start to organize turn creation code. just split driving/walking to

start; they don't share any logic
This commit is contained in:
Dustin Carlino 2020-07-20 10:55:51 -07:00
parent 9be94f9a70
commit b35122b328
3 changed files with 356 additions and 337 deletions

View File

@ -5,6 +5,7 @@ mod remove_disconnected;
pub mod traffic_signals;
mod transit;
pub mod turns;
mod walking_turns;
use crate::pathfind::Pathfinder;
use crate::raw::{OriginalIntersection, OriginalRoad, RawMap};

View File

@ -3,10 +3,16 @@ use crate::{
Intersection, IntersectionID, Lane, LaneID, LaneType, Road, RoadID, Turn, TurnID, TurnType,
};
use abstutil::{wraparound_get, Timer};
use geom::{Distance, Line, PolyLine, Pt2D, Ring};
use geom::{Distance, PolyLine, Pt2D};
use nbez::{Bez3o, BezCurve, Point2d};
use std::collections::{BTreeSet, HashMap, HashSet};
// create all possible cartesian product combos
// pare down based on LTs. if bike->bike, then rm bike->driving and driving->bike.
// pare down based on leftmost/rightmost
// pare down based on all the OSM things
// refine straight -> LCing
// TODO Add proper warnings when the geometry is too small to handle.
pub fn make_all_turns(
@ -20,7 +26,13 @@ pub fn make_all_turns(
let mut raw_turns: Vec<Turn> = Vec::new();
raw_turns.extend(make_vehicle_turns(i, roads, lanes));
raw_turns.extend(make_walking_turns(driving_side, i, roads, lanes, timer));
raw_turns.extend(crate::make::walking_turns::make_walking_turns(
driving_side,
i,
roads,
lanes,
timer,
));
let unique_turns = ensure_unique(raw_turns);
let mut final_turns: Vec<Turn> = Vec::new();
@ -294,345 +306,10 @@ fn make_vehicle_turns_for_dead_end(
result
}
fn make_walking_turns(
driving_side: DrivingSide,
i: &Intersection,
all_roads: &Vec<Road>,
lanes: &Vec<Lane>,
timer: &mut Timer,
) -> Vec<Turn> {
let roads: Vec<&Road> = i
.get_roads_sorted_by_incoming_angle(all_roads)
.into_iter()
.map(|id| &all_roads[id.0])
.collect();
let mut result: Vec<Turn> = Vec::new();
// I'm a bit confused when to do -1 and +1 honestly, but this works in practice. Angle sorting
// may be a little backwards.
let idx_offset = if driving_side == DrivingSide::Right {
-1
} else {
1
};
if roads.len() == 2 {
if let Some(turns) = make_degenerate_crosswalks(i.id, lanes, roads[0], roads[1]) {
result.extend(turns);
}
// TODO Argh, duplicate logic for SharedSidewalkCorners
for idx1 in 0..roads.len() {
if let Some(l1) = get_sidewalk(lanes, roads[idx1].incoming_lanes(i.id)) {
if let Some(l2) = get_sidewalk(
lanes,
abstutil::wraparound_get(&roads, (idx1 as isize) + idx_offset)
.outgoing_lanes(i.id),
) {
if l1.last_pt() != l2.first_pt() {
let geom = make_shared_sidewalk_corner(driving_side, i, l1, l2, timer);
result.push(Turn {
id: turn_id(i.id, l1.id, l2.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.clone(),
});
result.push(Turn {
id: turn_id(i.id, l2.id, l1.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.reversed(),
});
}
}
}
}
return result;
}
if roads.len() == 1 {
if let Some(l1) = get_sidewalk(lanes, roads[0].incoming_lanes(i.id)) {
if let Some(l2) = get_sidewalk(lanes, roads[0].outgoing_lanes(i.id)) {
let geom = make_shared_sidewalk_corner(driving_side, i, l1, l2, timer);
result.push(Turn {
id: turn_id(i.id, l1.id, l2.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.clone(),
});
result.push(Turn {
id: turn_id(i.id, l2.id, l1.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.reversed(),
});
}
}
return result;
}
for idx1 in 0..roads.len() {
if let Some(l1) = get_sidewalk(lanes, roads[idx1].incoming_lanes(i.id)) {
// Make the crosswalk to the other side
if let Some(l2) = get_sidewalk(lanes, roads[idx1].outgoing_lanes(i.id)) {
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
}
// Find the shared corner
if let Some(l2) = get_sidewalk(
lanes,
abstutil::wraparound_get(&roads, (idx1 as isize) + idx_offset).outgoing_lanes(i.id),
) {
if l1.last_pt() != l2.first_pt() {
let geom = make_shared_sidewalk_corner(driving_side, i, l1, l2, timer);
result.push(Turn {
id: turn_id(i.id, l1.id, l2.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.clone(),
});
result.push(Turn {
id: turn_id(i.id, l2.id, l1.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.reversed(),
});
}
} else if let Some(l2) = get_sidewalk(
lanes,
abstutil::wraparound_get(&roads, (idx1 as isize) + idx_offset).incoming_lanes(i.id),
) {
// Adjacent road is missing a sidewalk on the near side, but has one on the far
// side
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
} else {
// We may need to add a crosswalk over this intermediate road that has no
// sidewalks at all. There might be a few in the way -- think highway onramps.
