pub struct ControlTrafficSignal {
    pub id: IntersectionID,
    pub stages: Vec<Stage>,
    pub offset: Duration,
}
Expand description

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).

Fields

id: IntersectionIDstages: Vec<Stage>offset: Duration

Implementations

Only call this variant while importing the map, to enforce that baked-in signal config is valid.

Move crosswalks from stages, adding them to an all-walk as last stage. This may promote yields to protected. True is returned if any stages were added or modified.

Move crosswalks from stages, adding them to an all-walk as last stage. This does not promote yields to protected. True is returned if any stages were added or modified.

Modifies the fixed timing of all stages, applying either a major or minor duration, depending on the relative rank of the roads involved in the intersection. If this transformation couldn’t be applied, returns an error. Even if an error is returned, the signal may have been changed – so only call this on a cloned signal.

How long a full cycle of the signal lasts, assuming no actuated timings.

Trait Implementations

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