2019-07-06 21:25:10 +03:00
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# A/B Street's map model
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This article describes how data from OpenStreetMap (OSM) and King County GIS
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2019-07-08 02:41:51 +03:00
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become the complex maps in A/B Street. As always,
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[ask me](dabreegster@gmail.com) if you'd like more details or pictures. This
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process generalizes to most cities in OpenStreetMap. Some extra data specific to
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2019-07-06 21:25:10 +03:00
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Seattle is used, but could be ommitted.
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2019-08-06 23:21:48 +03:00
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Everything here should be up-to-date as of August 2019.
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2019-07-06 21:25:10 +03:00
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<!--ts-->
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2019-07-09 09:16:31 +03:00
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- [A/B Street's map model](#ab-streets-map-model)
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- [The final map](#the-final-map)
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- [Coordinate system](#coordinate-system)
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- [Invariants](#invariants)
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- [From OSM to raw_data (convert_osm crate)](#from-osm-to-raw_data-convert_osm-crate)
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- [raw_data to InitialMap](#raw_data-to-initialmap)
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- [InitialMap to HalfMap](#initialmap-to-halfmap)
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- [HalfMap to Map](#halfmap-to-map)
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- [Live edits](#live-edits)
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- [Development tricks](#development-tricks)
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- [Appendix: PolyLines](#appendix-polylines)
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<!-- Added by: dabreegster, at: Tue Jul 9 07:16:53 BST 2019 -->
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2019-07-06 21:25:10 +03:00
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<!--te-->
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## The final map
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2019-07-08 02:41:51 +03:00
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A/B Street comes with a few maps, each defined by a bounding/clipping polygon
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for some portion of Seattle. Each map has these objects:
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- **Roads**: A single road connects two intersections, carrying OSM metadata and
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containing some child lanes.
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- **Lanes**: An individual lane of traffic. Driving (any vehicle), bus-only, and
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bike-only lanes have a direction. On-street parking lanes don't allow any
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movement, and they have some number of parking spots. Sidewalks are
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bidirectional.
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- **Intersections**: An intersection has references to all of the incoming and
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outgoing lanes. Most intersections have a stop sign or traffic signal policy
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controlling movement through it.
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- **Border** intersections on the edge of the map are special places where
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agents may appear or disappear.
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- **Turns**: A turn connects one lane to another, via some intersection.
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(Sidewalks are bidirectional, so specifying the intersection is necessary to
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distinguish crosswalks at each end of a sidewalk.)
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- **Buildings**: A building has a position, OSM metadata, and a **front path**
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connecting the edge of the building to the nearest sidewalk. Most trips in A/B
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2019-08-25 23:19:35 +03:00
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Street begin and end at buildings. Some buildings also contain a number of
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off-street parking spots.
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- **Area**: An area has geometry and OSM metadata and represents a body of
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water, forest, park, etc. They're just used for drawing.
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- **Bus stop**: A bus stop is placed some distance along a sidewalk, with a
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pointer to the position on the adjacent driving or bus lane where a bus stops
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for pick-up.
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- **Bus route**: A bus route has a name and a list of stops that buses will
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cycle between. In the future, they'll include information about the
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frequency/schedule of the route.
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### Coordinate system
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A/B Street converts (longitude, latitude) coordinates into a simpler form.
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- An (x, y) point starts with the top-left of the bounding polygon as the
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origin. Note this is screen drawing order, not a Cartesian plane (with Y
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increasing upwards) -- so angle calculations account for this.
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- The (x, y) values are f64's trimmed to a few decimal places, with way more
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precision than is really needed. These might become actual fixed-point
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integers later, but for now, a `Pt2D` skirts around Rust's limits on f64's by
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guaranteeing no NaN's or infinities and thus providing the full `Eq` trait.
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- A few places in map conversion compare points using different thresholds,
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usually below 1 meter. Ideally these epsilon comparisons could be eliminated
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in favor of a fixed-point integer representation, but for now, explicit
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thresholds are useful.
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### Invariants
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2019-07-08 02:41:51 +03:00
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Ideally, the finalized maps would satisfy a list of invariants, simplifying the
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traffic simulation and drawing code built on top. But the input data is quite
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messy and for now, most of these aren't quite guaranteed to be true.
