ltn/neighbourhood.rs
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use std::collections::{BTreeMap, BTreeSet};
use maplit::btreeset;
use geom::{ArrowCap, Distance, PolyLine, Polygon};
use map_model::{osm, Direction, IntersectionID, Map, RoadID};
use widgetry::{Drawable, EventCtx, GeomBatch};
use crate::logic::{possible_destination_roads, CustomBoundary, Partitioning, Shortcuts};
use crate::{is_private, App, NeighbourhoodID};
// Once constructed, a Neighbourhood is immutable
pub struct Neighbourhood {
pub id: NeighbourhoodID,
// Input
/// Intersections which form the boundary of the neighbourhood. This set includes any intersection which is
/// connected to a road which is part of the neighbourhood's perimeter.
/// The roads which form the perimeter of the neighbourhood are the union of `perimeter_roads` and `suspicious_perimeter_roads`.
pub borders: BTreeSet<IntersectionID>,
/// Intersections which are entirely inside the neighbourhood, and only connect interior roads to other interior roads.
pub interior_intersections: BTreeSet<IntersectionID>,
pub boundary_polygon: Polygon,
// Derived stuff
/// Roads which are either (a) entirely inside the neighbourhood and (b) roads which are part of `suspicious_perimeter_roads`.
pub interior_roads: BTreeSet<RoadID>,
/// Roads which form part of the neighbourhood's perimeter, and are classified as arterial roads based on their OSM tags.
/// `suspicious_perimeter_roads` are NOT included in `perimeter_roads`.
pub perimeter_roads: BTreeSet<RoadID>,
/// Roads which form part of the neighbourhood's perimeter, _**but**_ are classified as local roads based on their OSM tags.
/// `suspicious_perimeter_roads` are always a subset of `interior_roads`.
pub suspicious_perimeter_roads: BTreeSet<RoadID>,
/// Roads which are lie outside the `boundary_polygon` but could potentially be connected to an `interior_road` or
/// `perimeter_road` by either a `road.turn_restrictions`, or `road.complicated_turn_restrictions`. `finish_init()` populates
/// this field.
pub connected_exterior_roads: BTreeSet<RoadID>,
pub cells: Vec<Cell>,
pub shortcuts: Shortcuts,
}
/// A partitioning of the interior of a neighbourhood based on driving connectivity
pub struct Cell {
/// Most roads are fully in one cell. Roads with modal filters on them are sometimes split
/// between two cells, and the DistanceInterval indicates the split. The distances are over the
/// road's center line length.
pub roads: BTreeMap<RoadID, DistanceInterval>,
/// Intersections where this cell touches the boundary of the neighbourhood.
pub borders: BTreeSet<IntersectionID>,
}
impl Cell {
/// A cell is disconnected if it's not connected to a perimeter road.
pub fn is_disconnected(&self) -> bool {
self.borders.is_empty()
}
pub fn border_arrows(&self, app: &App) -> Vec<Polygon> {
let mut arrows = Vec::new();
for i in &self.borders {
// Most borders only have one road in the interior of the neighbourhood. Draw an arrow
// for each of those. If there happen to be multiple interior roads for one border, the
// arrows will overlap each other -- but that happens anyway with borders close
// together at certain angles.
for r in self.roads.keys() {
let road = app.per_map.map.get_r(*r);
// Design choice: when we have a filter right at the entrance of a neighbourhood, it
// creates its own little cell allowing access to just the very beginning of the
// road. Let's not draw anything for that.
if road.modal_filter.is_some() {
continue;
}
// Find the angle pointing into the neighbourhood
let angle_in = if road.src_i == *i {
road.center_pts.first_line().angle()
} else if road.dst_i == *i {
road.center_pts.last_line().angle().opposite()
} else {
// This interior road isn't connected to this border
continue;
};
let center = app.per_map.map.get_i(*i).polygon.center();
let pt_farther = center.project_away(Distance::meters(40.0), angle_in.opposite());
let pt_closer = center.project_away(Distance::meters(10.0), angle_in.opposite());
// The arrow direction depends on if the road is one-way
let thickness = Distance::meters(6.0);
if let Some(dir) = road.oneway_for_driving() {
let pl = if road.src_i == *i {
PolyLine::must_new(vec![pt_farther, pt_closer])
} else {
PolyLine::must_new(vec![pt_closer, pt_farther])
};
arrows.push(
pl.maybe_reverse(dir == Direction::Back)
.make_arrow(thickness, ArrowCap::Triangle),
);
} else {
// Order doesn't matter
arrows.push(
PolyLine::must_new(vec![pt_closer, pt_farther])
.make_double_arrow(thickness, ArrowCap::Triangle),
);
}
}
}
arrows
}
}
/// An interval along a road's length, with start < end.
