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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="`map_model` describes the world where simulations occur. Importing a map from OSM partly happens in `convert_osm` and here."><meta name="keywords" content="rust, rustlang, rust-lang, map_model"><title>map_model - Rust</title><link rel="stylesheet" type="text/css" href="../normalize.css"><link rel="stylesheet" type="text/css" href="../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../light.css" id="themeStyle"><link rel="stylesheet" type="text/css" href="../dark.css" disabled ><link rel="stylesheet" type="text/css" href="../ayu.css" disabled ><script id="default-settings"></script><script src="../storage.js"></script><script src="../crates.js"></script><noscript><link rel="stylesheet" href="../noscript.css"></noscript><link rel="icon" type="image/svg+xml" href="../favicon.svg">
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<link rel="alternate icon" type="image/png" href="../favicon-32x32.png"><style type="text/css">#crate-search{background-image:url("../down-arrow.svg");}</style></head><body class="rustdoc mod"><!--[if lte IE 11]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu" role="button">&#9776;</div><a href='../map_model/index.html'><div class='logo-container rust-logo'><img src='../rust-logo.png' alt='logo'></div></a><p class="location">Crate map_model</p><div class="block version"><p>Version 0.1.0</p></div><div class="sidebar-elems"><a id="all-types" href="all.html"><p>See all map_model's items</p></a><div class="block items"><ul><li><a href="#modules">Modules</a></li><li><a href="#structs">Structs</a></li><li><a href="#enums">Enums</a></li><li><a href="#constants">Constants</a></li></ul></div><p class="location"></p><div id="sidebar-vars" data-name="map_model" data-ty="mod" data-relpath="../"></div><script defer src="../sidebar-items.js"></script></div></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!" aria-haspopup="menu"><img src="../brush.svg" width="18" height="18" alt="Pick another theme!"></button><div id="theme-choices" role="menu"></div></div><nav class="sub"><form class="search-form"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" disabled autocomplete="off" spellcheck="false" placeholder="Click or press S to search, ? for more options…" type="search"></div><button type="button" class="help-button">?</button>
<a id="settings-menu" href="../settings.html"><img src="../wheel.svg" width="18" height="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><h1 class="fqn"><span class="in-band">Crate <a class="mod" href="">map_model</a><button id="copy-path" onclick="copy_path(this)"></button></span><span class="out-of-band"><span id="render-detail"><a id="toggle-all-docs" href="javascript:void(0)" title="collapse all docs">[<span class="inner">&#x2212;</span>]</a></span><a class="srclink" href="../src/map_model/lib.rs.html#1-120" title="goto source code">[src]</a></span></h1><div class="docblock"><p><code>map_model</code> describes the world where simulations occur. Importing a map from OSM partly happens
in <code>convert_osm</code> and here.</p>
<p>Helpful terminology:</p>
<ul>
<li>ch = contraction hierarchy, for speeding up pathfinding</li>
<li>degenerate intersection = only has 2 roads connected, so why is it an intersection at all?</li>
<li>lc = lane-change (which is modelled very strangely: <a href="https://a-b-street.github.io/docs/tech/trafficsim/discrete_event.html#lane-changing">https://a-b-street.github.io/docs/tech/trafficsim/discrete_event.html#lane-changing</a>)</li>
<li>ltr = left-to-right, the order of lanes for a road</li>
<li>osm = OpenStreetMap</li>
</ul>
<p>Map objects are usually abbreviated in method names:</p>
<ul>
<li>a = area</li>
<li>b = building</li>
<li>br = bus route</li>
<li>bs = bus stop</li>
<li>i = intersection</li>
<li>l = lane</li>
<li>pl = parking lot</li>
<li>r = road</li>
<li>ss = stop sign</li>
<li>t = turn</li>
<li>ts = traffic signal</li>
</ul>
</div><h2 id="modules" class="section-header"><a href="#modules">Modules</a></h2>
<table><tr class="module-item"><td><a class="mod" href="city/index.html" title="map_model::city mod">city</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="mod" href="connectivity/index.html" title="map_model::connectivity mod">connectivity</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="mod" href="edits/index.html" title="map_model::edits mod">edits</a></td><td class="docblock-short"><p>Once a Map exists, the player can edit it in the UI (producing <code>MapEdits</code> in-memory), then save
the changes to a file (as <code>PermanentMapEdits</code>). See
<a href="https://a-b-street.github.io/docs/tech/map/edits.html">https://a-b-street.github.io/docs/tech/map/edits.html</a>.</p>
</td></tr><tr class="module-item"><td><a class="mod" href="make/index.html" title="map_model::make mod">make</a></td><td class="docblock-short"><p>See <a href="https://a-b-street.github.io/docs/tech/map/importing/index.html">https://a-b-street.github.io/docs/tech/map/importing/index.html</a> for an overview. This module
