a-b-street / a-b-street/osm2streets
Fail less often for intersection geometry
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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:
- [ ] Can we have an optional mode where we don't trim back road center-lines at all and have empty intersection polygons, just to debug and see how it looks?
- [ ] Investigate what streets-gl does and see if we can adapt ideas from it
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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The issue is about intersection geometry failures when processing OSM footways. Look at the osm2streets code that trims road center-lines and creates intersection polygons. Compare with the streets-gl repository for robustness ideas. Start by implementing an optional debug mode that disables trimming to visualize the raw geometry.
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