// TODO Refactor and loop until we find something to connect it to?
if let Some(l2) = get_sidewalk(
lanes,
abstutil::wraparound_get(&roads, (idx1 as isize) + 2 * idx_offset)
.outgoing_lanes(i.id),
) {
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
} else if let Some(l2) = get_sidewalk(
lanes,
abstutil::wraparound_get(&roads, (idx1 as isize) + 2 * idx_offset)
.incoming_lanes(i.id),
) {
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
} else if roads.len() > 3 {
if let Some(l2) = get_sidewalk(
lanes,
abstutil::wraparound_get(&roads, (idx1 as isize) + 3 * idx_offset)
.outgoing_lanes(i.id),
) {
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
}
}
}
}
}
result
}
fn make_crosswalks(i: IntersectionID, l1: &Lane, l2: &Lane) -> Option<Vec<Turn>> {
let l1_pt = l1.endpoint(i);
let l2_pt = l2.endpoint(i);
// TODO Not sure this is always right.
let direction = if (l1.dst_i == i) == (l2.dst_i == i) {
-1.0
} else {
1.0
};
// Jut out a bit into the intersection, cross over, then jut back in. Assumes sidewalks are the
// same width.
let line = Line::new(l1_pt, l2_pt)?.shift_either_direction(direction * l1.width / 2.0);
let geom_fwds = PolyLine::deduping_new(vec![l1_pt, line.pt1(), line.pt2(), l2_pt]).ok()?;
Some(vec![
Turn {
id: turn_id(i, l1.id, l2.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: vec![turn_id(i, l2.id, l1.id)].into_iter().collect(),
geom: geom_fwds.clone(),
},
Turn {
id: turn_id(i, l2.id, l1.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: vec![turn_id(i, l1.id, l2.id)].into_iter().collect(),
geom: geom_fwds.reversed(),
},
])
}
// Only one physical crosswalk for degenerate intersections, right in the middle.