pub struct DistanceInterval {
pub start: Distance,
pub end: Distance,
}
impl Neighbourhood {
pub fn new(app: &App, id: NeighbourhoodID) -> Neighbourhood {
Self::new_without_app(&app.per_map.map, app.partitioning(), id)
}
pub fn new_without_app(
map: &Map,
partitioning: &Partitioning,
id: NeighbourhoodID,
) -> Neighbourhood {
if let Some(custom) = partitioning.custom_boundaries.get(&id) {
return Self::new_custom(map, id, custom.clone());
}
let orig_perimeter = partitioning.neighbourhood_block(id).perimeter.clone();
let mut n = Neighbourhood {
id,
interior_roads: orig_perimeter.interior.clone(),
perimeter_roads: BTreeSet::new(),
borders: BTreeSet::new(),
interior_intersections: BTreeSet::new(),
boundary_polygon: Polygon::dummy(),
suspicious_perimeter_roads: BTreeSet::new(),
connected_exterior_roads: BTreeSet::new(),
cells: Vec::new(),
shortcuts: Shortcuts::empty(),
};
// The neighbourhood's perimeter hugs the "interior" of the neighbourhood. If we just use
// the other side of the perimeter road, the highlighted area nicely shows the boundary
// road too. (But sometimes this breaks, of course)
n.boundary_polygon = match orig_perimeter.clone().flip_side_of_road().to_block(map) {
Ok(block) => block.polygon,
Err(_) => orig_perimeter.clone().to_block(map).unwrap().polygon,
};
if let Some(polygon) = partitioning.get_info(id).override_drawing_boundary.clone() {
n.boundary_polygon = polygon;
}
for id in &orig_perimeter.roads {
let road = map.get_r(id.road);
// Part of the perimeter may be a local road. This is all it takes to correct cell and
// shortcut calculation, and allow edits on local perimeter roads.
if road.get_rank() == osm::RoadRank::Local {
n.interior_roads.insert(road.id);
n.suspicious_perimeter_roads.insert(road.id);
} else {
n.perimeter_roads.insert(road.id);
n.borders.insert(road.src_i);
n.borders.insert(road.dst_i);
}
}
n.finish_init(map);
n
}
fn new_custom(map: &Map, id: NeighbourhoodID, custom: CustomBoundary) -> Neighbourhood {
let mut n = Neighbourhood {
id,
interior_roads: custom.interior_roads,
// TODO Don't know how to calculate these
perimeter_roads: BTreeSet::new(),
borders: custom.borders,
interior_intersections: BTreeSet::new(),
boundary_polygon: custom.boundary_polygon,
suspicious_perimeter_roads: BTreeSet::new(),
connected_exterior_roads: BTreeSet::new(),
cells: Vec::new(),
shortcuts: Shortcuts::empty(),
};
n.finish_init(map);
n
}
fn finish_init(&mut self, map: &Map) {
for r in &self.interior_roads {
let road = map.get_r(*r);
for i in [road.src_i, road.dst_i] {
if !self.borders.contains(&i) {
self.interior_intersections.insert(i);
}
}
}
// Add every connected road into connected_exterior_roads
let mut exterior: BTreeSet<RoadID> = BTreeSet::new();
for r in [&self.perimeter_roads, &self.interior_roads]
.into_iter()
.flatten()
{
exterior.extend(possible_destination_roads(map, *r, None));
}
debug!(
"BUILDING CONNECTED_EXTERIOR_ROADS: exterior.len() = {}",
exterior.len()
);
debug!(
"BUILDING CONNECTED_EXTERIOR_ROADS: perimeter_roads.len() = {}",
&self.perimeter_roads.len()
);
debug!(
"BUILDING CONNECTED_EXTERIOR_ROADS: interior_roads.len() = {}",
&self.interior_roads.len()
);
// Now remove the interior and perimeter roads
exterior.retain(|r| !self.perimeter_roads.contains(r) & !self.interior_roads.contains(r));
self.connected_exterior_roads = exterior;
debug!(
"BUILDING CONNECTED_EXTERIOR_ROADS: connected_exterior_roads.len() = {}",
&self.connected_exterior_roads.len()
);
self.edits_changed(map);
}
/// Recalculates cells and shortcuts after a relevant edit
pub fn edits_changed(&mut self, map: &Map) {
self.cells = find_cells(map, &self.interior_roads, &self.borders);
// TODO The timer could be nice for large areas. But plumbing through one everywhere is
// tedious, and would hit a nested start_iter bug anyway.
