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A fresh attempt at overviewing the map model docs
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@ -16,12 +16,13 @@
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- [API](dev/api.md)
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- [Testing](dev/testing.md)
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- [Map model](map/README.md)
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- [Details](map/details.md)
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- [Importing](map/importing/README.md)
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- [convert_osm](map/importing/convert_osm.md)
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- [Road/intersection geometry](map/importing/geometry.md)
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- [The rest](map/importing/rest.md)
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- [Misc](map/importing/misc.md)
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- [Live edits](map/edits.md)
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- [Misc](map/misc.md)
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- [Exporting](map/platform.md)
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- [Traffic simulation](trafficsim/README.md)
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- [Discrete event simulation](trafficsim/discrete_event.md)
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@ -1,105 +1,130 @@
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# Map model
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A/B Street builds a rich representation of a city map using OpenStreetMap (OSM)
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and other sources. This chapter describes how.
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A/B Street transforms OpenStreetMap (OSM) data into a detailed geometric and
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semantic representation of the world for traffic simulation. This chapter
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describes that map model, with the hopes that it'll be useful for purposes
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beyond this project.
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TODO: Integrate pictures from
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[these slides](https://docs.google.com/presentation/d/1cF7qFtjAzkXL_r62CjxBvgQnLvuQ9I2WTE2iX_5tMCY/edit?usp=sharing).
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## Overview
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[This recorded presentation](https://youtu.be/chYd5I-5oyc?t=439) covers some of
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this.
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A `Map` covers everything inside some hand-drawn boundary, usually scoped to a
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city or a few of a city's districts. Unlike OSM, it doesn't cover the entire
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world; it only has areas specifically extracted for some purpose.
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## The map
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A map consists of many objects. Mainly, there are roads, broken down into
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individual lanes, and intersections. A road is a single segment connecting
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exactly two intersections (as opposed to OSM, where a single "way" may span many
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intersections). Lanes within a road have a specific type, which dictates their
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direction of travel (or lack of travel, like on-street parking) and uses.
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Sidewalks are represented as bidirectional lanes. Roads connect at
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intersections, which contain an explicit set of turns, each linking a source
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lane to a destination lane.
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A single city is broken down into different pieces...
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Maps also contain parking lots and buildings, which connect to the nearest
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driveable lane and a sidewalk. Maps have water and park areas, only used for
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drawing. They also represent public transit stops and routes.
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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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## How is a map used?
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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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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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- **Parking lot**: A parking lot is connected to a road, has a shape, and has
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some internal driving "aisles." The number and position of individual parking
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spots is auto-generated.
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Unlike some GIS systems, maps don't use any kind of database -- they're just a
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file, anywhere from 1 to ~500MB (depending on the size of their boundary). Once
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loaded into memory, different objects from the map can be accessed directly,
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along with a large API to perform various queries.
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## Coordinate system
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Most of the map's API is read-only; once built, a map doesn't change until
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user-created edits are applied.
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A/B Street converts (longitude, latitude) coordinates into a simpler form.
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The pipeline to import a map from OSM data (and also optional supplementary,
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city-specific data) is complex and may take a few minutes to run, but it happens
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once offline. Applications using maps just read the final file.
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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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## Features
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## Invariants
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Why use A/B Street's map model instead of processing OSM directly?
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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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TODO: Order these better. For each one, show before/after pictures
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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 opposite 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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### Area clipping
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## Connectivity
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Bodies of water, forests, parks, and other areas are represented in OSM as
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relations, requiring the user to stitch together multiple polylines in undefined
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orders and handle inner holes. A/B Street maps handle all of that, and also clip
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the area's polygon to the boundary of the entire map -- including coastlines.
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For a single mode, each lane is connected to two intersections. Turns connect
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two lanes. There are no turns between sidewalks and driving/bike/bus lanes.
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### Road and intersection geometry
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All buildings and parking lots have driveways. This must connect to a sidewalk,
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allowing pedestrians to enter/exit that object. The driveway OPTIONALLY connects
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to the nearest driveable lane. This allows cars to enter/exit that object for
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parking.
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OSM represents roads as a polyline of the physical center of the road. A/B
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Street infers the number and type of lanes from OSM metadata, then creates
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individual lanes of appropriate width, each with a center-line and polygon for
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geometry. At intersections, the roads and lanes are "trimmed back" to avoid
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overlapping, and the "common area" becomes the intersection's polygon. This
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heuristic process is reasonably robust to complex shapes, with special treatment
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of highway on/off-ramps, although it does still have some bugs.
