Crate map_model[][src]

map_model describes the world where simulations occur. Importing a map from OSM partly happens in convert_osm and here.

Helpful terminology:

Map objects are usually abbreviated in method names:

Modules

city
connectivity
edits

Once a Map exists, the player can edit it in the UI (producing MapEdits in-memory), then save the changes to a file (as PermanentMapEdits). See https://a-b-street.github.io/docs/map/edits.html.

make

See https://a-b-street.github.io/docs/map/importing/index.html for an overview. This module covers the RawMap->Map stage.

map

A bunch of (mostly read-only) queries on a Map.

objects
osm

Useful utilities for working with OpenStreetMap.

pathfind

Everything related to pathfinding through a map for different types of agents.

raw

The convert_osm crate produces a RawMap from OSM and other data. Storing this intermediate structure is useful to iterate quickly on parts of the map importing pipeline without having to constantly read .osm files, and to visualize the intermediate state with map_editor.

traversable

Structs

AccessRestrictions
Amenity

A business located inside a building.

Area

Areas are just used for drawing.

AreaID
Building

A building has connections to the road and sidewalk, may contain commercial amenities, and have off-street parking.

BuildingID
BusRoute
BusRouteID
BusStop
BusStopID
City

A single city (like Seattle) can be broken down into multiple boundary polygons (udistrict, ballard, downtown, etc). The load map screen uses this struct to display the entire city.

CompressedMovementID

This is cheaper to store than a MovementID. It simply indexes into the list of movements.

ControlStopSign
ControlTrafficSignal

A traffic signal consists of a sequence of Stages that repeat in a cycle. Most Stages last for a fixed duration. During a single Stage, some movements are protected (can proceed with the highest priority), while others are permitted (have to yield before proceeding).

DirectedRoadID
EditEffects
EditRoad
Intersection

An intersection connects roads. Most have >2 roads and are controlled by stop signs or traffic signals. Roads that lead to the boundary of the map end at border intersections, with only that one road attached.

IntersectionCluster

This only applies to VehiclePathfinder; walking through these intersections is nothing special.

IntersectionID
Lane

A road segment is broken down into individual lanes, which have a LaneType.

LaneID
LaneSpec
Map
MapConfig
MapEdits

Represents changes to a map. Note this isn’t serializable – that’s what PermanentMapEdits does.

Movement

A Movement groups all turns from one road to another, letting traffic signals operate at a higher level of abstraction. This is used for pathfinding and traffic signals currently; other places focus instead on turns.

MovementID

A movement is like a turn, but with less detail – it identifies a movement from one directed road to another. One road usually has 4 crosswalks, each a singleton Movement. We need all of the information here to keep each crosswalk separate.

NamePerLanguage

None corresponds to the native name

ParkingLot

Parking lots have some fixed capacity for cars, and are connected to a sidewalk and road.

ParkingLotID
Path
PathRequest
PathV2

A path between two endpoints for a particular mode. This representation is immutable and doesn’t prescribe specific lanes and turns to follow.

PermanentMapEdits

MapEdits are converted to this before serializing. Referencing things like LaneID in a Map won’t work if the basemap is rebuilt from new OSM data, so instead we use stabler OSM IDs that’re less likely to change.

Position

Represents a specific point some distance along a lane.

RawToMapOptions

Options for converting RawMaps to Maps.

Road

A Road represents a segment between exactly two Intersections. It contains Lanes as children.

RoadID
RoadWithStopSign
RoutingParams

Tuneable parameters for all types of routing.

Stage
Turn

A Turn leads from the end of one Lane to the start of another. (Except for pedestrians; sidewalks are bidirectional.)

TurnID

Turns are uniquely identified by their (src, dst) lanes and their parent intersection. Intersection is needed to distinguish crosswalks that exist at two ends of a sidewalk.

UberTurn
Zone

A contiguous set of roads with access restrictions. This is derived from all the map’s roads and kept cached for performance.

Enums

AmenityType

Businesses are categorized into one of these types.

AreaType
BuildingType
Direction
DrivingSide
EditCmd
EditIntersection
IntersectionType
LaneType
OffstreetParking

Represent no parking as Private(0, false).

PathConstraints

Who’s asking for a path?

PathStep
PathStepV2

One step along a path.

StageType
Traversable

Either a lane or a turn, where most movement happens.

TurnPriority
TurnType

Constants

MAX_BIKE_SPEED
MAX_WALKING_SPEED
NORMAL_LANE_THICKNESS
PARKING_LOT_SPOT_LENGTH

From some manually audited cases in Seattle, the length of parallel street parking spots is a bit different than the length in parking lots, so set a different value here.

SIDEWALK_THICKNESS