1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
use crate::{
    Direction, DrivingSide, Intersection, IntersectionID, Lane, LaneID, LaneType, Map, Road, Turn,
    TurnID, TurnType,
};
use abstutil::{wraparound_get, Timer};
use geom::{Distance, Line, PolyLine, Pt2D, Ring};
use std::collections::BTreeSet;

// Generate Crosswalk and SharedSidewalkCorner (places where two sidewalks directly meet) turns
pub fn make_walking_turns(map: &Map, i: &Intersection, timer: &mut Timer) -> Vec<Turn> {
    let driving_side = map.config.driving_side;
    let all_roads = map.all_roads();
    let lanes = map.all_lanes();

    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
}

// TODO Need to filter out extraneous crosswalks. Why weren't they being created before?
fn _new_make_walking_turns(
    driving_side: DrivingSide,
    i: &Intersection,
    all_roads: &Vec<Road>,
    all_lanes: &Vec<Lane>,
    timer: &mut Timer,
) -> Vec<Turn> {
    // Consider all roads in counter-clockwise order. Every road has up to two sidewalks. Gather
    // those in order, remembering what roads don't have them.
    let mut lanes: Vec<Option<&Lane>> = Vec::new();
    let mut num_sidewalks = 0;
    for r in i.get_roads_sorted_by_incoming_angle(all_roads) {
        let r = &all_roads[r.0];
        let mut fwd = None;
        let mut back = None;
        for (l, dir, lt) in r.lanes_ltr() {
            if lt == LaneType::Sidewalk || lt == LaneType::Shoulder {
                if dir == Direction::Fwd {
                    fwd = Some(&all_lanes[l.0]);
                } else {
                    back = Some(&all_lanes[l.0]);
                }
            }
        }
        if fwd.is_some() {
            num_sidewalks += 1;
        }
        if back.is_some() {
            num_sidewalks += 1;
        }
        let (in_lane, out_lane) = if r.src_i == i.id {
            (back, fwd)
        } else {
            (fwd, back)
        };
        lanes.push(in_lane);
        lanes.push(out_lane);
    }
    if num_sidewalks <= 1 {
        return Vec::new();
    }
    // Make sure we start with a sidewalk.
    while lanes[0].is_none() {
        lanes.rotate_left(1);
    }
    let mut result: Vec<Turn> = Vec::new();

    let mut from: Option<&Lane> = lanes[0];
    let first_from = from.unwrap().id;
    let mut adj = true;
    for l in lanes.iter().skip(1).chain(lanes.iter()) {
        if i.id.0 == 284 {
            println!(
                "looking at {:?}. from is {:?}, first_from is {}, adj is {}",
                l.map(|l| l.id),
                from.map(|l| l.id),
                first_from,
                adj
            );
        }

        if from.is_none() {
            from = *l;
            adj = true;
            continue;
        }
        let l1 = from.unwrap();

        if l.is_none() {
            adj = false;
            continue;
        }
        let l2 = l.unwrap();

        if adj && l1.parent != l2.parent {
            // Because of the order we go, have to swap l1 and l2 here. l1 is the outgoing, l2 the
            // incoming.
            let geom = make_shared_sidewalk_corner(driving_side, i, l2, l1, timer);
            result.push(Turn {
                id: turn_id(i.id, l1.id, l2.id),
                turn_type: TurnType::SharedSidewalkCorner,
                other_crosswalk_ids: BTreeSet::new(),
                geom: geom.reversed(),
            });
            result.push(Turn {
                id: turn_id(i.id, l2.id, l1.id),
                turn_type: TurnType::SharedSidewalkCorner,
                other_crosswalk_ids: BTreeSet::new(),
                geom,
            });

            from = Some(l2);
        // adj stays true
        } else {
            // TODO Just one for degenerate intersections
            result.extend(make_crosswalks(i.id, l1, l2).into_iter().flatten());
            from = Some(l2);
            adj = true;
        }

        // Have we made it all the way around?
        if first_from == from.unwrap().id {
            break;
        }
    }

    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<Vec<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
        })
        .collect(),
    )
}

// TODO This doesn't handle sidewalk/shoulder transitions
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 = l1.last_line().shift_right(l1.width / 2.0).pt2();
    let corner2 = l2.first_line().shift_right(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(
                PolyLine::must_new(deduped)
                    .must_shift_right(l1.width.min(l2.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 || lt == LaneType::Shoulder {
            return Some(&lanes[id.0]);
        }
    }
    None
}