mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-12-29 17:34:58 +03:00
2.8 KiB
2.8 KiB
TODO - Map quality
Geometry
-
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?
-
what's correct for 14th and e boston? if we had less lanes there, would it help?
-
make the polygons for the merged intersections look better
- the thick road bands for tiny roads totally vanish... is that good?
-
same for the sidewalk corners
-
make sure the turns are reasonable
-
apply the merge automatically somehow
-
or retry the later-phase intersection merging
- kind of need the ability to step through and see each stage...
- composite turns have inner loops!
- deal with all TODOs (like sidewalks)
-
model U-turns
-
-
zorder for bridges/tunnels
- apply to cars/peds too; figure out statics/dynamics plumbing
-
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
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?
Release
- publish the map data
- stabilize the code except for sim