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3.0 KiB
3.0 KiB
TODO - Map quality
Geometry
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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
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handle small roads again somehow?
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bad polygons
- ../initial_maps/024, o101. sorting final endpoints by angle to center isn't foolproof.
- adjacent roads based on angle isnt foolproof either. o177. but it actually looks fine, with the sorting by center.
- the "center" should be average of all the original endpoints. then angle from last line's first pt to that center, since the last line's last pt might actually BE that center.
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VERY overeager... ate half of the map
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deal with loop roads
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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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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?
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)
Release
- publish the map data
- stabilize the code except for sim