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Fail less often for intersection geometry #243
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streets GL noteshttps://github.com/StrandedKitty/streets-gl/blob/dev/src/lib/road-graph/IntersectionPolygonBuilder.ts looks familiar, but the code feels simpler than https://github.com/a-b-street/osm2streets/blob/main/osm2streets/src/geometry/general_case.rs. https://github.com/StrandedKitty/streets-gl/blob/dev/src/lib/tile-processing/vector/qualifiers/factories/osm/OSMPolylineQualifierFactory.ts is the Muv/osm2lanes equivalent. Looks like some built-in lane width estimates. |
... but also regressions with fixed 0.1 meter, by https://www.openstreetmap.org/node/2918402990. Maybe the relative thickness/angle of the two roads needs to matter. Do we need this hardcoded param at all? Can we just make a triangle or quadrilateral generically? |
Especially when we use raw OSM footways, we break on so many intersection geometry cases (the circles):
I'll start looking into these, but I've also been looking at how https://github.com/StrandedKitty/streets-gl handles things. It's much more robust.
TODO:
CC @BudgieInWA in case you're interested or have ideas. osm2streets has revived thanks to the Muv work. I'm kind of interested in getting footways and crossings all showing up exactly as they're in OSM, and generally getting rid of the old inferred sidewalks mode.
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