look at road length after it's trimmed to the intersection. not going to work on it just yet.
3.3 KiB
TODO - Map quality
Geometry
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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?
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handle small roads again somehow?
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try manually merging stuff after running the automatic. i think we need to repeat based on short roads. maybe we need kind of a hybrid approach, using the fancy deleter but re-running intersection polygon and halfmap and turn creation from a lower level?
- make halfmap also be indexed by stable IDs
- deal with loop roads still
- restore original road points, then redo the intersection polygon and lane center pt expansion
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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.
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what's correct for 14th and e boston? if we had less lanes there, would it help?
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make the polygons for the merged intersections look better
- the thick road bands for tiny roads totally vanish... is that good?
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same for the sidewalk corners
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make sure the turns are reasonable
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apply the merge automatically somehow
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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)
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model U-turns
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degenerate-2's should only have one crosswalk
- then make them thinner
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ped paths through sidewalk corners are totally broken
- calculate the better paths first, then make the corner geometry from that?
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car turns often clip sidewalk corners now
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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
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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.
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can we make OSM buildings with holes?
Release
- publish the map data
- stabilize the code except for sim