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- Description |
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- Traffic Lights in Pedestrian Group 1 change color to flashing green.
- Other Groups keep their current state.
- This state lasts for 5 seconds.
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- Traffic Lights in Pedestrian Group 1 change color to solid red.
- Other Groups keep their current state.
- This state lasts for 1 second.
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- Traffic Lights in Vehicle Group 1 change color to solid yellow.
- Other Groups keep their current state.
- This state lasts for 5 seconds.
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- Traffic Lights in Vehicle Group 1 change color to solid red.
- Other Groups keep their current state.
- This state lasts for 3 seconds.
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- Traffic Lights in Vehicle Group 2 change color to solid green.
- Traffic Lights in Pedestrian Group 2 change color to solid green.
- Other Groups keep their current state.
- This state lasts for 15 seconds.
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- Traffic Lights in Pedestrian Group 2 change color to flashing green.
- Other Groups keep their current state.
- This state lasts for 5 seconds.
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- Traffic Lights in Pedestrian Group 2 change color to solid red.
- Other Groups keep their current state.
- This state lasts for 1 second.
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- Traffic Lights in Vehicle Group 2 change color to solid yellow.
- Other Groups keep their current state.
- This state lasts for 5 seconds.
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- Traffic Lights in Vehicle Group 2 change color to solid red.
- Other Groups keep their current state.
- This state lasts for 3 second.
- Sequence **loops back** to the first element of the list.
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-
-## TrafficLanes
-![lanes](traffic_lanes/lanes.png)
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-`TrafficLane` is a representation of a short road segment.
-It consists of several waypoints that are connected by straight lines.
-`TrafficLanes` are used as a base for a [RandomTrafficSimulator](#randomtrafficsimulator).
-They allow [`NPCVehicles`](../../../Components/Traffic/NPCs/Vehicle/) to drive on the specific lanes on the road and perform different maneuvers with respect to the traffic rules.
-TrafficLanes create a network of drivable roads when connected.
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-### Link in the default Scene
-![lanes_link](traffic_lanes/lanes_link.png)
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-Every `TrafficLane` has its own *GameObject* and is added as a child of the aggregate `TrafficLanes` *Object*.
-`TrafficLanes` are an element of an `Environment`, so they should be placed as children of an appropriate `Environment` *Object*.
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-`TrafficLanes` can be imported from the [*lanelet2*](#lanelet2) `*.osm` file.
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-### Components
-![lanes_prefab](traffic_lanes/lanes_prefab.png)
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-`TrafficLane` consists of an *Object* containing [*Traffic Lane* (script)](#traffic-lane-script).
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-`TrafficLane` has a transformation property - as every *Object* in Unity - however it is not used in any way.
-All details are configured in the [*Traffic Lane* (script)](#traffic-lane-script), the information in *Object* transformation is ignored.
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-### Traffic Lane (script)
-![lanes_script](traffic_lanes/lanes_script.png)
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-*Traffic Lane* (script) defines the `TrafficLane` structure.
-The `Waypoints` field is an ordered list of points that - when connected with straight lines - create a `TrafficLane`.
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-!!! note "Traffic Lane (script) coordinate system"
- `Waypoints` are defined in the `Environment` coordinate system, the transformation of *GameObject* is ignored.
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-`Turn Direction` field contains information on what is the direction of this `TrafficLane` - whether it is a right or left turn or straight road.
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-Traffic lanes are connected using `Next Lanes` and `Prev Lanes` fields.
-This way individual `TrafficLanes` can create a connected road network.
-One Traffic Lane can have many `Next Lanes` and `Prev Lanes`.
-This represents the situation of multiple lanes connecting to one or one lane splitting into many - e.g. the possibility to turn and to drive straight.
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-[Right Of Way Lanes](#right-of-way-lanes) are described below.
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-Every `TrafficLane` has to have a `Stop Line` field configured when the [Stop Line](#stoplines) is present on the end of the `TrafficLane`.
-Additionally the `Speed Limit` field contains the highest allowed speed on given `TrafficLane`.
