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streets-gl's Issues

Feature Request: Refresh Map Data

As a user making changes to the map I would like to be able to easily refresh the data for an area without having to reload all the textures speeding up the ability to review changes to the underlying map.

lane_markings always shown

all driveways and all streets seem to have lane_markings, is that the correct default?
at least if a width is known, which is too small for two lanes, then don't draw them.
or never for driveways and other highway=service?

looks like this also depends on the surface, though almost all residential roads in germany don't have lane markings, even with surface=asphalt

Straight skeleton algorithm fails on complex building footprints

To generate geometry for hipped and similar roof shapes in runtime this project uses a straight skeleton algorithm implementation ported from reinterpretcat's C# implementation: https://github.com/StrandedKitty/straight-skeleton

It seems like the algorithm tends to fail on buildings with a lot of right angles and holes. Basically, there are three types of failures:

  1. Straight skeleton code throws an error.
  2. The resulting geometry falls way out of the roof footprint.
  3. A part of the roof is missing.

Example of a hipped roof with a missing part

To temporarily fix this problem I've implemented a fallback to the flat roof shape, but it only works for the first two cases which are easily detactable.

Though I don't know if looking into this is worth the effort.

Feature request: support gates

Hi, I would like to request the support of gates. Now if there's a gate node on a wall it looks like a normal wall and if there's a gate way it looks like there's a gap.

image
F4 for comparison only:
image

if implemented it would be cool to support the colour=* tag as well

Long loading time: Add option to cache textures locally?

Every time a new tab is opened, all the texture files has to be transferred again. This is very slow and inconvenient to verify editing. Can they stay persistent in local storage? (Don't know how browser works) At least for the session.

Buildings have a floating appearance

As commented in the announcement thread at the OSM community forum, buildings seem to hover over the ground, noted was on a pedestrian area. This seems to be a more wider showing phenomena, most pronouncedly appearing in the image below with the power substation at left.

image

More city furniture objects?

While not part of the essential public infrastructure, some mappers love micromapping, which might give the srendering interesting details:

Advertsing

  • displays
  • posterbox
  • billboards
  • flagpoles
  • map board

Furnitures

  • bicycle parking
  • shelters
  • postbox
  • packet lockers
  • lifebuoy
  • vending machines - tickets, sweets, excrement_bags, ...
  • guidepost
  • infoboard

Barriers

  • Fences
  • Bollards
  • block
  • stone
  • lift_gate

Waste

  • containers
  • trash baskets
  • split container

Playgrounds

  • dedicated devices

misc

  • hunting stand
  • watch tower
  • chimney
  • clocks (wall, stand)
  • CCTV (wall, stand)
  • electric fuel charger / wall boxes

You might check out https://wiki.openstreetmap.org/wiki/3D_Model_Repository if you want to partner with them and use existing / contribute modells?

Dedicated building types

Hi,

I would ask if its possible to add nice specific defaults for buildings that only have a building type, but nothing set for roof and levels or material?

I suggest:

  • garage
  • garages
  • barn / farm_auxiliary / stable
  • bungalow / cabin
  • detached / semiattached
  • greenhouse
  • residential
  • riding_hall
  • sports_hall
  • stadium
  • hangar
  • parking
  • service
  • roof (esp. for fuel stations)

FYI: osm2streets exists

You might be interested in this project: https://github.com/a-b-street/osm2streets

It takes care of all the heavy lifting (logic) of interpreting the layout of roads, including the lanes, the turn lanes, cycle lanes, sidewalks etc., calculating the intersection areas etc.

You got pretty far too, but I expect it to be somewhat of a time sink / can of worms once you get down on the details. So, hopefully this project will help you.

Buildings with tunnels for ways

There are tunnel=building_passage ways, which cross buildings and result in a tunnel to be used by motorcars or pedestrians.
Any chance to use them to alter the existing buildings?

retainning walls with adapted relief?

There are retaining walls, that realise a hard height shift in reality. Usually they hold / keep away ground from a higher level from a lower level. Would be nice to see this objects, but yes they affect your DEM as well.

Integration of better data source for elevation bitmap

Here some thought :
Sometimes a terrain is poorly described in detail by the height bitmap because the variation are too brutal (for example an embankment, a retaining wall).
This is sadly out of OSM, but a realistic and accurate geographical description of reality should have a bitmap that is accurate enough especially if in proximity of buildings.
In France we have the LIDAR HD initiative which could provide more detailed bitmap.
This is pretty big and there is no obvious way to do it, let alone the data for it.

Render cemetery

Like in f4maps, when we have landuse=cemetery we may render a grid of tombstones of different shapes.

highway=bus_stop is rendered as a bus shelter

Just to keep track of this issue initially discussed in issue #5 but for public_transport=stop_position

[quote]
There is no common sense where to map a node highway=bus_stop. Some prefer it as a node on the street, some others as a node beside the street: both are seen as valid.

