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Derp, crosswalks on left-handed driving maps were always just outside the intersections. This made for some crazy traffic signals, since the crosswalk never conflicted with any turn.
Don't regenerate yet, because I have one more of these...
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@ -89,7 +89,11 @@ pub fn make_walking_turns(map: &Map, i: &Intersection) -> Vec<Turn> {
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if let Some(l1) = get_sidewalk(lanes, roads[idx1].incoming_lanes(i.id)) {
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// Make the crosswalk to the other side
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if let Some(l2) = get_sidewalk(lanes, roads[idx1].outgoing_lanes(i.id)) {
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result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
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result.extend(
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make_crosswalks(i.id, l1, l2, driving_side)
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.into_iter()
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.flatten(),
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);
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}
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// Find the shared corner
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@ -118,7 +122,11 @@ pub fn make_walking_turns(map: &Map, i: &Intersection) -> Vec<Turn> {
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) {
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// Adjacent road is missing a sidewalk on the near side, but has one on the far
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// side
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result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
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result.extend(
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make_crosswalks(i.id, l1, l2, driving_side)
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.into_iter()
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.flatten(),
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);
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} else {
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// We may need to add a crosswalk over this intermediate road that has no
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// sidewalks at all. There might be a few in the way -- think highway onramps.
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@ -127,19 +135,31 @@ pub fn make_walking_turns(map: &Map, i: &Intersection) -> Vec<Turn> {
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lanes,
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wraparound_get(&roads, (idx1 as isize) + 2 * idx_offset).outgoing_lanes(i.id),
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) {
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result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
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result.extend(
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make_crosswalks(i.id, l1, l2, driving_side)
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.into_iter()
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.flatten(),
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);
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} else if let Some(l2) = get_sidewalk(
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lanes,
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wraparound_get(&roads, (idx1 as isize) + 2 * idx_offset).incoming_lanes(i.id),
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) {
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result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
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result.extend(
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make_crosswalks(i.id, l1, l2, driving_side)
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.into_iter()
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.flatten(),
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);
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} else if roads.len() > 3 {
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if let Some(l2) = get_sidewalk(
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lanes,
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wraparound_get(&roads, (idx1 as isize) + 3 * idx_offset)
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.outgoing_lanes(i.id),
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) {
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result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
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result.extend(
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make_crosswalks(i.id, l1, l2, driving_side)
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.into_iter()
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.flatten(),
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);
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}
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}
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}
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@ -259,7 +279,11 @@ pub fn _make_walking_turns_v2(map: &Map, i: &Intersection) -> Vec<Turn> {
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// adj stays true
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} else {
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// TODO Just one for degenerate intersections
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result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
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result.extend(
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make_crosswalks(i.id, l1, l2, driving_side)
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.into_iter()
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.flatten(),
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);
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from = Some(l2);
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adj = true;
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}
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@ -312,15 +336,24 @@ fn make_footway_turns(map: &Map, i: &Intersection) -> Vec<Turn> {
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results
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}
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fn make_crosswalks(i: IntersectionID, l1: &Lane, l2: &Lane) -> Option<Vec<Turn>> {
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fn make_crosswalks(
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i: IntersectionID,
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l1: &Lane,
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l2: &Lane,
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driving_side: DrivingSide,
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) -> Option<Vec<Turn>> {
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let l1_pt = l1.endpoint(i);
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let l2_pt = l2.endpoint(i);
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// TODO Not sure this is always right.
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let direction = if (l1.dst_i == i) == (l2.dst_i == i) {
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// This is one of those uncomfortably "trial-and-error" kind of things.
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let mut direction = if (l1.dst_i == i) == (l2.dst_i == i) {
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-1.0
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} else {
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1.0
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};
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if driving_side == DrivingSide::Left {
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direction *= -1.0;
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}
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// Jut out a bit into the intersection, cross over, then jut back in. Assumes sidewalks are the
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// same width.
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let line = Line::new(l1_pt, l2_pt)?.shift_either_direction(direction * l1.width / 2.0);
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@ -4,7 +4,7 @@ use std::collections::VecDeque;
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use std::fmt;
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use anyhow::Result;
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use enumset::{EnumSet, EnumSetType};
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use enumset::EnumSetType;
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use serde::{Deserialize, Serialize};
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use geom::{Distance, Duration, PolyLine, Speed, EPSILON_DIST};
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