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Public transit stops are located somewhere on a sidewalk. They're associated
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with a driveable position where the bus or train stops. In the future, this will
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need to account for dedicated surface-level platforms and for underground
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transit stations, likely associated with a building.
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### Turns
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There's a concept of "parking blackholes." If you treat every road as
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bidirectional without access restrictions, then the graph is connected. But the
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more detailed view has to factor in one-way roads and things near the map
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border. These blackholes influence where cars will try to look for parking
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(since we don't want them entering a blackhole and getting stuck) and also, for
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temporary/unintentional reasons, where pedestrian<->bicycle transitions will
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happen.
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At each intersection, A/B Street infers all legal movements between vehicle
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lanes and sidewalks. This process makes use of OSM metadata about turn lanes,
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inferring reasonable defaults for multi-lane roads. OSM turn restriction
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relations, which may span a sequence of several roads to describe U-turns around
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complex intersections, are also used.
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### Parking lots
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OSM models parking lots as areas along with the driveable aisles. Usually the
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capacity of a lot isn't tagged. A/B Street automatically fills paring lots with
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individual stalls along the aisles, estimating the capacity just from this
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geometry.
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### Stop signs
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At unsignalized intersections, A/B Street infers which roads have to stop, and
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which have right-of-way.
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### Traffic signals
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OSM has no way to describe how traffic signals are configured. A/B Street models
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fixed-timer signals, automatically inferring the number of phases, their
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duration, and the movements that are prioritized and permitted during each
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phase.
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### Pathfinding
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A/B Street can determine routes along lanes and turns for vehicles and
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pedestrians. These routes obey OSM's turn restriction relations that span
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multiple road segments. They also avoid roads that're tagged as not allowing
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through-traffic, depending on the route's origin and destination and vehicle
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type. The pathfinding optionally makes use of contraction hierarchies to greatly
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speed up query performance, at the cost of a slower offline importing process.
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### Bridge z-ordering
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OSM tags bridges and tunnels, but the roads that happen to pass underneath
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bridges aren't mapped. A/B Street detects these and represents the z-order for
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drawing.
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### Buildings
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Similar to areas, A/B Street consolidates the geometry of OSM buildings, which
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may be split into multiple polygons. Each building is also associated with the
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nearest driveable lane and sidewalk, and metadata is used to infer a land-use
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(like residential and commercial) and commercial amenities available.
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### Experimental: public transit
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A/B Street uses bus stops and route relations from OSM to build a model of
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public transit routes. OSM makes few guarantees about how the specifics of the
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route are specified, but A/B Street produces specific paths, handling clipping
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to the map boundary.
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... All of this isn't the case yet, but it's a WIP!
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### Experimental: separated cyclepaths, tramways, and walking paths
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Some cyclepaths, tram lines, and footpaths in OSM are tagged as separate ways,
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with no association to a "main" road. Sometimes this is true -- they're
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independent trails that only occasionally cross roads. But often they run
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alongside a road. A/B Street attempts to detect these and "snap" them to the
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main road as extra lanes.
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... But this doesn't work yet at all.
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105
book/src/map/details.md
Normal file
105
book/src/map/details.md
Normal file
@ -0,0 +1,105 @@
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# Map model details
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A/B Street builds a rich representation of a city map using OpenStreetMap (OSM)
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and other sources. This chapter describes how.
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TODO: Integrate pictures from
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[these slides](https://docs.google.com/presentation/d/1cF7qFtjAzkXL_r62CjxBvgQnLvuQ9I2WTE2iX_5tMCY/edit?usp=sharing).
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[This recorded presentation](https://youtu.be/chYd5I-5oyc?t=439) covers some of
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this.
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## The map
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A single city is broken down into different pieces...
