2019-01-18 08:40:47 +03:00
|
|
|
# TODO - Map quality
|
|
|
|
|
2019-03-12 03:18:30 +03:00
|
|
|
## Boundary clipping
|
|
|
|
|
2019-04-14 01:09:08 +03:00
|
|
|
- lakes missing from small_seattle
|
2019-04-16 04:19:31 +03:00
|
|
|
- just connecting the ends of ways doesnt always work well
|
|
|
|
- maybe increase the Bounds for areas, and let clipping clean up later?
|
2019-04-15 20:18:31 +03:00
|
|
|
- some border intersections have weird OOBish geometry, or the arrows look weird
|
|
|
|
- simplify border node detection, only do it in convert_osm?
|
2019-04-12 22:32:04 +03:00
|
|
|
|
2019-01-18 08:40:47 +03:00
|
|
|
## Geometry
|
|
|
|
|
2019-02-01 00:53:41 +03:00
|
|
|
- bad polyline shifting remains
|
|
|
|
- from the remaining cases, looks like we need to totally remove some tight points and retry
|
|
|
|
- make polygons use the corrections too?
|
|
|
|
- bad polyline shifting causes jagged lane endings in generalized_trim_back
|
2019-01-18 10:43:56 +03:00
|
|
|
|
|
|
|
- handle small roads again somehow?
|
2019-02-09 21:18:24 +03:00
|
|
|
- reduce degenerate min trim. the disabled fix doesn't look great.
|
|
|
|
- I40, I25, I0 cut corners when merged. disabled fix works, but breaks other things.
|
2019-02-06 22:02:13 +03:00
|
|
|
- try it bigger
|
2019-02-07 02:07:37 +03:00
|
|
|
- deal with loop roads?
|
2019-01-18 10:43:56 +03:00
|
|
|
- model U-turns
|
|
|
|
|
2019-01-19 09:15:24 +03:00
|
|
|
- degenerate-2's should only have one crosswalk
|
|
|
|
- then make them thinner
|
|
|
|
|
2019-01-21 01:27:25 +03:00
|
|
|
- car turns often clip sidewalk corners now
|
2019-05-01 01:25:32 +03:00
|
|
|
- draw SharedSidewalkCorners just around the ped path, not arbitrarily thick
|
|
|
|
- dont forget to draw the notches
|
2019-01-18 08:40:47 +03:00
|
|
|
|
|
|
|
- figure out what to do about yellow center lines
|
2019-01-18 10:43:56 +03:00
|
|
|
- intersections on one-ways look weird
|
2019-01-18 08:40:47 +03:00
|
|
|
- yellow and white lines intersect cars and turn icons and such
|
|
|
|
- who should own drawing them?
|
|
|
|
|
|
|
|
## More data
|
|
|
|
|
|
|
|
- lanes: https://data-seattlecitygis.opendata.arcgis.com/datasets/49d417979fec452981a068ca078e7070_3
|
|
|
|
- not filled out for most streets
|
|
|
|
- traffic circles: https://data-seattlecitygis.opendata.arcgis.com/datasets/717b10434d4945658355eba78b66971a_6
|
|
|
|
- https://data-seattlecitygis.opendata.arcgis.com/datasets/sidewalks
|
|
|
|
- disagrees with OSM road centers sometimes
|
|
|
|
- https://data-seattlecitygis.opendata.arcgis.com/datasets/curb-ramps
|
|
|
|
- high quality thick roads: https://seattlecitygis.maps.arcgis.com/apps/webappviewer/index.html?id=86cb6824307c4d63b8e180ebcff58ce2
|
|
|
|
- OSM has footways
|
|
|
|
- but theyre not marked everywhere
|
|
|
|
- and theyre hard to associate with roads (sometimes need to infer a planter strip)
|
|
|
|
- draw benches, bike racks
|
|
|
|
- render trees
|
|
|
|
- look for current stop sign priorities
|
|
|
|
- https://gis-kingcounty.opendata.arcgis.com/datasets/traffic-signs--sign-point/
|
2019-02-10 22:42:23 +03:00
|
|
|
- population
|
|
|
|
- http://seattlecitygis.maps.arcgis.com/apps/MapSeries/index.html?appid=3eb44a4fdf9a4fff9e1c105cd5e7fe27
|
2019-02-11 04:44:24 +03:00
|
|
|
- https://data.seattle.gov/Permitting/Rental-Property-Registration-Map/5a7u-vxx7
|
2019-02-19 05:49:03 +03:00
|
|
|
- https://www.seattle.gov/transportation/document-library/reports-and-studies
|
|
|
|
- https://commuteseattle.com/wp-content/uploads/2017/02/2016-Mode-Split-Report-FINAL.pdf
|
|
|
|
- https://www.soundtransit.org/get-to-know-us/documents-reports/service-planning-ridership
|
2019-02-23 01:59:25 +03:00
|
|
|
- https://gis-kingcounty.opendata.arcgis.com/datasets/parcels-for-king-county-with-address-with-property-information--parcel-address-area
|
|
|
|
- PREUSE_DESC reveals landuse
|
2019-02-11 21:45:13 +03:00
|
|
|
- http://guides.lib.uw.edu/research/gis/uw-lib_data has cool stuff, but .lyr??
