrict, ballard, downtown, etc). The load map screen uses this struct to display the entire city."],["CompressedMovementID","This is cheaper to store than a MovementID. It simply indexes into the list of movements."],["ControlStopSign",""],["ControlTrafficSignal","A traffic signal consists of a sequence of Stages that repeat in a cycle. Most Stages last for a fixed duration. During a single Stage, some movements are protected (can proceed with the highest priority), while others are permitted (have to yield before proceeding)."],["DirectedRoadID",""],["EditEffects",""],["EditRoad",""],["Intersection","An intersection connects roads. Most have >2 roads and are controlled by stop signs or traffic signals. Roads that lead to the boundary of the map end at border intersections, with only that one road attached."],["IntersectionCluster","This only applies to VehiclePathfinder; walking through these intersections is nothing special."],["IntersectionID",""],["Lane","A road segment is broken down into individual lanes, which have a LaneType."],["LaneID","A lane is identified by its parent road and its position, ordered from the left."],["LaneSpec",""],["Map",""],["MapConfig",""],["MapEdits","Represents changes to a map. Note this isn’t serializable – that’s what `PermanentMapEdits` does."],["Movement","AMovementgroupsallturnsfromoneroadtoanother,lettingtrafficsignalsandpa