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- Some minimum length for lanes and turns. Very small lanes can't be drawn, tend
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to break intersection polygons, and may lead to gridlocked traffic.
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- Some guarantees that positions along adjacent lanes actually match up, even
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though different lanes on the same road may have different lengths. Examples
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include the position of a bus stop on the sidewalk and bus lane matching up.
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- Additionally, parking lanes without an adjacent driving lane or bus stops
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without any driving or bus lanes make no sense and should never occur.
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- Connectivity -- any sidewalk should be reachable from any other, and most
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driving lanes should be accessible from any others. There are exceptions due
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to border intersections -- if a car spawns on a highway along the border of
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the map, it may be forced to disappear on the opposie border of the map, if
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the highway happens to not have any exits within the map boundary.
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## From OSM to raw_data (`convert_osm` crate)
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2019-07-08 02:41:51 +03:00
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The first phase of map building reads in data from OSM files and a few others,
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producing a serialized `raw_data::Map`. Importing all maps (one for each
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pre-defined bounding polygon) takes a few minutes. Players don't see this cost;
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it only takes a few seconds to load a serialized map.
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- `osm.rs`: Read .osm, extracting the points for road-like ways, buildings, and
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areas
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- Areas usually come from a relation of multiple ways, with the points out of
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order. Gluing all the points together fails when the .osm has some ways
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clipped out. In that case, just use a straight line to try to close off the
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polygon.
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- Also read traffic signal locations and turn restrictions between OSM ways
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- `split_ways.rs`: Split OSM ways into road segments
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- OSM ways cross many intersections, so treat points with multiple ways and
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the points at the beginning and end of a way as intersections, then split
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the way into road segments between two intersections.
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- There's some mangling to try to simplify roundabouts
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- This phase remembers which road segment is the beginning and end of the OSM
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way, for per-lane turn restrictions later
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- `clip.rs`: Clip the map to the boundary polygon
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- Osmosis options in `import.sh` preserve ways that cross the boundary
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- Trim roads that cross the boundary. There may be cases where a road dips out
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of bounds, then immediately comes back in. Disconnecting it isn't ideal, but
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it's better to manually tune the boundary polygon when this happens than try
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to preserve lots of out-of-bounds geometry.
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- Area polygons are intersected with the boundary polygon using the `clipping`
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crate
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- `remove_disconnected.rs`: Remove disconnected roads
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- Just floodfill from some road, assuming all roads are bidirectional, to get
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different partitions.
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- Remove roads from all but the largest partition
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- Also remove cul-de-sacs (roads that begin and end at the same intersection),
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because they mess up parking hints and pathfinding.
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- `lib.rs`: Apply parking hints from a King County GIS blockface dataset
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- Match each blockface to the nearest edge of a road
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- Interpret the metadata to assign on-street parking there or not
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- `lib.rs`: Apply offstreet parking hints from a King County GIS dataset
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- Match each point to the building containing it, plumbing through the number
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of spots
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- `lib.rs` using the `gtfs` crate: Load bus route info from GTFS
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- `neighborhoods.rs`: Load neighborhood polygons from an extra geojson file
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- If the polygon isn't completely in-bounds, just remove it
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## raw_data to InitialMap
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The remainder of map construction is done in the `map_model` crate, driven by
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the `precompute.sh` script. There are two awkwardly named intermediate phases
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before the final Map: InitialMap and HalfMap.
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- `make/initial/mod.rs` and `make/initial/lane_specs.rs`: Interpret OSM tags and
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parking hints to figure out what lanes are on each side of each road, also
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figuring out the total width of the road.
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- `make/initial/geometry.rs`: Figure out the polygon for each intersection, and
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trim back road center-lines to end at a face of the polygon.
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- For every road touching the intersection, get the polyline of each side,
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based on the road's width
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- See appendix for how to shift polylines
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- Sort all the polylines by the angle to the intersection's shared point
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- Intersect every polyline with every other polyline
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- More specifically -- the second half of each polyline, to get the correct
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collision point
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- Look at the perpendicular infinite line to the collision point on the
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shifted polyline, then find where it hits the original center line. Trim
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back the center line by the max distance from these collisions.