fn make_degenerate_crosswalks(
i: IntersectionID,
lanes: &Vec<Lane>,
r1: &Road,
r2: &Road,
) -> Option<impl Iterator<Item = Turn>> {
let l1_in = get_sidewalk(lanes, r1.incoming_lanes(i))?;
let l1_out = get_sidewalk(lanes, r1.outgoing_lanes(i))?;
let l2_in = get_sidewalk(lanes, r2.incoming_lanes(i))?;
let l2_out = get_sidewalk(lanes, r2.outgoing_lanes(i))?;
let pt1 = Line::new(l1_in.last_pt(), l2_out.first_pt())?.percent_along(0.5)?;
let pt2 = Line::new(l1_out.first_pt(), l2_in.last_pt())?.percent_along(0.5)?;
if pt1 == pt2 {
return None;
}
let mut all_ids = BTreeSet::new();
all_ids.insert(turn_id(i, l1_in.id, l1_out.id));
all_ids.insert(turn_id(i, l1_out.id, l1_in.id));
all_ids.insert(turn_id(i, l2_in.id, l2_out.id));
all_ids.insert(turn_id(i, l2_out.id, l2_in.id));
Some(
vec![
Turn {
id: turn_id(i, l1_in.id, l1_out.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: all_ids.clone(),
geom: PolyLine::deduping_new(vec![l1_in.last_pt(), pt1, pt2, l1_out.first_pt()])
.ok()?,
},
Turn {
id: turn_id(i, l1_out.id, l1_in.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: all_ids.clone(),
geom: PolyLine::deduping_new(vec![l1_out.first_pt(), pt2, pt1, l1_in.last_pt()])
.ok()?,
},
Turn {
id: turn_id(i, l2_in.id, l2_out.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: all_ids.clone(),
geom: PolyLine::deduping_new(vec![l2_in.last_pt(), pt2, pt1, l2_out.first_pt()])
.ok()?,
},
Turn {
id: turn_id(i, l2_out.id, l2_in.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: all_ids.clone(),
geom: PolyLine::deduping_new(vec![l2_out.first_pt(), pt1, pt2, l2_in.last_pt()])
.ok()?,
},
]
.into_iter()
.map(|mut t| {
t.other_crosswalk_ids.remove(&t.id);
t
}),
)
}
fn make_shared_sidewalk_corner(
driving_side: DrivingSide,
i: &Intersection,
l1: &Lane,
l2: &Lane,
timer: &mut Timer,
) -> PolyLine {
let baseline = PolyLine::must_new(vec![l1.last_pt(), l2.first_pt()]);
// Find all of the points on the intersection polygon between the two sidewalks. Assumes
// sidewalks are the same length.
let corner1 = driving_side
.right_shift_line(l1.last_line(), l1.width / 2.0)
.pt2();
let corner2 = driving_side
.right_shift_line(l2.first_line(), l2.width / 2.0)
.pt1();
// TODO Something like this will be MUCH simpler and avoid going around the long way sometimes.
if false {
return Ring::must_new(i.polygon.points().clone()).get_shorter_slice_btwn(corner1, corner2);
}
// The order of the points here seems backwards, but it's because we scan from corner2
// to corner1 below.
let mut pts_between = vec![l2.first_pt()];
// Intersection polygons are constructed in clockwise order, so do corner2 to corner1.
let mut i_pts = i.polygon.points().clone();
if driving_side == DrivingSide::Left {
i_pts.reverse();
}
if let Some(pts) = Pt2D::find_pts_between(&i_pts, corner2, corner1, Distance::meters(0.5)) {
let mut deduped = pts.clone();
deduped.dedup();
if deduped.len() >= 2 {
if abstutil::contains_duplicates(&deduped.iter().map(|pt| pt.to_hashable()).collect()) {
timer.warn(format!(
"SharedSidewalkCorner between {} and {} has weird duplicate geometry, so just \
doing straight line",
l1.id, l2.id
));
return baseline;
}
pts_between.extend(
driving_side
.right_shift(PolyLine::must_new(deduped), l1.width / 2.0)
.points(),
);
}
}
pts_between.push(l1.last_pt());
pts_between.reverse();
// Pretty big smoothing; I'm observing funky backtracking about 0.5m long.
let mut final_pts = Pt2D::approx_dedupe(pts_between.clone(), Distance::meters(1.0));
if final_pts.len() < 2 {
timer.warn(format!(
"SharedSidewalkCorner between {} and {} couldn't do final smoothing",
l1.id, l2.id
));
final_pts = pts_between;
final_pts.dedup()
}
// The last point might be removed as a duplicate, but we want the start/end to exactly match
// up at least.