covers the RawMap-&gt;Map stage.</p>
</td></tr><tr class="module-item"><td><a class="mod" href="map/index.html" title="map_model::map mod">map</a></td><td class="docblock-short"><p>A bunch of (mostly read-only) queries on a Map.</p>
</td></tr><tr class="module-item"><td><a class="mod" href="objects/index.html" title="map_model::objects mod">objects</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="mod" href="osm/index.html" title="map_model::osm mod">osm</a></td><td class="docblock-short"><p>Useful utilities for working with OpenStreetMap.</p>
</td></tr><tr class="module-item"><td><a class="mod" href="pathfind/index.html" title="map_model::pathfind mod">pathfind</a></td><td class="docblock-short"><p>Everything related to pathfinding through a map for different types of agents.</p>
</td></tr><tr class="module-item"><td><a class="mod" href="raw/index.html" title="map_model::raw mod">raw</a></td><td class="docblock-short"><p>The convert_osm crate produces a RawMap from OSM and other data. Storing this intermediate
structure is useful to iterate quickly on parts of the map importing pipeline without having to
constantly read .osm files, and to visualize the intermediate state with map_editor.</p>
</td></tr><tr class="module-item"><td><a class="mod" href="traversable/index.html" title="map_model::traversable mod">traversable</a></td><td class="docblock-short"></td></tr></table><h2 id="structs" class="section-header"><a href="#structs">Structs</a></h2>
<table><tr class="module-item"><td><a class="struct" href="struct.AccessRestrictions.html" title="map_model::AccessRestrictions struct">AccessRestrictions</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.Amenity.html" title="map_model::Amenity struct">Amenity</a></td><td class="docblock-short"><p>A business located inside a building.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.Area.html" title="map_model::Area struct">Area</a></td><td class="docblock-short"><p>Areas are just used for drawing.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.AreaID.html" title="map_model::AreaID struct">AreaID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.Building.html" title="map_model::Building struct">Building</a></td><td class="docblock-short"><p>A building has connections to the road and sidewalk, may contain commercial amenities, and have
off-street parking.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.BuildingID.html" title="map_model::BuildingID struct">BuildingID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.BusRoute.html" title="map_model::BusRoute struct">BusRoute</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.BusRouteID.html" title="map_model::BusRouteID struct">BusRouteID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.BusStop.html" title="map_model::BusStop struct">BusStop</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.BusStopID.html" title="map_model::BusStopID struct">BusStopID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.City.html" title="map_model::City struct">City</a></td><td class="docblock-short"><p>A single city (like Seattle) can be broken down into multiple boundary polygons (udistrict,
ballard, downtown, etc). The load map screen uses this struct to display the entire city.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.CompressedMovementID.html" title="map_model::CompressedMovementID struct">CompressedMovementID</a></td><td class="docblock-short"><p>This is cheaper to store than a MovementID. It simply indexes into the list of movements.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.ControlStopSign.html" title="map_model::ControlStopSign struct">ControlStopSign</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.ControlTrafficSignal.html" title="map_model::ControlTrafficSignal struct">ControlTrafficSignal</a></td><td class="docblock-short"><p>A traffic signal consists of a sequence of Stages that repeat in a cycle. Most Stages last for a
fixed duration. During a single Stage, some movements are protected (can proceed with the
highest priority), while others are permitted (have to yield before proceeding).</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.DirectedRoadID.html" title="map_model::DirectedRoadID struct">DirectedRoadID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.EditEffects.html" title="map_model::EditEffects struct">EditEffects</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.EditRoad.html" title="map_model::EditRoad struct">EditRoad</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.Intersection.html" title="map_model::Intersection struct">Intersection</a></td><td class="docblock-short"><p>An intersection connects roads. Most have &gt;2 roads and are controlled by stop signs or traffic
signals. Roads that lead to the boundary of the map end at border intersections, with only that
