Dustin Carlino
9323b4dc37
Count throughput at border intersections #848
2022-02-03 14:29:50 +00:00
Dustin Carlino
f22590ae0c
Refactor MapBorders, used to snap trips starting/ending off-map to a
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border. Try weighting by road classification. #848
No behavioral change for anything except UK scenarios. Still not
regenerating those.
2022-02-03 14:20:03 +00:00
Dustin Carlino
b93850406f
Revive efforts on the generic desire line -> scenario pipeline. Include desire lines for zones that don't intersect the map boundary at all, with very simple border intersection snapping.
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Note this changes all UK scenarios, but I'm not going to regenerate any
of them and put in S3 until I'm getting decent results at least in
Manchester.
2022-02-02 16:28:49 +00:00
Dustin Carlino
b9872f6a46
Quickly compare Levenshulme sensor data to generated scenarios, from the console (I guess the UI isn't as useful as I expected yet)
2022-02-02 14:55:53 +00:00
Dustin Carlino
487e1ba870
Move traffic counting code into synthpop. In the short-term, I want to quickly check a generated demand model against sensor data. Eventually some kind of calibration may live in this crate. Regardless, counts aren't just a UI concept.
2022-02-02 14:24:02 +00:00
Dustin Carlino
0058f99da2
Mechanical rename of TripEndpoint::Bldg to ::Building, mostly to kick off a [rebuild] [release]
2022-01-30 18:27:36 +00:00
Dustin Carlino
3d33d2743b
Document the new synthpop crate.
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I regenerated some scenarios; no diff. The prebaked summaries change a
bit, but not the prebaked results -- not sure, but going to proceed.
2022-01-28 13:13:43 +00:00
Dustin Carlino
9845d9cae1
Implement the two public TripEndpoint methods in synthpop, but without needing to drag in SidewalkSpot and DrivingGoal
2022-01-28 13:13:43 +00:00
Dustin Carlino
3f8689b9ea
Rearrange methods defined on Scenario that're only for the sim crate
2022-01-28 13:13:43 +00:00
Dustin Carlino
e45a5181db
Split the "input" layer of the sim crate into a synthetic population
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crate, in preparation for future focus on travel demand models that
incorporate more per-person info.
Note: I'm also a bit tempted to try to further split sim into a
"high-level" layer that orchestrates spawning and different legs of a
trip, from the "low-level" layer that moves pedestrians and vehicles.
That could _possibly_ pave the way for someday using a different traffic
simulation backend with more realistic movement mechanics.
Step 1: just get the synthpop crate to build
2022-01-28 13:13:43 +00:00