Expand description
The sim crate runs a traffic simulation on top of the map_model. See also https://a-b-street.github.io/docs/tech/trafficsim/index.html.
The simulation is very roughly layered into two pieces: the low-level “mechanics” of simulating individual agents over time, and higher-level systems like TripManager and TransitSimState that glue together individual goals executed by the agents.
Helpful terminology:
- sov = single occupancy vehicle, a car with just a driver and no passengers. (Car passengers are not currently modelled)
Re-exports§
pub use self::prebake::PrebakeSummary;
Modules§
- events 🔒
- make 🔒Everything needed to setup a simulation.
- pandemic 🔒An experimental SEIR model by https://github.com/omalaspinas/ glued to the traffic simulation. Transmission may occur when people spend time in shared spaces like buildings, bus stops, and buses.
- recorder 🔒
- render 🔒Intermediate structures so that sim and game crates don’t have a cyclic dependency.
- router 🔒For vehicles only, not pedestrians. Follows a Path from map_model, but can opportunistically lane-change to avoid a slow lane, can can handle re-planning to look for available parking.
- sim 🔒
- transit 🔒
- trips 🔒
Structs§
- As a simulation runs, different pieces emit Events. The Analytics object listens to these, organizing and storing some information from them. The UI queries Analytics to draw time-series and display statistics.
- The number of active vehicles and commuters, broken into different categories.
- The Sim ties together all the pieces of the simulation. Its main property is the current time.
- SimFlags specifies a simulation to setup. After parsing from structopt, you must call
initialize
. - Options controlling the traffic simulation.
- A sliding window, used to count something over time
Enums§
- Why is an agent delayed? If there are multiple reasons, arbitrarily pick one – ie, somebody could be blocked by two conflicting turns.
- Shows an agent’s current inner intention or thoughts.
- Point of interest, that is
Constants§
- At all speeds (including at rest), cars must be at least this far apart, measured from front of one car to the back of the other.
- When spawning at borders, start the front of the vehicle this far along and gradually appear. Getting too close to EPSILON_DIST can lead to get_draw_car having no geometry at all.
Traits§
Functions§
- Need to explain this trick – basically keeps consistency between two different simulations when each one might make slightly different sequences of calls to the RNG.