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|
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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:
|
||||
|
||||
- **Roads**: A single road connects two intersections, carrying OSM metadata and
|
||||
containing some child lanes.
|
||||
- **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
|
||||
movement, and they have some number of parking spots. Sidewalks are
|
||||
bidirectional.
|
||||
- **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
|
||||
controlling movement through it.
|
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- **Border** intersections on the edge of the map are special places where
|
||||
agents may appear or disappear.
|
||||
- **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
|
||||
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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Street begin and end at buildings. Some buildings also contain a number of
|
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off-street parking spots.
|
||||
- **Area**: An area has geometry and OSM metadata and represents a body of
|
||||
water, forest, park, etc. They're just used for drawing.
|
||||
- **Bus stop**: A bus stop is placed some distance along a sidewalk, with a
|
||||
pointer to the position on the adjacent driving or bus lane where a bus stops
|
||||
for pick-up.
|
||||
- **Bus route**: A bus route has a name and a list of stops that buses will
|
||||
cycle between. In the future, they'll include information about the
|
||||
frequency/schedule of the route.
|
||||
- **Parking lot**: A parking lot is connected to a road, has a shape, and has
|
||||
some internal driving "aisles." The number and position of individual parking
|
||||
spots is auto-generated.
|
||||
|
||||
## Coordinate system
|
||||
|
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A/B Street converts (longitude, latitude) coordinates into a simpler form.
|
||||
|
||||
- An (x, y) point starts with the top-left of the bounding polygon as the
|
||||
origin. Note this is screen drawing order, not a Cartesian plane (with Y
|
||||
increasing upwards) -- so angle calculations account for this.
|
||||
- The (x, y) values are f64's trimmed to a few decimal places, with way more
|
||||
precision than is really needed. These might become actual fixed-point
|
||||
integers later, but for now, a `Pt2D` skirts around Rust's limits on f64's by
|
||||
guaranteeing no NaN's or infinities and thus providing the full `Eq` trait.
|
||||
- A few places in map conversion compare points using different thresholds,
|
||||
usually below 1 meter. Ideally these epsilon comparisons could be eliminated
|
||||
in favor of a fixed-point integer representation, but for now, explicit
|
||||
thresholds are useful.
|
||||
|
||||
## Invariants
|
||||
|
||||
Ideally, the finalized maps would satisfy a list of invariants, simplifying the
|
||||
traffic simulation and drawing code built on top. But the input data is quite
|
||||
messy and for now, most of these aren't quite guaranteed to be true.
|
||||
|
||||
- Some minimum length for lanes and turns. Very small lanes can't be drawn, tend
|
||||
to break intersection polygons, and may lead to gridlocked traffic.
|
||||
- Some guarantees that positions along adjacent lanes actually match up, even
|
||||
though different lanes on the same road may have different lengths. Examples
|
||||
include the position of a bus stop on the sidewalk and bus lane matching up.
|
||||
- Additionally, parking lanes without an adjacent driving lane or bus stops
|
||||
without any driving or bus lanes make no sense and should never occur.
|
||||
- Connectivity -- any sidewalk should be reachable from any other, and most
|
||||
driving lanes should be accessible from any others. There are exceptions due
|
||||
to border intersections -- if a car spawns on a highway along the border of
|
||||
the map, it may be forced to disappear on the opposite border of the map, if
|
||||
the highway happens to not have any exits within the map boundary.
|
||||
|
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## Connectivity
|
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|
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For a single mode, each lane is connected to two intersections. Turns connect
|
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two lanes. There are no turns between sidewalks and driving/bike/bus lanes.
|
||||
|
||||
All buildings and parking lots have driveways. This must connect to a sidewalk,
|
||||
allowing pedestrians to enter/exit that object. The driveway OPTIONALLY connects
|
||||
to the nearest driveable lane. This allows cars to enter/exit that object for
|
||||
parking.
|
||||
|
||||
Public transit stops are located somewhere on a sidewalk. They're associated
|
||||
with a driveable position where the bus or train stops. In the future, this will
|
||||
need to account for dedicated surface-level platforms and for underground
|
||||
transit stations, likely associated with a building.
|
||||
|
||||
There's a concept of "parking blackholes." If you treat every road as
|
||||
bidirectional without access restrictions, then the graph is connected. But the
|
||||
more detailed view has to factor in one-way roads and things near the map
|
||||
border. These blackholes influence where cars will try to look for parking
|
||||
(since we don't want them entering a blackhole and getting stuck) and also, for
|
||||
temporary/unintentional reasons, where pedestrian<->bicycle transitions will
|
||||
happen.
|
@ -1,6 +1,23 @@
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# Importing
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Overview of the process. The importer tool.
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This chapter describes the process of transforming OSM extracts into A/B
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Street's map model. The steps are:
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|
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Don't be afraid of how complicated this seems. It started simple -- just bring
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in OSM roads, chop into pieces, generate turns.
