Travel Distance Overlay: Difference between revisions

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[[File:Travel_Distance_Overlay1.jpg|thumb|300px|Travel Distance overlay for 500m travel distance to a school (blue arrow), over roads with pedestrian traffic (sidewalks)]]
The [[Travel Distance Overlay]] is a [[grid overlay]] which shows the distance that can be traveled from a certain starting point ([[Destination area (Travel Distance Overlay)|destination area]]). The traffic is split between motorized and pedestrian traffic, based on the road type (roads vs sidewalks).


The Travel Distance [[Overlay]] is a [[grid overlay]] which shows a travel distance from a specific starting point (routing [[Area|area]]). The traffic is split between motorized and pedestrian traffic, based on the road type (roads vs sidewalks). The overlay also uses a fill distance to fill up an area adjacent to the roadways, to connect constructions such as housing. The calculation model behind the overlay is based on the same algorithm as used in the [[Watershed Overlay]].
The overlay also uses an additional fill distance, which allows the result to expand to the area around the accessible roadways, to include accessible surrounding constructions. This allows users to query constructions that are within acceptable distance of cells which are within the travel distance.


The travel distance overlay can be used to visualise the travel distance from certain areas of interest (schools, shops, sports centers, etc), based on the road map in the project area. If we take a school as example, we can visualise which houses (and other buildings), within a range of 20m to a connecting sidewalk, are within a walking distance of 500m from the school of the example.
The calculation model behind the overlay is based on the same algorithm as used in the [[Watershed Overlay]]. The travel distance will therefore not be the exact travel distance, but the 8-direction [https://en.wikipedia.org/wiki/Chebyshev_distance Chebyshev distance].
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===Example===
The travel distance overlay can be used to visualize the travel distance from certain areas of interest (schools, shops, sports centers, etc), based on the roads project area. If we take a school as example, we can visualize which houses (and other buildings), within a range of 20m to a connecting sidewalk, are within a walking distance of 500m from the school of the example.


===Keys===
===Keys===
* ROUTING_AREA: Attribute required to setup the starting area from which to calculate the travel distance. The staring area needs to be drawn at the location of the object of interest and needs to overlap with all the adjacent connecting roadways for the selected traffic type (car and/or pedestrian).
[[Travel_features_(Travel_Distance_Overlay)|Travel features]]:
* BLOCKED: Road with this attribute are ignored for travel. This can be used to simulate blocked roads for roadworks, street markets, etc.
* [[Destination_area_(Travel_Distance_Overlay)|DESTINATION_AREA]]
* [[Blocked_(Travel_Distance_Overlay)|BLOCKED]]


===Attributes===
===Attributes===
* TRAVEL_DISTANCE: Distance in M to travel. This is the maximum travel distance that is taken into consideration. E.g. the maximum range from a school/ shooping center/ fire station/ etc.
* [[Model attributes (Travel Distance Overlay)|Model attributes]]
* FILL_DISTANCE: Fills up X meter adjacent to the road. E.g. houses that can be travelled to are max 20m away from the road.
* ROUTE_CARS: Select a value of 1 to have roadways that have Car traffic. Select 0 to ignore roadways with Car traffic.
* ROUTE_PEDESTRIANS: Select 1 to have  roadways that have Pedestrian traffic. Select 0 to ignore roadways with Pedestrian traffic


==Actions==
===Grid Prequels===
The following actions are to be taken to work with a basic Travel Distance overlay. We will look at an example overlay based on a school and pedestrian traffic.
It is also possible to provide certain input data as more detailed grid. The following data can be provided as prequel [[Grid Overlay]]s:
* [[Destination prequel (Travel Distance Overlay)|DESTINATION]]: Provides an alternative for the destination grid locations. Overrides the default, which are [[Destination area feature (Travel Distance Overlay)|destination areas]].
* [[Traversable prequel (Travel Distance Overlay)|TRAVERSABLE]]: Provides an alternative for the traversable grid locations. Overrides the default, which are traversable roads which allow the [[Model attributes (Travel Distance Overlay)|traffic of interest]].
* [[Blocking prequel (Travel Distance Overlay)|BLOCKING]]: Provides an alternative for the non-traversable grid locations. Overrides the blocking features configured using [[Blocked (Travel Distance Overlay)|BLOCKED]].


