# TODO - Map quality ## Geometry - bad polyline shifting remains - from the remaining cases, looks like we need to totally remove some tight points and retry - make polygons use the corrections too? - bad polyline shifting causes jagged lane endings in generalized_trim_back - handle small roads again somehow? - reduce degenerate min trim. the disabled fix doesn't look great. - I40, I25, I0 cut corners when merged. disabled fix works, but breaks other things. - try it bigger - deal with loop roads? - 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 - how to handle multipolygons referring to clipped ways? - 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) - Buildings intersecting roads, probably because bad lane inference - when this happens, get rid of parking lanes first (one or both sides?) - iterative process... have to redo affected roads and intersections - we havent filtered buildings by proximity to sidewalk yet - if we dont filter at all, we pick up some houseboats! :) should draw water... ## Release - publish the map data - stabilize the code except for sim