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1. A large .osm file is clipped to a hand-drawn boundary region, using
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`osmconvert`
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2. The `convert_osm` crate reads the clipped `.osm`, and a bunch of optional
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supplementary files, and produces a `RawMap`
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3. Part of the `map_model` crate transforms the `RawMap` into the final `Map`
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4. Other applications read and use the `Map` file
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The `importer` crate orchestrates these steps, along with automatically
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downloading any missing input data.
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The rest of these sections describe each step in a bit more detail. Keeping the
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docs up-to-date is hard; the best reference is the code, which is hopefully
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organized clearly.
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Don't be afraid of how complicated this pipeline seems -- each step is
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relatively simple. If it helps, imagine how this started -- just chop up OSM
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ways into road segments, infer lanes for each road, and infer turns between the
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lanes.
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@ -1,46 +1,43 @@
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# From OSM to RawMap (`convert_osm` crate)
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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 `RawMap`. Importing all maps (one for each pre-defined
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bounding polygon) takes a few minutes. Players don't see this cost; it only
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takes a few seconds to load a serialized map.
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producing a serialized `RawMap`.
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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, try to trace along the map boundary if the
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partial area intersects the boundary in a clear way. Otherwise, just use a
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straight line to try to close off the 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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- 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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- Apply turn restrictions between roads here. Since OSM ways cross many
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intersections, the turn restrictions only apply to one particular road
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segment that gets created from the way. Make sure the destination of the
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restriction is actually incident to a particular source road.
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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.
|
||||
- Area polygons are intersected with the boundary polygon using the `clipping`
|
||||
crate
|
||||
- `lib.rs`: Remove cul-de-sacs (roads that begin and end at the same
|
||||
intersection), because they mess up parking hints and pathfinding.
|
||||
- `lib.rs`: Apply parking hints from a King County GIS blockface dataset
|
||||
- Match each blockface to the nearest edge of a road
|
||||
- Interpret the metadata to assign on-street parking there or not
|
||||
- `lib.rs`: Apply offstreet parking hints from a King County GIS dataset
|
||||
- Match each point to the building containing it, plumbing through the number
|
||||
of spots
|
||||
- `lib.rs`: **Disabled**: Apply sidewalk presence hints from a King County GIS
|
||||
dataset
|
||||
- Match each sidewalk line to the nearest edge of a road
|
||||
- Update the road to have a sidewalk on none, one, or both sides
|
||||
- `lib.rs` using the `srtm` module: Load (extremely poor quality) elevation data
|
||||
Only major steps are described; see the code for the rest.
|
||||
|
||||
## extract.rs
|
||||
|
||||
Read .osm, extracting the points for road-like ways, buildings, and areas
|
||||
|
||||
- Areas usually come from a relation of multiple ways, with the points out of
|
||||
order. Gluing all the points together fails when the .osm has some ways
|
||||
clipped out. In that case, try to trace along the map boundary if the partial
|
||||
area intersects the boundary in a clear way. Otherwise, just use a straight
|
||||
line to try to close off the polygon.
|
||||
- Also read traffic signal locations and turn restrictions between OSM ways
|
||||
|
||||
## split_ways.rs
|
||||
|
||||
Split OSM ways into road segments
|
||||
|
||||
- OSM ways cross many intersections, so treat points with multiple ways and the
|
||||
points at the beginning and end of a way as intersections, then split the way
|
||||
into road segments between two intersections.
|
||||
- This phase remembers which road segment is the beginning and end of the OSM
|
||||
way, for per-lane turn restrictions later
|
||||
- Apply turn restrictions between roads here. Since OSM ways cross many
|
||||
intersections, the turn restrictions only apply to one particular road segment
|
||||
that gets created from the way. Make sure the destination of the restriction
|
||||
is actually incident to a particular source road.
|
||||
|
||||
## clip
|
||||
|
||||
Clip the map to the boundary polygon
|
||||
|
||||
- `osmconvert` options preserve ways that cross the boundary
|
||||
- Trim roads that cross the boundary. There may be cases where a road dips out
|
||||
of bounds, then immediately comes back in. Disconnecting it isn't ideal, but
|
||||
it's better to manually tune the boundary polygon when this happens than try
|
||||
to preserve lots of out-of-bounds geometry.
|
||||
- Area polygons are intersected with the boundary polygon using the `clipping`
|
||||
crate
|
||||
|
Loading…
Reference in New Issue
Block a user