# TODO - Map quality ## Geometry - bad polyline shifting remains... sr176 - generalized_trim_back - breaks down when we have jagged lane endings due to polyline shift angle correction - sometimes a lane polyline hits the perpendicular of a trimmed road! where was this happening? - handle small roads again somehow? - VERY overeager... ate half of the map - can we capture snapshots of incremental changes? - save initial map at every step, be able to load raw + initial with a focus point - deal with loop roads - manually draw a picture of the weird intersection to see what would look reasonable. i think we need original road bands from deleted stuff to make decent polygons. - model U-turns - degenerate-2's should only have one crosswalk - then make them thinner - ped paths through sidewalk corners are totally broken - calculate the better paths first, then make the corner geometry from that? - car turns often clip sidewalk corners now - figure out what to do about yellow center lines - intersections on one-ways look weird - yellow and white lines intersect cars and turn icons and such - who should own drawing them? ## More data - lanes: https://data-seattlecitygis.opendata.arcgis.com/datasets/49d417979fec452981a068ca078e7070_3 - not filled out for most streets - traffic circles: https://data-seattlecitygis.opendata.arcgis.com/datasets/717b10434d4945658355eba78b66971a_6 - https://data-seattlecitygis.opendata.arcgis.com/datasets/sidewalks - disagrees with OSM road centers sometimes - https://data-seattlecitygis.opendata.arcgis.com/datasets/curb-ramps - high quality thick roads: https://seattlecitygis.maps.arcgis.com/apps/webappviewer/index.html?id=86cb6824307c4d63b8e180ebcff58ce2 - OSM has footways - but theyre not marked everywhere - and theyre hard to associate with roads (sometimes need to infer a planter strip) - draw ALL water and greenery areas - draw benches, bike racks - render trees - look for current stop sign priorities - https://gis-kingcounty.opendata.arcgis.com/datasets/traffic-signs--sign-point/ ## Low-priority geometry issues - if building front path intersects another building, then scrap that building. - or wait, just require bldgs to be even closer to sidewalk first. - need to do polygon vs polygon check! - will need to speed it up with quadtree containing entire buildings. make sure these are easy to use. - can we make OSM buildings with holes? - experiment with https://docs.rs/clipping/0.1.1/clipping/gh/struct.CPolygon.html and https://github.com/21re/rust-geo-booleanop ## More problems to fix - Disconnected map - Some lane-changing model needed to determine this - Impossible turns (from a far bus lane to a crazy left) ## Release - publish the map data - stabilize the code except for sim