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<ol class="chapter"><li class="chapter-item expanded "><a href="../index.html"><strong aria-hidden="true">1.</strong> Overview</a></li><li class="chapter-item expanded "><a href="../howto/index.html"><strong aria-hidden="true">2.</strong> Instructions</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../howto/map_parking.html"><strong aria-hidden="true">2.1.</strong> How to map on-street parking</a></li><li class="chapter-item expanded "><a href="../howto/new_city.html"><strong aria-hidden="true">2.2.</strong> Importing a new city</a></li></ol></li><li class="chapter-item expanded "><a href="../how_it_works.html"><strong aria-hidden="true">3.</strong> How it works</a></li><li class="chapter-item expanded "><a href="../case_studies/index.html"><strong aria-hidden="true">4.</strong> Case studies</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../case_studies/lake_wash.html"><strong aria-hidden="true">4.1.</strong> Lake Washington Blvd Stay Healthy Street</a></li><li class="chapter-item expanded "><a href="../case_studies/west_seattle.html"><strong aria-hidden="true">4.2.</strong> West Seattle mitigations</a></li><li class="spacer"></li></ol></li><li class="chapter-item expanded "><a href="../dev/index.html"><strong aria-hidden="true">5.</strong> Developer guide</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../dev/misc_tricks.html"><strong aria-hidden="true">5.1.</strong> Misc developer tricks</a></li><li class="chapter-item expanded "><a href="../dev/api.html"><strong aria-hidden="true">5.2.</strong> API</a></li></ol></li><li class="chapter-item expanded "><a href="../map/index.html" class="active"><strong aria-hidden="true">6.</strong> Map model</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../map/importing/index.html"><strong aria-hidden="true">6.1.</strong> Importing</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../map/importing/convert_osm.html"><strong aria-hidden="true">6.1.1.</strong> convert_osm</a></li><li class="chapter-item expanded "><a href="../map/importing/geometry.html"><strong aria-hidden="true">6.1.2.</strong> Road/intersection geometry</a></li><li class="chapter-item expanded "><a href="../map/importing/rest.html"><strong aria-hidden="true">6.1.3.</strong> The rest</a></li></ol></li><li class="chapter-item expanded "><a href="../map/edits.html"><strong aria-hidden="true">6.2.</strong> Live edits</a></li><li class="chapter-item expanded "><a href="../map/misc.html"><strong aria-hidden="true">6.3.</strong> Misc</a></li></ol></li><li class="chapter-item expanded "><a href="../trafficsim/index.html"><strong aria-hidden="true">7.</strong> Traffic simulation</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../trafficsim/discrete_event.html"><strong aria-hidden="true">7.1.</strong> Discrete event simulation</a></li><li class="chapter-item expanded "><a href="../trafficsim/travel_demand.html"><strong aria-hidden="true">7.2.</strong> Travel demand</a></li><li class="chapter-item expanded "><a href="../trafficsim/gridlock.html"><strong aria-hidden="true">7.3.</strong> Gridlock</a></li><li class="chapter-item expanded "><a href="../trafficsim/trips.html"><strong aria-hidden="true">7.4.</strong> Multi-modal trips</a></li><li class="spacer"></li></ol></li><li class="chapter-item expanded "><a href="../project/index.html"><strong aria-hidden="true">8.</strong> Project</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../project/roadmap.html"><strong aria-hidden="true">8.1.</strong> Roadmap</a></li><li class="chapter-item expanded "><a href="../project/motivations.html"><strong aria-hidden="true">8.2.</strong> Motivations</a></li><li class="chapter-item expanded "><a href="../project/history/index.html"><strong aria-hidden="true">8.3.</strong> History</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../project/history/backstory.html"><strong aria-hidden="true">8.3.1.</strong> Backstory</a></li><li class="chapter-item expanded "><a href="../project/history/year1.html"><strong aria-hidden="true">8.3.2.</strong> Year 1</a></li><li class="chapter-item expanded "><a href="../project/history/year2.html"><strong aria-hidden="true">8.3.3.</strong> Year 2</a></li><li class="chapter-item expanded "><a href="../project/history/year3.html"><strong aria-hidden="true">8.3.4.</strong> Year 3</a></li></ol></li><li class="chapter-item expanded "><a href="../project/CHANGELOG.html"><strong aria-hidden="true">8.4.</strong> Full CHANGELOG</a></li><li class="chapter-item expanded "><a href="../project/references.html"><strong aria-hidden="true">8.5.</strong> References</a></li></ol></li></ol>
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<h1 class="menu-title">A/B Street</h1>
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<h1><a class="header" href="#map-model" id="map-model">Map model</a></h1>
<p>A/B Street builds a rich representation of a city map using OpenStreetMap (OSM)
and other sources. This chapter describes how.</p>
<p>TODO: Integrate pictures from
<a href="https://docs.google.com/presentation/d/1cF7qFtjAzkXL_r62CjxBvgQnLvuQ9I2WTE2iX_5tMCY/edit?usp=sharing">these slides</a>.</p>
<p><a href="https://youtu.be/chYd5I-5oyc?t=439">This recorded presentation</a> covers some of
this.</p>
<h2><a class="header" href="#the-map" id="the-map">The map</a></h2>
<p>A single city is broken down into different pieces...</p>
<p>A/B Street comes with a few maps, each defined by a bounding/clipping polygon
for some portion of Seattle. Each map has these objects:</p>
<ul>
<li><strong>Roads</strong>: A single road connects two intersections, carrying OSM metadata and
containing some child lanes.</li>
<li><strong>Lanes</strong>: An individual lane of traffic. Driving (any vehicle), bus-only, and
bike-only lanes have a direction. On-street parking lanes don't allow any
movement, and they have some number of parking spots. Sidewalks are
bidirectional.</li>
<li><strong>Intersections</strong>: An intersection has references to all of the incoming and
outgoing lanes. Most intersections have a stop sign or traffic signal policy
controlling movement through it.