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-#### Right Of Way Lanes
-![lanes_yield](traffic_lanes/lanes_yield.png)
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-`Right Of Way Lanes` is a collection of `TrafficLanes`.
-Vehicle moving on the given `TrafficLane` has to give way to all vehicles moving on every `Right Of Way Lane`.
-It is determined based on basic traffic rules.
-Setting `Right Of Way Lanes` allows [`RandomTrafficSimulator`](#randomtrafficsimulator) to manage all [`NPCVehicles`](../../../Components/Traffic/NPCs/Vehicle/) so they follow traffic rules and drive safely.
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-In the *Unity* editor - when a `TrafficLane` is selected - aside from the selected `TrafficLane` highlighted in blue, all `Right Of Way Lanes` are highlighted in yellow.
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-!!! example "Right Of Way Lanes Sample - details"
- The selected `TrafficLane` (blue) is a right turn on an intersection.
- This means, that before turning right the vehicle must give way to all vehicles driving from ahead - the ones driving straight as well as the ones turning left.
- This can be observed as `TrafficLanes` highlighted in yellow.
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- ![lanes_yield_2](traffic_lanes/lanes_yield_2.png)
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-## StopLines
-![stop](stop_lines/stop.png)
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-`StopLine` is a representation of a place on the road where vehicles giving way to other vehicles should stop and wait.
-They allow [`RandomTrafficSimulator`](#randomtrafficsimulator) to manage [`NPCVehicles`](../../../Components/Traffic/NPCs/Vehicle/) in safe and correct way - according to the traffic rules.
-All possible locations where a vehicle can stop in order to give way to other vehicles - that are enforced by an infrastructure, this does not include regular lane changing - need to be marked with `StopLines`.
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-### Link in the default Scene
-![stop_lines_link](stop_lines/stop_lines_link.png)
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-Every `StopLine` has its own *GameObject* and is added as a child of the aggregate `StopLines` *Object*.
-Stop Lines are an element of an `Environment`, so they should be placed as children of an appropriate `Environment` *Object*.
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-`StopLines` can be imported from the [*lanelet2*](#lanelet2) `*.osm` file.
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-### Components
-![stop_prefab](stop_lines/stop_prefab.png)
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-`StopLine` consists of an *Object* containing [*Stop Line* (script)](#stop-line-script).
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-Stop Line has a transformation property - as every *Object* in Unity - however it is not used in any way.
-All details are configured in the *Traffic Lane (script)*, the information in *Object* transformation is ignored.
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-### Stop Line (script)
-![stop_script](stop_lines/stop_script.png)
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-*Stop Line* (script) defines `StopLine` configuration.
-The `Points` field is an ordered list of points that - when connected - create a `StopLine`.
-The list of points should always have two elements that create a straight `StopLine`.
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-!!! note "Stop Line (script) coordinate system"
- `Points` are defined in the Environment coordinate system, the transformation of *GameObject* is ignored.
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-The `Has Stop Sign` field contains information whether the configured `StopLine` has a corresponding `StopSign` on the scene.
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-Every Stop Line needs to have a `Traffic Light` field configured with the corresponding [`Traffic Light`](../../../Components/Environment/AWSIMEnvironment/#trafficlights).
-This information allows the [`RandomTrafficSimulator`](#randomtrafficsimulator) to manage the [`NPCVehicles`](../../../Components/Traffic/NPCs/Vehicle/) in such a way that they respect the Traffic Lights and behave on the [`Traffic Intersections`](#trafficintersections) correctly.
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-## Gizmos
-![gizmos](gizmos.png)
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-*Gizmos* are a in-simulation visualization showing current and future moves of the [`NPCVehicles`](../../../Components/Traffic/NPCs/Vehicle/).
-They are useful for checking current behavior of NPCs and its causes.
-On the Scene they are visible as cuboid contours indicating which TrafficLanes will be taken by each vehicle in the near future.
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-!!! warning "Gizmos computing"
- *Gizmos* have a high computational load.
- Please disable them if the simulation is laggy.
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