Crate sim

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Expand description

The sim crate runs a traffic simulation on top of the map_model. See also https://a-b-street.github.io/docs/tech/trafficsim/index.html.

The simulation is very roughly layered into two pieces: the low-level “mechanics” of simulating individual agents over time, and higher-level systems like TripManager and TransitSimState that glue together individual goals executed by the agents.

Helpful terminology:

  • sov = single occupancy vehicle, a car with just a driver and no passengers. (Car passengers are not currently modelled)

Re-exports

pub use self::prebake::PrebakeSummary;

Modules

analytics 🔒
events 🔒
make 🔒

Everything needed to setup a simulation.

mechanics 🔒
pandemic 🔒

An experimental SEIR model by https://github.com/omalaspinas/ glued to the traffic simulation. Transmission may occur when people spend time in shared spaces like buildings, bus stops, and buses.

recorder 🔒
render 🔒

Intermediate structures so that sim and game crates don’t have a cyclic dependency.

router 🔒

For vehicles only, not pedestrians. Follows a Path from map_model, but can opportunistically lane-change to avoid a slow lane, can can handle re-planning to look for available parking.

scheduler 🔒
sim 🔒
transit 🔒
trips 🔒

Structs

As a simulation runs, different pieces emit Events. The Analytics object listens to these, organizing and storing some information from them. The UI queries Analytics to draw time-series and display statistics.

The number of active vehicles and commuters, broken into different categories.

CreateCar 🔒

The Sim ties together all the pieces of the simulation. Its main property is the current time.

SimFlags specifies a simulation to setup. After parsing from structopt, you must call initialize.

Options controlling the traffic simulation.

A sliding window, used to count something over time

Enums

Why is an agent delayed? If there are multiple reasons, arbitrarily pick one – ie, somebody could be blocked by two conflicting turns.

Shows an agent’s current inner intention or thoughts.

Point of interest, that is

Constants

BUS_LENGTH 🔒

At all speeds (including at rest), cars must be at least this far apart, measured from front of one car to the back of the other.

SPAWN_DIST 🔒

When spawning at borders, start the front of the vehicle this far along and gradually appear. Getting too close to EPSILON_DIST can lead to get_draw_car having no geometry at all.

Traits

Functions

Need to explain this trick – basically keeps consistency between two different simulations when each one might make slightly different sequences of calls to the RNG.