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- Compute the intersection's polygon by considering collisions between
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adjacent roads' polylines
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- Deal with short roads and floating point issues by deduping any adjacent
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points closer than 0.1m
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- `make/initial/fix_ramps.rs`: An old hack to deal with weird highway on/off
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ramps. Probably need to rethink this.
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- `make/initial/mod.rs`: Apply manually-written hints
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- There's a separate crate, `fix_map_geom`, that displays InitialMaps and
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allows me to manually add hints to fix weird geometry problems.
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- The merge short road hint: delete one intersection, extend the geometry of
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anything connected accordingly, recalculate intersection polygon.
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- The delete road hint: completely delete a road, disconnecting two
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intersections.
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- The merge degenerate intersection hint: destroy an intersection with just
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two roads, merging the roads. The OSM tags get unioned. `fix_map_geom`
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displays the OSM tag diff, so it's clear if there's a different number of
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lanes, speed limit, or some other reason to preserve the intersection.
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- The hint to override parking on a road: the blockface dataset is inaccurate
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sometimes, so manually toggle parking on a road.
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- The ban turns hint: don't allow turns from one road to another. In areas
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with many close intersections, there are some U-turns that may be valid in
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reality, but quickly cause gridlock in the simulation.
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## InitialMap to HalfMap
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Still in the `map_model` crate.
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- `make/half_map.rs`: Expand roads to lanes, using the list of lane types from
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before
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- `make/half_map.rs`: Apply the raw OSM turn restrictions to roads
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- Since OSM ways cross many intersections, the turn restrictions only apply to
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one particular road segment that gets created from the way. Make sure the
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destination of the restriction is actually incident to a particular source
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road.
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- `make/turns.rs`: Generate turns for every intersection.
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- Vehicle turns (for cars, bikes, buses)
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- Consider every pair of roads in the intersection. Try to match up lane
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types -- if there's a bike lane on both roads, don't add a turn from
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driving->bike or bike->driving. If there's not, then fallback to
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transitions between different lane types.
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- Classify the turn based on the difference between the angle of the
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incoming lane's last line and the outgoing lane's first line
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- For straight turns, use the Cartesian product to link every incoming
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with every outgoing lane. If the indices dont match up, the turn becomes
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a `LaneChangeLeft` or `LaneChangeRight` turn. This is used later for
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intersection policies to prioritize turns appropriately.
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- Right and left turns only originate from the one lane on the appropriate
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side
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- Walking turns for pedestrians
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- Consider pairs of adjacent roads around the intersection
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- Make a crosswalk to the other side of the road, assuming there's a
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sidewalk on both sides
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- Make a shared sidewalk corner over to the adjacent road
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- If the adjacent road doesn't have a sidewalk on the close side, then
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consider skipping that road and making a crosswalk over to the next
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road. An example of this is a crosswalk over a highway on/off ramp.
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- Verify all the turns so far are unique
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- Filter by the OSM turn restrictions ("only straight" between road1 and
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road2)
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- Try to apply the OSM per-lane restrictions ("straight or left" from lane 3)
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- The number of lanes in the OSM metadata might not match up with how many
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lanes created
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- Some of these OSM tags are just completely wrong sometimes. If the filter
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makes an incoming lane lose all of its turns, then ignore that tag.
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- Match buildings up with sidewalks
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- Find the closest sidewalk polyline to each building's center. Then draw a
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straight line for the front path between the edge of the building and the
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sidewalk point.
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- Filter out buildings too far away from any sidewalk
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- The front path might cross through other buildings; this is probably not
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worth fixing.
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## HalfMap to Map
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Still in the `map_model` crate.
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- `stop_signs.rs`: Instantiate default stop sign policies
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- Rank incoming roads by OSM priority (arterial beats residential)
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- If there's only one rank, then make an all-way stop
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- Otherwise, the highest rank gets priority and others stop
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- Check if there are any conflicts based on this. If so, then fall-back to
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an all way stop.
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- `traffic_signals.rs`: Instantiate default traffic signal policies
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- Apply the first predefined policy that works.
