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https://github.com/a-b-street/abstreet.git
synced 2024-11-24 01:15:12 +03:00
Add a layer showing pedestrian density.
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16e539a77c
commit
a229bf9385
@ -109,6 +109,7 @@ impl PickLayer {
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btn("throughput", Key::T),
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btn("traffic jams", Key::J),
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btn("cycling activity", Key::B),
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btn("pedestrian crowding", Key::C),
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]),
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Widget::col(vec![
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"Map".text_widget(ctx),
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@ -178,6 +179,9 @@ impl State<App> for PickLayer {
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"delay" => {
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app.primary.layer = Some(Box::new(traffic::Delay::new(ctx, app)));
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}
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"pedestrian crowding" => {
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app.primary.layer = Some(Box::new(traffic::PedestrianCrowding::new(ctx, app)));
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}
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"steep streets" => {
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app.primary.layer = Some(Box::new(elevation::SteepStreets::new(ctx, app)));
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}
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@ -6,7 +6,7 @@ use maplit::btreeset;
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use abstutil::{prettyprint_usize, Counter};
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use geom::{Circle, Distance, Duration, Percent, Polygon, Pt2D, Time};
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use map_gui::render::unzoomed_agent_radius;
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use map_gui::tools::{ColorLegend, ColorNetwork, DivergingScale};
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use map_gui::tools::{ColorDiscrete, ColorLegend, ColorNetwork, DivergingScale};
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use map_gui::ID;
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use map_model::{IntersectionID, Map, Traversable};
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use sim::{AgentType, VehicleType};
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@ -622,6 +622,86 @@ impl Delay {
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}
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}
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pub struct PedestrianCrowding {
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time: Time,
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draw: ToggleZoomed,
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panel: Panel,
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}
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impl Layer for PedestrianCrowding {
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fn name(&self) -> Option<&'static str> {
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Some("pedestrian crowding")
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}
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fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Option<LayerOutcome> {
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if app.primary.sim.time() != self.time {
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*self = Self::new(ctx, app);
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}
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if let Outcome::Clicked(x) = self.panel.event(ctx) {
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match x.as_ref() {
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"close" => {
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return Some(LayerOutcome::Close);
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}
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_ => unreachable!(),
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}
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}
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None
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}
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fn draw(&self, g: &mut GfxCtx, _: &App) {
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self.panel.draw(g);
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self.draw.draw(g);
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}
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fn draw_minimap(&self, g: &mut GfxCtx) {
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g.redraw(&self.draw.unzoomed);
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}
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}
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impl PedestrianCrowding {
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pub fn new(ctx: &mut EventCtx, app: &App) -> Self {
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let categories = vec![
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("< 1", app.cs.good_to_bad_red.eval(0.0)),
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("1 - 1.5", app.cs.good_to_bad_red.eval(0.3)),
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("1.5 - 2.0", app.cs.good_to_bad_red.eval(0.6)),
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("> 2", app.cs.good_to_bad_red.eval(1.0)),
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];
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let mut colorer = ColorDiscrete::new(app, categories);
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fn bucket(x: f64) -> &'static str {
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if x < 1.0 {
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"< 1"
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} else if x <= 1.5 {
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"1 - 1.5"
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} else if x <= 2.0 {
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"1.5 - 2.0"
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} else {
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"> 2"
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}
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}
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let (roads, intersections) = app.primary.sim.get_pedestrian_density(&app.primary.map);
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for (r, density) in roads {
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colorer.add_r(r, bucket(density));
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}
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for (i, density) in intersections {
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colorer.add_i(i, bucket(density));
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}
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let (draw, legend) = colorer.build(ctx);
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Self {
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time: app.primary.sim.time(),
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draw,
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panel: Panel::new_builder(Widget::col(vec![
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header(ctx, "Pedestrian crowding"),
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"(people / m^2)".text_widget(ctx),
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legend,
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]))
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.aligned_pair(PANEL_PLACEMENT)
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.build(ctx),
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}
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}
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}
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fn export_throughput(app: &App) -> Result<(String, String)> {
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let path1 = format!(
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"road_throughput_{}_{}.csv",
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@ -8,6 +8,7 @@ use widgetry::{Color, EventCtx, Fill, GeomBatch, Line, LinearGradient, Text, Wid
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use crate::AppLike;
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// TODO Tooltips would almost be nice, for cases like pedestrian crowding
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pub struct ColorDiscrete<'a> {
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map: &'a Map,
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// pub so callers can add stuff in before building
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@ -5,8 +5,8 @@ use serde::{Deserialize, Serialize};
