Commit Graph

10 Commits

Author SHA1 Message Date
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
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.
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.
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
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