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- 4-way 4 phase, 4-way 2 phase, 3-way 3-phase, degenerate policy for 2
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roads, 2-phase for 4 one-ways
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- Fallback to a greedy assignment that just randomly starts a new cycle,
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adds all compatible turns, and repeats until all turns are present
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priority in some cycle.
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- `pathfind/mod.rs`: Prepare pathfinding
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- A/B Street uses contraction hierarchies (CH) for fast routing, using the
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`fast_paths` crate.
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- `pathfind/vehicle.rs`: For cars, bikes, buses
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- There's a separate CH for cars, buses, and bikes, since they can use
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slightly different sets of lanes.
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- Building the CH for buses and bikes is much faster than the one for cars,
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because the algorithm can re-use the node ordering from the first CH.
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- Every lane is a node in the graph, even if it's not an appropriate lane
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type -- it might change later, and reusing orderings is vital for speed.
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- If two lanes are connected by a turn, then there's an edge in the graph.
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- The edge weight is the length of the lane and turn. Later this could
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take into account speed limit, penalize lane-changing and left turns,
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etc.
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- `pathfind/walking.rs`: For pedestrians
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- Only sidewalk lanes are nodes in the graph -- sidewalks can't ever be
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changed in A/B Street, so there's no concern about reusing node orderings.
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- All turns between two sidewalks become edges, again using length
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- When actually pathfinding, we get back a list of sidewalks. The actual
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paths used in the traffic simulation specify forwards or backwards on a
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sidewalk. Looking at adjacent pairs of sidewalks lets us easily stitch
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together exact directions.
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- `make/bus_stops.rs`: Match bus stops with a sidewalk
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- Also precompute the position where the bus stops on the adjacent driving or
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bus lane.
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- This "equivalent position on another lane" process has a few weird cases,
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since two lanes on the same road might have different lengths. Right now,
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the same distance from the start of the lane is used, with clamping for
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shorter lanes. Ideally, the position would be found by projecting a
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perpendicular line out from one lane to the other.
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- `make/bus_stops.rs`: Finalize the list of bus routes
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- Between each pair of adjacent bus stops, run pathfinding to verify there's
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actually a path for the bus to follow. If any are disconnected, remove the
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bus route
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2019-07-08 05:24:51 +03:00
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- Remove bus stops that have no routes serving them.
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2019-07-06 21:25:10 +03:00
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- `pathfind/walking.rs`: Precompute the CH for pedestrians who will use buses
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2019-07-08 02:41:51 +03:00
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- Nodes in the graph are sidewalks and every bus stop
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- There's an edge with weight 0 between a bus stop and its sidewalk
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- There's also an edge with weight 0 between bus stops that're adjacent via
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some route. Ideally this weight would account for the time until the next
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bus and the time spent on the bus, etc.
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- Later when figuring out which bus to use for a pedestrian, the resulting
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list of nodes is scanned for the first and last bus stop along the same
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route.
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2019-08-26 00:42:27 +03:00
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- `make/parking_blackholes.rs`: Find well-connected roads near "blackhole"
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lanes.
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- Starting from most driving/biking lanes, most other lanes are reachable.
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Some aren't -- such as one-way highways inevitably leading from or to a
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border. These are "blackholes" -- pathfinding to or from here may fail.
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- Find the largest strongly-connected component (SCC) in the driving graph.
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From every other lane (a blackhole), floodfill both forwards and backwards
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to find the nearest driving lane part of the main SCC.
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- Later, if a car needs to park by a building on a blackhole road, it'll
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instead start searching for parking at the redirect. This prevents it from
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being forced to instead exit the map through a border.