|
2019-01-18 10:43:56 +03:00
|
|
|
|
|
|
|
## Low-priority geometry issues
|
|
|
|
|
|
|
|
- if building front path intersects another building, then scrap that building.
|
|
|
|
- or wait, just require bldgs to be even closer to sidewalk first.
|
|
|
|
- need to do polygon vs polygon check!
|
|
|
|
- will need to speed it up with quadtree containing entire buildings. make sure these are easy to use.
|
|
|
|
|
|
|
|
- can we make OSM buildings with holes?
|
|
|
|
- experiment with https://docs.rs/clipping/0.1.1/clipping/gh/struct.CPolygon.html and https://github.com/21re/rust-geo-booleanop
|
2019-01-21 23:02:59 +03:00
|
|
|
|
2019-01-22 21:02:18 +03:00
|
|
|
## More problems to fix
|
|
|
|
|
|
|
|
- Disconnected map
|
2019-03-11 23:21:53 +03:00
|
|
|
- now that LCing model is simple...
|
2019-01-22 21:02:18 +03:00
|
|
|
- Impossible turns (from a far bus lane to a crazy left)
|
2019-02-10 06:01:18 +03:00
|
|
|
- Buildings intersecting roads, probably because bad lane inference
|
|
|
|
- when this happens, get rid of parking lanes first (one or both sides?)
|
|
|
|
- iterative process... have to redo affected roads and intersections
|
|
|
|
- we havent filtered buildings by proximity to sidewalk yet
|
|
|
|
- if we dont filter at all, we pick up some houseboats! :) should draw water...
|
2019-03-12 03:18:30 +03:00
|
|
|
- undo disabled traffic signal assertion
|
2019-01-22 21:02:18 +03:00
|
|
|
|
2019-05-01 01:25:32 +03:00
|
|
|
## Map edits
|
|
|
|
|
|
|
|
- lane type can affect border intersections
|
|
|
|
- lane type can affect turn idx
|
|
|
|
- assert turns are the same
|
|
|
|
- crash when loading some edits (priori->bikelanez)
|
|
|
|
- edit an intersection first, then change lanes to destroy turns. need to recalculate the policy, preserving edits!
|
|
|
|
- just revert intersection and warn
|
|
|
|
- or store overrides more granularly and warn or do something reasonable
|
|
|
|
|
2019-01-21 23:02:59 +03:00
|
|
|
## Release
|
|
|
|
|
|
|
|
- publish the map data
|
2019-05-01 01:25:32 +03:00
|
|
|
|
|
|
|
## Sim bugs/tests needed
|
|
|
|
|
|
|
|
- do bikes use bike lanes?
|
|
|
|
- test that peds will use buses organically
|
|
|
|
- make sure that we can jump to a ped on a bus and see the bus
|
|
|
|
- park/unpark needs to jump two lanes in the case of crossing a bike lane or something
|
|
|
|
- should only be able to park from the closest lane, though!
|
|
|
|
|
|
|
|
## Discrete-event sim model
|
|
|
|
|
|
|
|
- gridlock
|
|
|
|
- get_car_positions will recurse?
|
|
|
|
- laggy head stuff will be inefficient without prevention?
|
|
|
|
- preventish... dont start turn unless target WILL have capacity
|
|
|
|
- stronger is room_at_end now, but thats too strict
|
|
|
|
- best-case static capacity wont help (we might have longer buses and over-commit)
|
|
|
|
- worst-case static capacity will stop shorter cars from going when they legit could
|
|
|
|
- look at current occupants, find where the back WILL eventually wind up (just add up lengths + following dist, actually), then reserve after that.
|
|
|
|
|
|
|
|
- cleanup after the cutover
|
|
|
|
- explicit tests making cars park at 0 and max_dist, peds walk to 0 and max_dist
|
|
|
|
- proper intersection policies, by seeing full view
|
|
|
|
- time travel mode can be very smart
|
|
|
|
- dupe code for initially spawning vs spawning when a trip leg starts.
|
|
|
|
- validation (just do it in spawn and return an error?)
|
|
|
|
- getting the path
|
|
|
|
- converting goal into router and such
|
|
|
|
- is overtime necessary?
|
|
|
|
- all the scoring/query stuff is so terrible
|
|
|
|
|
|
|
|
- perf
|
|
|
|
- speed up Scheduler
|
|
|
|
- BinaryHeap
|
|
|
|
- binheapplus not serde
|
|
|
|
- std::cmp::Reverse not serde
|
|
|
|
- so have to manually impl ord
|
|
|
|
- BinaryHeap isnt PartialEq, which sim det stuff needs!
|
|
|
|
- update() is very hard
|
|
|
|
- priority_queue crate... internally uses hash, so serialization and determinism probably borked
|
|
|
|
- dig into individual events, still too many?
|
|
|
|
- for laggy heads, often round down and try slightly too early
|
|
|
|
|
|
|
|
- change sim.step API to something like step_to_time
|
|
|
|
- handle savestating better... use scheduler, but ensure at the end of that time
|
|
|
|
- make the desired speed in editor work better
|