I also think that it should not be rendered as a bus stop shelter but rather as a pole or simple bus stop sign which does not bother even when rendered on the street? What and where shall a pole/icon be rendered if there is only a node highway=bus_stop on the street and nothing else?
[/quote]

See also: community forum

Add option to disable terrain?

I'm trying to debug some buildings. The DEM is not high resolution enough locally with steep ground differences, where there are also many large area carparks at base, podiums and skyscrapers contributing to the inaccuracy. So I want to see whole buildings on a flat surface.
Unlike F4Maps, there doesn't seem to be a toggle for elevations. Is this a deliberate choice? (I don't know how this rendering works) Or add a new "layer"/scene if not doable in the same view.

Flat roofs on houses in the UK

Flat rooves are rare in the UK on houses, A better default would probably be to assume gabled.
image

Additionally flat rooves in the UK on houses are unlikely to be covered with plant equipment like the textures used. asphalt rooves are much more common.
https://www.google.com/search?q=flat+roof+uk&rlz=1C1ONGR_en-GBGB987GB987&sxsrf=APwXEddAL1jFB0yAdU5hvCtoHyv_qSoMKg:1683127166109&source=lnms&tbm=isch&sa=X&ved=2ahUKEwj72OOmudn-AhXEUMAKHSUJA8AQ_AUoAXoECAEQAw&biw=1537&bih=797&dpr=1

Doors for buildings

Some buildings have entrances mapped. Could you render doors with a plausible placement at the corresponding wall?

minor waterways

Sometimes there are small drains etc. that give structure to a area like here in Rostock. Would be nice to see them also in 3D and maybe with local adapted DEM?

Also how about fountains that might be a water source?

Zoom and other navigation buttons

UI needs to have zoom in/out and perhaps other navigation buttons.
On my laptop's trackpad it's almost impossible to zoom in(it zooms in just a few pixels at a time), and completely impossible to zoom out.
Zoom buttons would solve this problem.

Roofs and building:min_level

Hi vHawk,

me again with roofs, sorry. In #18 I had the building heights, but sometimes we work only with building:levels. In this case I have a building with two floors: way/230178929

I had to create weird building:part shapes to render the main facade, that has two different colours for every floor (can be seen in the linked Commons image), different from the colour of the three other facades. So I created a building:part for the roof with building:min_level=2 (here)

The roof seems to have been added with building:min_level=1 tho (the triangle in the second floor):
image

Discord link is not valid

If I press "i" and then "Discord Server" I get an "invitation not valid" warning:
image

DeepL:

Invalid invitation
This invitation may have expired or you do not have permission to log in.
Continue on Discord
Why is my invitation invalid?

ubuntu can use different (or changeable) key definitions

For example, on my hardware, I do not know how to get a "middle mouse click". I could probably figure out, but if the UI is more configurable, I would be able to set the keys to something more obvious for my platform.

By the way, I am excited to see this project. I hope it lives on.

As I can, I will figure out ways to help.

By the by, I am using firefox 112.0.2 on Ubuntu 22.04.2 LTS.

Requests to /api/0.6/relation/NNN/relations.json

We are seeing large numbers (over 3 million so far today) of requests to /api/0.6/relation/NNN/relations.json from streets.gl users, which appear to be in violation of the usage policy which states that the API is provided in order to edit the map data and should not be used for read-only purposes or projects.

As far as I can tell the site only makes these requests when users turn off caching but it seems a substantial number of users must be doing that.

One thing I'm not clear on is how the cache in question (which I believe is the tiles.streets.gl request which redirect to a digital ocean endpoint) is generated - is that pre-populated from a planet dump? or does that fill on demand by making it's own API requests?

city_wall is a wall

Older cities have sometimes thick old city_walls usually made of bricks like here in Rostock. Would be nice to see that prominent barriers it in the rendering :-)

junction=roundabout implies oneway=yes

When the lanes are more than 2 and oneway!=yes, Streets GL divides the lanes in forward and backward lanes, with a continue line

image

in roundabouts there should not be a continue line, because junction=roundabout implies oneway=yes

building under construction

Hi, doesn't it make sense to render planned buildings or buildings under construction in a special way? Maybe with transparency in a ghosty shine or like a construction building with steel skeleton?

More infrastructure objects?

If we take a look on www.openinframap.org there are a lot of intersting generic objects which might be rendered as well

Power

  • mast
  • substations
  • solar panels
  • wind turbines
  • cabinets (even if not tagged dedicated to power)

Communication

  • mast
  • antenna
  • towers

Traffic

  • rails (with junctions etc. see OpenRailWayMap
  • rail electrification (trains and trams)
  • piers
  • fairy ports / terminals
  • tunnels
  • bridges
  • streetlamps
  • traffic lights

misc

  • manholes
  • pipelines (including bridges or tunnels)
  • cranes

There is Tordanik of osm2world which has a lot of experience in tags and 3D object placement. Maybe it's worth to get in touch?

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