one road attached.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.IntersectionCluster.html" title="map_model::IntersectionCluster struct">IntersectionCluster</a></td><td class="docblock-short"><p>This only applies to VehiclePathfinder; walking through these intersections is nothing special.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.IntersectionID.html" title="map_model::IntersectionID struct">IntersectionID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.Lane.html" title="map_model::Lane struct">Lane</a></td><td class="docblock-short"><p>A road segment is broken down into individual lanes, which have a LaneType.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.LaneID.html" title="map_model::LaneID struct">LaneID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.LaneSpec.html" title="map_model::LaneSpec struct">LaneSpec</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.Map.html" title="map_model::Map struct">Map</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.MapConfig.html" title="map_model::MapConfig struct">MapConfig</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.MapEdits.html" title="map_model::MapEdits struct">MapEdits</a></td><td class="docblock-short"><p>Represents changes to a map. Note this isnt serializable thats what <code>PermanentMapEdits</code>
does.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.Movement.html" title="map_model::Movement struct">Movement</a></td><td class="docblock-short"><p>A Movement groups all turns from one road to another, letting traffic signals operate at a
higher level of abstraction.
This is used for pathfinding and traffic signals currently; other places focus instead on turns.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.MovementID.html" title="map_model::MovementID struct">MovementID</a></td><td class="docblock-short"><p>A movement is like a turn, but with less detail it identifies a movement from one directed
road to another.
One road usually has 4 crosswalks, each a singleton Movement. We need all of the information
here to keep each crosswalk separate.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.NamePerLanguage.html" title="map_model::NamePerLanguage struct">NamePerLanguage</a></td><td class="docblock-short"><p>None corresponds to the native name</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.ParkingLot.html" title="map_model::ParkingLot struct">ParkingLot</a></td><td class="docblock-short"><p>Parking lots have some fixed capacity for cars, and are connected to a sidewalk and road.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.ParkingLotID.html" title="map_model::ParkingLotID struct">ParkingLotID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.Path.html" title="map_model::Path struct">Path</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.PathRequest.html" title="map_model::PathRequest struct">PathRequest</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.PathV2.html" title="map_model::PathV2 struct">PathV2</a></td><td class="docblock-short"><p>A path between two endpoints for a particular mode. This representation is immutable and doesnt
prescribe specific lanes and turns to follow.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.PermanentMapEdits.html" title="map_model::PermanentMapEdits struct">PermanentMapEdits</a></td><td class="docblock-short"><p>MapEdits are converted to this before serializing. Referencing things like LaneID in a Map wont
work if the basemap is rebuilt from new OSM data, so instead we use stabler OSM IDs thatre less
likely to change.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.Position.html" title="map_model::Position struct">Position</a></td><td class="docblock-short"><p>Represents a specific point some distance along a lane.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.RawToMapOptions.html" title="map_model::RawToMapOptions struct">RawToMapOptions</a></td><td class="docblock-short"><p>Options for converting RawMaps to Maps.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.Road.html" title="map_model::Road struct">Road</a></td><td class="docblock-short"><p>A Road represents a segment between exactly two Intersections. It contains Lanes as children.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.RoadID.html" title="map_model::RoadID struct">RoadID</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.RoadWithStopSign.html" title="map_model::RoadWithStopSign struct">RoadWithStopSign</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.RoutingParams.html" title="map_model::RoutingParams struct">RoutingParams</a></td><td class="docblock-short"><p>Tuneable parameters for all types of routing.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.Stage.html" title="map_model::Stage struct">Stage</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.Turn.html" title="map_model::Turn struct">Turn</a></td><td class="docblock-short"><p>A Turn leads from the end of one Lane to the start of another. (Except for pedestrians;
sidewalks are bidirectional.)</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.TurnID.html" title="map_model::TurnID struct">TurnID</a></td><td class="docblock-short"><p>Turns are uniquely identified by their (src, dst) lanes and their parent intersection.