if *final_pts.last().unwrap() != l2.first_pt() {
final_pts.pop();
final_pts.push(l2.first_pt());
}
if abstutil::contains_duplicates(&final_pts.iter().map(|pt| pt.to_hashable()).collect()) {
timer.warn(format!(
"SharedSidewalkCorner between {} and {} has weird duplicate geometry, so just doing \
straight line",
l1.id, l2.id
));
return baseline;
}
let result = PolyLine::must_new(final_pts);
if result.length() > 10.0 * baseline.length() {
timer.warn(format!(
"SharedSidewalkCorner between {} and {} explodes to {} long, so just doing straight \
line",
l1.id,
l2.id,
result.length()
));
return baseline;
}
result
}
fn turn_id(parent: IntersectionID, src: LaneID, dst: LaneID) -> TurnID {
TurnID { parent, src, dst }
}
fn get_sidewalk<'a>(lanes: &'a Vec<Lane>, children: &Vec<(LaneID, LaneType)>) -> Option<&'a Lane> {
for (id, lt) in children {
if *lt == LaneType::Sidewalk {
return Some(&lanes[id.0]);
}
}
None
}
fn filter_vehicle_lanes(lanes: &Vec<(LaneID, LaneType)>, preferred: LaneType) -> Vec<LaneID> {
let list = filter_lanes(lanes, preferred);
if !list.is_empty() || preferred == LaneType::LightRail {

View File

@ -0,0 +1,341 @@
use crate::raw::DrivingSide;
use crate::{Intersection, IntersectionID, Lane, LaneID, LaneType, Road, Turn, TurnID, TurnType};
use abstutil::{wraparound_get, Timer};
use geom::{Distance, Line, PolyLine, Pt2D, Ring};
use std::collections::BTreeSet;
pub fn make_walking_turns(
driving_side: DrivingSide,
i: &Intersection,
all_roads: &Vec<Road>,
lanes: &Vec<Lane>,
timer: &mut Timer,
) -> Vec<Turn> {
let roads: Vec<&Road> = i
.get_roads_sorted_by_incoming_angle(all_roads)
.into_iter()
.map(|id| &all_roads[id.0])
.collect();
let mut result: Vec<Turn> = Vec::new();
// I'm a bit confused when to do -1 and +1 honestly, but this works in practice. Angle sorting
// may be a little backwards.
let idx_offset = if driving_side == DrivingSide::Right {
-1
} else {
1
};
if roads.len() == 2 {
if let Some(turns) = make_degenerate_crosswalks(i.id, lanes, roads[0], roads[1]) {
result.extend(turns);
}
// TODO Argh, duplicate logic for SharedSidewalkCorners
for idx1 in 0..roads.len() {
if let Some(l1) = get_sidewalk(lanes, roads[idx1].incoming_lanes(i.id)) {
if let Some(l2) = get_sidewalk(
lanes,
wraparound_get(&roads, (idx1 as isize) + idx_offset).outgoing_lanes(i.id),
) {
if l1.last_pt() != l2.first_pt() {
let geom = make_shared_sidewalk_corner(driving_side, i, l1, l2, timer);
result.push(Turn {
id: turn_id(i.id, l1.id, l2.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.clone(),
});
result.push(Turn {
id: turn_id(i.id, l2.id, l1.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.reversed(),
});
}
}
}
}
return result;
}
if roads.len() == 1 {
if let Some(l1) = get_sidewalk(lanes, roads[0].incoming_lanes(i.id)) {
if let Some(l2) = get_sidewalk(lanes, roads[0].outgoing_lanes(i.id)) {
let geom = make_shared_sidewalk_corner(driving_side, i, l1, l2, timer);
result.push(Turn {
id: turn_id(i.id, l1.id, l2.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.clone(),
});
result.push(Turn {
id: turn_id(i.id, l2.id, l1.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.reversed(),
});
}
}
return result;
}
for idx1 in 0..roads.len() {
if let Some(l1) = get_sidewalk(lanes, roads[idx1].incoming_lanes(i.id)) {
// Make the crosswalk to the other side
if let Some(l2) = get_sidewalk(lanes, roads[idx1].outgoing_lanes(i.id)) {
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
}
// Find the shared corner
if let Some(l2) = get_sidewalk(
lanes,
wraparound_get(&roads, (idx1 as isize) + idx_offset).outgoing_lanes(i.id),
) {
if l1.last_pt() != l2.first_pt() {
let geom = make_shared_sidewalk_corner(driving_side, i, l1, l2, timer);
result.push(Turn {
id: turn_id(i.id, l1.id, l2.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.clone(),
});
result.push(Turn {
id: turn_id(i.id, l2.id, l1.id),
turn_type: TurnType::SharedSidewalkCorner,
other_crosswalk_ids: BTreeSet::new(),
geom: geom.reversed(),
});
}
} else if let Some(l2) = get_sidewalk(
lanes,
wraparound_get(&roads, (idx1 as isize) + idx_offset).incoming_lanes(i.id),
) {
// Adjacent road is missing a sidewalk on the near side, but has one on the far
// side
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
} else {
// We may need to add a crosswalk over this intermediate road that has no
// sidewalks at all. There might be a few in the way -- think highway onramps.