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use abstutil::{deserialize_multimap, serialize_multimap, FixedMap, IndexableKey, MultiMap};
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use geom::{Distance, Duration, Line, PolyLine, Speed, Time};
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use map_model::{
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BuildingID, DrivingSide, Map, ParkingLotID, Path, PathConstraints, PathStep, TransitRouteID,
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Traversable,
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BuildingID, DrivingSide, IntersectionID, Map, ParkingLotID, Path, PathConstraints, PathStep,
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RoadID, TransitRouteID, Traversable,
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};
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use crate::sim::Ctx;
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@ -625,6 +625,35 @@ impl WalkingSimState {
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}
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}
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}
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pub fn get_pedestrian_density(
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&self,
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map: &Map,
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) -> (BTreeMap<RoadID, f64>, BTreeMap<IntersectionID, f64>) {
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let mut roads = BTreeMap::new();
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let mut intersections = BTreeMap::new();
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for (traversable, peds) in self.peds_per_traversable.borrow() {
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if peds.is_empty() {
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continue;
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}
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let density = (peds.len() as f64) / area(map, *traversable);
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match traversable {
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Traversable::Lane(l) => {
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let entry = roads.entry(l.road).or_insert(0.0);
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if *entry < density {
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*entry = density;
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}
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}
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Traversable::Turn(t) => {
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let entry = intersections.entry(t.parent).or_insert(0.0);
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if *entry < density {
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*entry = density;
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}
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}
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}
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}
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(roads, intersections)
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}
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}
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#[derive(Serialize, Deserialize, Clone)]
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@ -995,20 +1024,9 @@ fn crowdedness_penalty(
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traversable: Traversable,
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peds_per_traversable: &MultiMap<Traversable, PedestrianID>,
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) -> f64 {
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// 1) How many people are in the space
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let num_people = peds_per_traversable.get(traversable).len();
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// 2) The length of the sidewalk or crosswalk
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let len = traversable.get_polyline(map).length();
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// 3) The width of the space
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let width = match traversable {
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// Sidewalk
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Traversable::Lane(l) => map.get_l(l).width,
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// For crosswalks, the thinner of the two sidewalks being connected
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Traversable::Turn(t) => map.get_l(t.src).width.min(map.get_l(t.dst).width),
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};
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// Person per area, assuming everyone's equally spread out
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let people_per_sq_m = (num_people as f64) / (width.inner_meters() * len.inner_meters());
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// Assume everyone's equally spread out
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let people_per_sq_m = (num_people as f64) / area(map, traversable);
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// Based on eyeballing images from
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// https://www.gkstill.com/Support/crowd-density/CrowdDensity-1.html, let's use a fixed
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// threshold of 1.5 people per square meter as "crowded" and slow them down by half.
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@ -1018,3 +1036,17 @@ fn crowdedness_penalty(
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}
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0.5
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}
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// In m^2
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fn area(map: &Map, traversable: Traversable) -> f64 {
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// The length of the sidewalk or crosswalk
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let len = traversable.get_polyline(map).length();
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// The width of the space
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let width = match traversable {
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// Sidewalk
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Traversable::Lane(l) => map.get_l(l).width,
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// For crosswalks, the thinner of the two sidewalks being connected
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Traversable::Turn(t) => map.get_l(t.src).width.min(map.get_l(t.dst).width),
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};
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width.inner_meters() * len.inner_meters()
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}
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@ -7,8 +7,8 @@ use std::collections::{BTreeMap, BTreeSet};
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use abstutil::Counter;
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use geom::{Distance, Duration, PolyLine, Pt2D, Time};
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use map_model::{
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BuildingID, IntersectionID, Lane, LaneID, Map, Path, Position, TransitRouteID, TransitStopID,
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Traversable, TurnID,
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BuildingID, IntersectionID, Lane, LaneID, Map, Path, Position, RoadID, TransitRouteID,
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TransitStopID, Traversable, TurnID,
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};
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use synthpop::{OrigPersonID, Scenario, TripMode};
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@ -452,6 +452,15 @@ impl Sim {
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pub fn get_highlighted_people(&self) -> &Option<BTreeSet<PersonID>> {
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&self.highlighted_people
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}
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/// Returns people / m^2. Roads have up to two sidewalks and intersections have many crossings
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/// -- take the max density along any one.
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pub fn get_pedestrian_density(
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&self,
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map: &Map,
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) -> (BTreeMap<RoadID, f64>, BTreeMap<IntersectionID, f64>) {
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self.walking.get_pedestrian_density(map)
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}
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}
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// Drawing
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