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2019-07-06 21:25:10 +03:00
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## Live edits
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2019-07-08 02:41:51 +03:00
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A key feature of A/B Street is the player editing the map and seeing how traffic
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responds. The possible edits include:
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2019-07-06 21:25:10 +03:00
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- Change lane types (driving, bus, bike, parking -- sidewalks are fixed)
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2019-07-08 02:41:51 +03:00
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- Change a stop sign policy (which roads have a stop sign and which have
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priority)
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2019-07-06 21:25:10 +03:00
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- Change a traffic signal policy
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- Planned eventually: Convert between two- and one-way roads
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|
2019-07-08 02:41:51 +03:00
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The map conversion process outlined above takes a few minutes, so reusing this
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process directly to compute a map with edits wouldn't work at all for real
|
2019-08-27 23:04:06 +03:00
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gameplay. Instead, the process for applying edits is incremental:
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2019-07-06 21:25:10 +03:00
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- Figure out the actual diff between edits and the current map
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2019-07-08 02:41:51 +03:00
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- This is necessary for correctness, but also speeds up a sequence of edits
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made in the UI -- only one or two lanes or intersections actually changes
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each time. Of course when loading some saved edits, lots of things might
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change.
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- For any changed roads, make sure any bus stop on it have a good pointer to
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their equivalent driving position for the bus.
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- For any modified intersections, recompute turns and the default intersection
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policies
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- Recompute all the CHs for cars, buses, and bikes -- note sidewalks and bus
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stops never change
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- This is the slowest step. Critically, the `fast_paths` crate lets a previous
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node ordering be reused. If just a few edge weights change, then recomputing
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is much faster than starting from scratch.
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- While making edits in the UI, we don't actually need to recompute the CH
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after every little tweak. When the player exits edit mode, only then do we
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recompute everything.
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A list of lanes and intersections actually modified is then returned to the
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drawing layer, which uploads new geometry to the GPU accordingly.
|
2019-07-06 21:25:10 +03:00
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## Development tricks
|
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- Separate phases for fast incremental development
|
2019-07-08 02:41:51 +03:00
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|
- Don't reimport all data from OSM every time there's a change to part of the
|
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|
|
map construction code!
|
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|
- For slow steps that don't change often, make them separate binaries -- hence
|
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|
`convert_osm` being separate from the rest.
|
2019-07-06 21:25:10 +03:00
|
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|
- Don't be afraid of manual intervention
|
2019-07-08 02:41:51 +03:00
|
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|
- The data isn't perfect. It's easy to spend lots of time fiddling with code
|
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|
|
to automatically handle all problems
|
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|
- But it's sometimes faster to just manually point at problems, have a human
|
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|
|
determine some fix, and add a hint. This is what the `fix_map_geom` crate
|
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|
|
does.
|
2019-07-06 21:25:10 +03:00
|
|
|
- Screenshot diff testing
|
2019-07-08 02:41:51 +03:00
|
|
|
- When working on the code for intersection geometry, it's easy to check a few
|
|
|
|
example cases get fixed by some change. But what if another part of the map
|
|
|
|
regresses somehow?
|
|
|
|
- Take screenshots of the entire map, keep the checksums under version
|
|
|
|
control, look at the diffs visually, and manually verify any changes.
|
|
|
|
- Implementation details: One huge gif or png is too slow to read and write,
|
|
|
|
so take a bunch of tiled screenshots covering everything. Amusingly,
|
|
|
|
rendering to a file with `glium` is slow unless compiling in release mode
|
|
|
|
(which isn't an option for quick incremental development). So instead, pan
|
|
|
|
to each section of the map, render it, call an external screenshot utility,
|
|
|
|
and move on -- just don't wiggle the mouse during this process!
|
2019-07-06 21:25:10 +03:00
|
|
|
- Different IDs for objects make sense during different phases
|
2019-07-08 02:41:51 +03:00
|
|
|
- For the final product, lanes and such are just a contiguous array, indxed by
|
|
|
|
numeric IDs.
|
|
|
|
- But sometimes, we need IDs that're the same between different boundary
|
|
|
|
polygons of maps, like for hints. Refer to roads as two (longitude,
|
|
|
|
latitude) points for these.
|
|
|
|
- InitialMap has roads and intersections being deleted and merged. Compacting
|
|
|
|
IDs is tedious, so instead just store the temporary road objects in a map,
|
|
|
|
not array.
|
2019-07-06 21:25:10 +03:00
|
|
|
|
|
|
|
## Appendix: PolyLines
|
|
|
|
|
2019-07-08 02:41:51 +03:00
|
|
|
Add some pictures here to demonstrate how polyline shifting works, the
|
|
|
|
explode-to-infinity problem, and the bevel/miter fix.
|