// TODO Refactor and loop until we find something to connect it to?
if let Some(l2) = get_sidewalk(
lanes,
wraparound_get(&roads, (idx1 as isize) + 2 * idx_offset).outgoing_lanes(i.id),
) {
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
} else if let Some(l2) = get_sidewalk(
lanes,
wraparound_get(&roads, (idx1 as isize) + 2 * idx_offset).incoming_lanes(i.id),
) {
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
} else if roads.len() > 3 {
if let Some(l2) = get_sidewalk(
lanes,
wraparound_get(&roads, (idx1 as isize) + 3 * idx_offset)
.outgoing_lanes(i.id),
) {
result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
}
}
}
}
}
result
}
fn make_crosswalks(i: IntersectionID, l1: &Lane, l2: &Lane) -> Option<Vec<Turn>> {
let l1_pt = l1.endpoint(i);
let l2_pt = l2.endpoint(i);
// TODO Not sure this is always right.
let direction = if (l1.dst_i == i) == (l2.dst_i == i) {
-1.0
} else {
1.0
};
// Jut out a bit into the intersection, cross over, then jut back in. Assumes sidewalks are the
// same width.
let line = Line::new(l1_pt, l2_pt)?.shift_either_direction(direction * l1.width / 2.0);
let geom_fwds = PolyLine::deduping_new(vec![l1_pt, line.pt1(), line.pt2(), l2_pt]).ok()?;
Some(vec![
Turn {
id: turn_id(i, l1.id, l2.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: vec![turn_id(i, l2.id, l1.id)].into_iter().collect(),
geom: geom_fwds.clone(),
},
Turn {
id: turn_id(i, l2.id, l1.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: vec![turn_id(i, l1.id, l2.id)].into_iter().collect(),
geom: geom_fwds.reversed(),
},
])
}
// Only one physical crosswalk for degenerate intersections, right in the middle.
fn make_degenerate_crosswalks(
i: IntersectionID,
lanes: &Vec<Lane>,
r1: &Road,
r2: &Road,
) -> Option<impl Iterator<Item = Turn>> {
let l1_in = get_sidewalk(lanes, r1.incoming_lanes(i))?;
let l1_out = get_sidewalk(lanes, r1.outgoing_lanes(i))?;
let l2_in = get_sidewalk(lanes, r2.incoming_lanes(i))?;
let l2_out = get_sidewalk(lanes, r2.outgoing_lanes(i))?;
let pt1 = Line::new(l1_in.last_pt(), l2_out.first_pt())?.percent_along(0.5)?;
let pt2 = Line::new(l1_out.first_pt(), l2_in.last_pt())?.percent_along(0.5)?;
if pt1 == pt2 {
return None;
}
let mut all_ids = BTreeSet::new();
all_ids.insert(turn_id(i, l1_in.id, l1_out.id));
all_ids.insert(turn_id(i, l1_out.id, l1_in.id));
all_ids.insert(turn_id(i, l2_in.id, l2_out.id));
all_ids.insert(turn_id(i, l2_out.id, l2_in.id));
Some(
vec![
Turn {
id: turn_id(i, l1_in.id, l1_out.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: all_ids.clone(),
geom: PolyLine::deduping_new(vec![l1_in.last_pt(), pt1, pt2, l1_out.first_pt()])
.ok()?,
},
Turn {
id: turn_id(i, l1_out.id, l1_in.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: all_ids.clone(),
geom: PolyLine::deduping_new(vec![l1_out.first_pt(), pt2, pt1, l1_in.last_pt()])
.ok()?,
},
Turn {
id: turn_id(i, l2_in.id, l2_out.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: all_ids.clone(),
geom: PolyLine::deduping_new(vec![l2_in.last_pt(), pt2, pt1, l2_out.first_pt()])
.ok()?,
},
Turn {
id: turn_id(i, l2_out.id, l2_in.id),
turn_type: TurnType::Crosswalk,
other_crosswalk_ids: all_ids.clone(),
geom: PolyLine::deduping_new(vec![l2_out.first_pt(), pt1, pt2, l2_in.last_pt()])
.ok()?,
},
]
.into_iter()
.map(|mut t| {
t.other_crosswalk_ids.remove(&t.id);
t
}),
)
}
fn make_shared_sidewalk_corner(
driving_side: DrivingSide,
i: &Intersection,
l1: &Lane,
l2: &Lane,
timer: &mut Timer,
) -> PolyLine {
let baseline = PolyLine::must_new(vec![l1.last_pt(), l2.first_pt()]);
// Find all of the points on the intersection polygon between the two sidewalks. Assumes
// sidewalks are the same length.
