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2.8 KiB
2.8 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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rename o and O to R and I... easier. :)
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what's going on with O253 generally?
- automate the manual fix. check it in larger 23rd map.
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o40 has a long cut when merged, why not hit in the middle?
- what if we allow intersections between infinite lines for merged cases?
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try it bigger
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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