<ul>
<li><strong>Border</strong> intersections on the edge of the map are special places where
agents may appear or disappear.</li>
</ul>
</li>
<li><strong>Turns</strong>: A turn connects one lane to another, via some intersection.
(Sidewalks are bidirectional, so specifying the intersection is necessary to
distinguish crosswalks at each end of a sidewalk.)</li>
<li><strong>Buildings</strong>: A building has a position, OSM metadata, and a <strong>front path</strong>
connecting the edge of the building to the nearest sidewalk. Most trips in A/B
Street begin and end at buildings. Some buildings also contain a number of
off-street parking spots.</li>
<li><strong>Area</strong>: An area has geometry and OSM metadata and represents a body of
water, forest, park, etc. They're just used for drawing.</li>
<li><strong>Bus stop</strong>: A bus stop is placed some distance along a sidewalk, with a
pointer to the position on the adjacent driving or bus lane where a bus stops
for pick-up.</li>
<li><strong>Bus route</strong>: A bus route has a name and a list of stops that buses will
cycle between. In the future, they'll include information about the
frequency/schedule of the route.</li>
<li><strong>Parking lot</strong>: A parking lot is connected to a road, has a shape, and has
some internal driving &quot;aisles.&quot; The number and position of individual parking
spots is auto-generated.</li>
</ul>
<h2><a class="header" href="#coordinate-system" id="coordinate-system">Coordinate system</a></h2>
<p>A/B Street converts (longitude, latitude) coordinates into a simpler form.</p>
<ul>
<li>An (x, y) point starts with the top-left of the bounding polygon as the
origin. Note this is screen drawing order, not a Cartesian plane (with Y
increasing upwards) -- so angle calculations account for this.</li>
<li>The (x, y) values are f64's trimmed to a few decimal places, with way more
precision than is really needed. These might become actual fixed-point
integers later, but for now, a <code>Pt2D</code> skirts around Rust's limits on f64's by
guaranteeing no NaN's or infinities and thus providing the full <code>Eq</code> trait.</li>
<li>A few places in map conversion compare points using different thresholds,
usually below 1 meter. Ideally these epsilon comparisons could be eliminated
in favor of a fixed-point integer representation, but for now, explicit
thresholds are useful.</li>
</ul>
<h2><a class="header" href="#invariants" id="invariants">Invariants</a></h2>
<p>Ideally, the finalized maps would satisfy a list of invariants, simplifying the
traffic simulation and drawing code built on top. But the input data is quite
messy and for now, most of these aren't quite guaranteed to be true.</p>
<ul>
<li>Some minimum length for lanes and turns. Very small lanes can't be drawn, tend
to break intersection polygons, and may lead to gridlocked traffic.</li>
<li>Some guarantees that positions along adjacent lanes actually match up, even
though different lanes on the same road may have different lengths. Examples
include the position of a bus stop on the sidewalk and bus lane matching up.
<ul>
<li>Additionally, parking lanes without an adjacent driving lane or bus stops
without any driving or bus lanes make no sense and should never occur.</li>
</ul>
</li>
<li>Connectivity -- any sidewalk should be reachable from any other, and most
driving lanes should be accessible from any others. There are exceptions due
to border intersections -- if a car spawns on a highway along the border of
the map, it may be forced to disappear on the opposite border of the map, if
the highway happens to not have any exits within the map boundary.</li>
</ul>
<h2><a class="header" href="#connectivity" id="connectivity">Connectivity</a></h2>
<p>For a single mode, each lane is connected to two intersections. Turns connect
two lanes. There are no turns between sidewalks and driving/bike/bus lanes.</p>
<p>All buildings and parking lots have driveways. This must connect to a sidewalk,
allowing pedestrians to enter/exit that object. The driveway OPTIONALLY connects
to the nearest driveable lane. This allows cars to enter/exit that object for
parking.</p>
<p>Public transit stops are located somewhere on a sidewalk. They're associated
with a driveable position where the bus or train stops. In the future, this will
need to account for dedicated surface-level platforms and for underground
transit stations, likely associated with a building.</p>
<p>There's a concept of &quot;parking blackholes.&quot; If you treat every road as
bidirectional without access restrictions, then the graph is connected. But the
more detailed view has to factor in one-way roads and things near the map
border. These blackholes influence where cars will try to look for parking
(since we don't want them entering a blackhole and getting stuck) and also, for
temporary/unintentional reasons, where pedestrian&lt;-&gt;bicycle transitions will
happen.</p>
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