let corner1 = driving_side
.right_shift_line(l1.last_line(), l1.width / 2.0)
.pt2();
let corner2 = driving_side
.right_shift_line(l2.first_line(), l2.width / 2.0)
.pt1();
// TODO Something like this will be MUCH simpler and avoid going around the long way sometimes.
if false {
return Ring::must_new(i.polygon.points().clone()).get_shorter_slice_btwn(corner1, corner2);
}
// The order of the points here seems backwards, but it's because we scan from corner2
// to corner1 below.
let mut pts_between = vec![l2.first_pt()];
// Intersection polygons are constructed in clockwise order, so do corner2 to corner1.
let mut i_pts = i.polygon.points().clone();
if driving_side == DrivingSide::Left {
i_pts.reverse();
}
if let Some(pts) = Pt2D::find_pts_between(&i_pts, corner2, corner1, Distance::meters(0.5)) {
let mut deduped = pts.clone();
deduped.dedup();
if deduped.len() >= 2 {
if abstutil::contains_duplicates(&deduped.iter().map(|pt| pt.to_hashable()).collect()) {
timer.warn(format!(
"SharedSidewalkCorner between {} and {} has weird duplicate geometry, so just \
doing straight line",
l1.id, l2.id
));
return baseline;
}
pts_between.extend(
driving_side
.right_shift(PolyLine::must_new(deduped), l1.width / 2.0)
.points(),
);
}
}
pts_between.push(l1.last_pt());
pts_between.reverse();
// Pretty big smoothing; I'm observing funky backtracking about 0.5m long.
let mut final_pts = Pt2D::approx_dedupe(pts_between.clone(), Distance::meters(1.0));
if final_pts.len() < 2 {
timer.warn(format!(
"SharedSidewalkCorner between {} and {} couldn't do final smoothing",
l1.id, l2.id
));
final_pts = pts_between;
final_pts.dedup()
}
// The last point might be removed as a duplicate, but we want the start/end to exactly match
// up at least.
if *final_pts.last().unwrap() != l2.first_pt() {
final_pts.pop();
final_pts.push(l2.first_pt());
}
if abstutil::contains_duplicates(&final_pts.iter().map(|pt| pt.to_hashable()).collect()) {
timer.warn(format!(
"SharedSidewalkCorner between {} and {} has weird duplicate geometry, so just doing \
straight line",
l1.id, l2.id
));
return baseline;
}
let result = PolyLine::must_new(final_pts);
if result.length() > 10.0 * baseline.length() {
timer.warn(format!(
"SharedSidewalkCorner between {} and {} explodes to {} long, so just doing straight \
line",
l1.id,
l2.id,
result.length()
));
return baseline;
}
result
}
fn turn_id(parent: IntersectionID, src: LaneID, dst: LaneID) -> TurnID {
TurnID { parent, src, dst }
}
fn get_sidewalk<'a>(lanes: &'a Vec<Lane>, children: &Vec<(LaneID, LaneType)>) -> Option<&'a Lane> {
for (id, lt) in children {
if *lt == LaneType::Sidewalk {
return Some(&lanes[id.0]);
}
}
None
}