===Creating a routing area===
===Result Types===
{| class="wikitable"
{{result types|suppresscategory=true|allowselflinks=true|
|style="width: 5%"|1
{{:Destinations result type (Travel Distance Overlay)}}
|style="width: 50%"|Have a project loaded in the editor and decide the area of interest of the Travel Distance overlay, a school in our case.
{{:Base types result type (Travel Distance Overlay)}}
|style="width: 10%"|[[File:Select_School1.jpg|300px|center|thumb|School selected as example, the blue arrow is added for clarity]]
}}
|-
|style="width: 5%"|2
|style="width: 50%"|Add an area and select to Adjust the area. Draw in the area around the school, ensuring that the area overlaps all adjacent roads. In our example the area overlaps with roads east, west and south of the school. Apply the selection.
|style="width: 10%"|[[File:Routing_Area1.jpg|300px|center|thumb|Please note that the area overlaps all adjacent roads east, west and south of the school]]
|-
|style="width: 5%"|3
|style="width: 50%"|Select the newly added area and select its attribute tab on the right side. Add on the bottom a new attribute ROUTING_AREA, with a value of 1. Save the new attribute.
|style="width: 10%"|[[File:Routing_Area_Attr1.jpg|center|thumb|]]
|}


===Setting up the overlay===
===Timeframes===
{| class="wikitable"
The amount of timeframes of a Travel Distance Overlay is determined by the maximum of the amount of timeframes of its prequels. For example, if the [[Blocking prequel (Travel Distance Overlay)|Blocked prequel]] has 1 timeframe, the [[Traversable prequel (Travel Distance Overlay)|traversable prequel]] has 3 and the [[Destination prequel (Travel Distance Overlay)|destination prequel]] has 4, the Travel Distance Overlay will have 4 timeframes. This also means that you will have to align the timeframes of its prequel when using more than one timeframe, since for the fourth timeframe, the third traversable prequel will be used.
|style="width: 5%"|1
|style="width: 50%"|
|style="width: 10%"|[[File:placeholder1.jpg|300px|center|thumb|]]
|-
|style="width: 5%"|2
|style="width: 50%"|
|style="width: 10%"|[[File:placeholder1.jpg|300px|center|thumb|]]
|-
|style="width: 5%"|3
|style="width: 50%"|
|style="width: 10%"|[[File:placeholder1.jpg|300px|center|thumb|]]
|}


==How-to's==
{{article end
|howtos=
* [[How to add the Travel Distance Overlay]]
* [[How to create a Destination area]]
* [[Area#Adding, duplicating and removing areas|Adding, duplicating and removing areas]]
* [[Area#Adding, duplicating and removing areas|Adding, duplicating and removing areas]]
* [[How to add and remove an Overlay]]
* [[How to add and remove an Overlay]]
* [[How to edit an overlay legend|Edit an overlay legend]]
* [[How to edit an overlay legend|Edit an overlay legend]]
|notes=
<!--* A likely improvement will be the support of diagonal travel distance, also known as ''octile distance''. Here the diagonal distance between two cells is <math>\sqrt{2}</math> times the cell size, instead of the same distance in all eight directions.-->
* This method does not take into account driving lane and one-direction limitations.
}}


{{Template:Overlay nav}}
{{TravelDistanceOverlay travel features nav}}
{{Overlay nav}}

Latest revision as of 14:28, 23 January 2024

Travel Distance overlay for 500m travel distance to a school (blue arrow), over roads with pedestrian traffic (sidewalks)

The Travel Distance Overlay is a grid overlay which shows the distance that can be traveled from a certain starting point (destination area). The traffic is split between motorized and pedestrian traffic, based on the road type (roads vs sidewalks).

The overlay also uses an additional fill distance, which allows the result to expand to the area around the accessible roadways, to include accessible surrounding constructions. This allows users to query constructions that are within acceptable distance of cells which are within the travel distance.

The calculation model behind the overlay is based on the same algorithm as used in the Watershed Overlay. The travel distance will therefore not be the exact travel distance, but the 8-direction Chebyshev distance.

Example

The travel distance overlay can be used to visualize the travel distance from certain areas of interest (schools, shops, sports centers, etc), based on the roads project area. If we take a school as example, we can visualize which houses (and other buildings), within a range of 20m to a connecting sidewalk, are within a walking distance of 500m from the school of the example.

Keys

Travel features:

Attributes

Grid Prequels

It is also possible to provide certain input data as more detailed grid. The following data can be provided as prequel Grid Overlays:

  • DESTINATION: Provides an alternative for the destination grid locations. Overrides the default, which are destination areas.
  • TRAVERSABLE: Provides an alternative for the traversable grid locations. Overrides the default, which are traversable roads which allow the traffic of interest.
  • BLOCKING: Provides an alternative for the non-traversable grid locations. Overrides the blocking features configured using BLOCKED.

Result Types

Timeframes

The amount of timeframes of a Travel Distance Overlay is determined by the maximum of the amount of timeframes of its prequels. For example, if the Blocked prequel has 1 timeframe, the traversable prequel has 3 and the destination prequel has 4, the Travel Distance Overlay will have 4 timeframes. This also means that you will have to align the timeframes of its prequel when using more than one timeframe, since for the fourth timeframe, the third traversable prequel will be used.