self.shortcuts = Shortcuts::new(map, self, &mut abstutil::Timer::throwaway());
}
pub fn fade_irrelevant(&self, ctx: &EventCtx, app: &App) -> Drawable {
let fade_area = Polygon::with_holes(
app.per_map
.map
.get_boundary_polygon()
.get_outer_ring()
.clone(),
vec![self.boundary_polygon.clone().into_outer_ring()],
);
GeomBatch::from(vec![(app.cs.fade_map_dark, fade_area)]).upload(ctx)
}
}
// Find all of the disconnected "cells" of reachable areas, bounded by border intersections. This is with
// respect to driving.
fn find_cells(
map: &Map,
interior_roads: &BTreeSet<RoadID>,
borders: &BTreeSet<IntersectionID>,
) -> Vec<Cell> {
let mut cells = Vec::new();
let mut visited = BTreeSet::new();
for start in interior_roads {
if visited.contains(start) || map.get_r(*start).modal_filter.is_some() {
continue;
}
let start = *start;
let road = map.get_r(start);
// Just skip entirely; they're invisible for the purpose of dividing into cells
if !crate::is_driveable(road, map) {
continue;
}
// There are non-private roads connected only to private roads, like
// https://www.openstreetmap.org/way/725759378 and
// https://www.openstreetmap.org/way/27890699. Also skip these, to avoid creating a
// disconnected cell.
let connected_to_public_road = [road.src_i, road.dst_i]
.into_iter()
.flat_map(|i| &map.get_i(i).roads)
.any(|r| *r != start && !is_private(map.get_r(*r)));
if !connected_to_public_road {
continue;
}
let cell = floodfill(map, start, borders, interior_roads);
visited.extend(cell.roads.keys().cloned());
cells.push(cell);
}
// Filtered roads right along the perimeter have a tiny cell
for (road, filter) in map.all_roads_with_modal_filter() {
if borders.contains(&road.src_i) {
let mut cell = Cell {
roads: BTreeMap::new(),
borders: btreeset! { road.src_i },
};
cell.roads.insert(
road.id,
DistanceInterval {
start: Distance::ZERO,
end: filter.dist,
},
);
cells.push(cell);
}
if borders.contains(&road.dst_i) {
let mut cell = Cell {
roads: BTreeMap::new(),
borders: btreeset! { road.dst_i },
};
cell.roads.insert(
road.id,
DistanceInterval {
start: filter.dist,
end: road.length(),
},
);
cells.push(cell);
}
}
cells
}
fn floodfill(
map: &Map,
start: RoadID,
neighbourhood_borders: &BTreeSet<IntersectionID>,
interior_roads: &BTreeSet<RoadID>,
) -> Cell {
let mut visited_roads: BTreeMap<RoadID, DistanceInterval> = BTreeMap::new();
let mut cell_borders = BTreeSet::new();
// We don't need a priority queue
let mut queue = vec![start];
// The caller should handle this case
assert!(map.get_r(start).modal_filter.is_none());
assert!(crate::is_driveable(map.get_r(start), map));
while !queue.is_empty() {
let current = map.get_r(queue.pop().unwrap());
if visited_roads.contains_key(¤t.id) {
continue;
}
visited_roads.insert(
current.id,
DistanceInterval {
start: Distance::ZERO,
end: current.length(),
},
);
for i in [current.src_i, current.dst_i] {
// It's possible for one border intersection to have two roads in the interior of the
// neighbourhood. Don't consider a turn between those roads through this intersection as
// counting as connectivity -- we're right at the boundary road, so it's like leaving
// and re-entering the neighbourhood.
if neighbourhood_borders.contains(&i) {
cell_borders.insert(i);
continue;
}
for next in &map.get_i(i).roads {
let next_road = map.get_r(*next);
if let Some(ref filter) = map.get_i(i).modal_filter {
if !filter.allows_turn(current.id, *next) {
continue;
}
}
if let Some(ref filter) = map.get_r(*next).modal_filter {
// Which ends of the filtered road have we reached?
let mut visited_start = next_road.src_i == i;
let mut visited_end = next_road.dst_i == i;
// We may have visited previously from the other side.
if let Some(interval) = visited_roads.get(next) {
if interval.start == Distance::ZERO {
visited_start = true;
}
if interval.end == next_road.length() {
visited_end = true;
}
}
visited_roads.insert(
*next,
DistanceInterval {
start: if visited_start {
Distance::ZERO
} else {
filter.dist
},
end: if visited_end {
next_road.length()
} else {
filter.dist
},
},
);
continue;
}
if !crate::is_driveable(next_road, map) {
continue;
}
// TODO This happens near weird geometry. This is OK, but should root-cause it.
if !interior_roads.contains(next) {
error!("A cell leaked out to {next} from {i}");
continue;
}
queue.push(*next);
}
}
}
Cell {
roads: visited_roads,
borders: cell_borders,
}
}