Intersection is needed to distinguish crosswalks that exist at two ends of a sidewalk.</p>
</td></tr><tr class="module-item"><td><a class="struct" href="struct.UberTurn.html" title="map_model::UberTurn struct">UberTurn</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="struct" href="struct.Zone.html" title="map_model::Zone struct">Zone</a></td><td class="docblock-short"><p>A contiguous set of roads with access restrictions. This is derived from all the maps roads and
kept cached for performance.</p>
</td></tr></table><h2 id="enums" class="section-header"><a href="#enums">Enums</a></h2>
<table><tr class="module-item"><td><a class="enum" href="enum.AmenityType.html" title="map_model::AmenityType enum">AmenityType</a></td><td class="docblock-short"><p>Businesses are categorized into one of these types.</p>
</td></tr><tr class="module-item"><td><a class="enum" href="enum.AreaType.html" title="map_model::AreaType enum">AreaType</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.BuildingType.html" title="map_model::BuildingType enum">BuildingType</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.Direction.html" title="map_model::Direction enum">Direction</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.DrivingSide.html" title="map_model::DrivingSide enum">DrivingSide</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.EditCmd.html" title="map_model::EditCmd enum">EditCmd</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.EditIntersection.html" title="map_model::EditIntersection enum">EditIntersection</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.IntersectionType.html" title="map_model::IntersectionType enum">IntersectionType</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.LaneType.html" title="map_model::LaneType enum">LaneType</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.OffstreetParking.html" title="map_model::OffstreetParking enum">OffstreetParking</a></td><td class="docblock-short"><p>Represent no parking as Private(0, false).</p>
</td></tr><tr class="module-item"><td><a class="enum" href="enum.PathConstraints.html" title="map_model::PathConstraints enum">PathConstraints</a></td><td class="docblock-short"><p>Whos asking for a path?</p>
</td></tr><tr class="module-item"><td><a class="enum" href="enum.PathStep.html" title="map_model::PathStep enum">PathStep</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.PathStepV2.html" title="map_model::PathStepV2 enum">PathStepV2</a></td><td class="docblock-short"><p>One step along a path.</p>
</td></tr><tr class="module-item"><td><a class="enum" href="enum.StageType.html" title="map_model::StageType enum">StageType</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.Traversable.html" title="map_model::Traversable enum">Traversable</a></td><td class="docblock-short"><p>Either a lane or a turn, where most movement happens.</p>
</td></tr><tr class="module-item"><td><a class="enum" href="enum.TurnPriority.html" title="map_model::TurnPriority enum">TurnPriority</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="enum" href="enum.TurnType.html" title="map_model::TurnType enum">TurnType</a></td><td class="docblock-short"></td></tr></table><h2 id="constants" class="section-header"><a href="#constants">Constants</a></h2>
<table><tr class="module-item"><td><a class="constant" href="constant.MAX_BIKE_SPEED.html" title="map_model::MAX_BIKE_SPEED constant">MAX_BIKE_SPEED</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="constant" href="constant.MAX_WALKING_SPEED.html" title="map_model::MAX_WALKING_SPEED constant">MAX_WALKING_SPEED</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="constant" href="constant.NORMAL_LANE_THICKNESS.html" title="map_model::NORMAL_LANE_THICKNESS constant">NORMAL_LANE_THICKNESS</a></td><td class="docblock-short"></td></tr><tr class="module-item"><td><a class="constant" href="constant.PARKING_LOT_SPOT_LENGTH.html" title="map_model::PARKING_LOT_SPOT_LENGTH constant">PARKING_LOT_SPOT_LENGTH</a></td><td class="docblock-short"><p>From some manually audited cases in Seattle, the length of parallel street parking spots is a
bit different than the length in parking lots, so set a different value here.</p>
</td></tr><tr class="module-item"><td><a class="constant" href="constant.SIDEWALK_THICKNESS.html" title="map_model::SIDEWALK_THICKNESS constant">SIDEWALK_THICKNESS</a></td><td class="docblock-short"></td></tr></table></section><section id="search" class="content hidden"></section><div id="rustdoc-vars" data-root-path="../" data-current-crate="map_model" data-search-index-js="../search-index.js" data-search-js="../search.js"></div>
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