2016-11-09 10:52:22 -05:00
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#include "extractor/guidance/intersection_normalizer.hpp"
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#include "extractor/guidance/toolkit.hpp"
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#include "util/guidance/toolkit.hpp"
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namespace osrm
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{
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namespace extractor
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{
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namespace guidance
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{
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IntersectionNormalizer::IntersectionNormalizer(
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const util::NodeBasedDynamicGraph &node_based_graph,
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const std::vector<extractor::QueryNode> &node_coordinates,
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const util::NameTable &name_table,
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const SuffixTable &street_name_suffix_table,
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const IntersectionGenerator &intersection_generator)
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: node_based_graph(node_based_graph), node_coordinates(node_coordinates),
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name_table(name_table), street_name_suffix_table(street_name_suffix_table),
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intersection_generator(intersection_generator)
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{
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}
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Intersection IntersectionNormalizer::operator()(const NodeID node_at_intersection,
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Intersection intersection) const
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{
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return AdjustForJoiningRoads(
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node_at_intersection, MergeSegregatedRoads(node_at_intersection, std::move(intersection)));
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}
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// Checks for mergability of two ways that represent the same intersection. For further
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// information
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// see interface documentation in header.
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bool IntersectionNormalizer::CanMerge(const NodeID node_at_intersection,
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const Intersection &intersection,
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std::size_t first_index,
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std::size_t second_index) const
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{
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const auto &first_data = node_based_graph.GetEdgeData(intersection[first_index].eid);
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const auto &second_data = node_based_graph.GetEdgeData(intersection[second_index].eid);
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// only merge named ids
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if (first_data.name_id == EMPTY_NAMEID)
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return false;
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// need to be same name
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if (second_data.name_id != EMPTY_NAMEID &&
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util::guidance::requiresNameAnnounced(
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first_data.name_id, second_data.name_id, name_table, street_name_suffix_table))
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return false;
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// compatibility is required
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if (first_data.travel_mode != second_data.travel_mode)
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return false;
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if (first_data.road_classification != second_data.road_classification)
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return false;
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// may not be on a roundabout
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2016-11-24 07:29:17 -05:00
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if (first_data.roundabout || second_data.roundabout || first_data.circular ||
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second_data.circular)
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2016-11-09 10:52:22 -05:00
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return false;
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// exactly one of them has to be reversed
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if (first_data.reversed == second_data.reversed)
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return false;
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// one of them needs to be invalid
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if (intersection[first_index].entry_allowed && intersection[second_index].entry_allowed)
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return false;
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// mergeable if the angle is not too big
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const auto angle_between =
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angularDeviation(intersection[first_index].angle, intersection[second_index].angle);
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const auto intersection_lanes = intersection.getHighestConnectedLaneCount(node_based_graph);
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const auto coordinate_at_in_edge =
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intersection_generator.GetCoordinateExtractor().GetCoordinateAlongRoad(
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node_at_intersection,
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intersection[0].eid,
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!INVERT,
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node_based_graph.GetTarget(intersection[0].eid),
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intersection_lanes);
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const auto coordinate_at_intersection = node_coordinates[node_at_intersection];
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if (angle_between >= 120)
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return false;
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const auto isValidYArm = [this,
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intersection,
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coordinate_at_in_edge,
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coordinate_at_intersection,
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node_at_intersection](const std::size_t index,
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const std::size_t other_index) {
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const auto GetActualTarget = [&](const std::size_t index) {
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EdgeID last_in_edge_id;
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intersection_generator.GetActualNextIntersection(
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node_at_intersection, intersection[index].eid, nullptr, &last_in_edge_id);
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return node_based_graph.GetTarget(last_in_edge_id);
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};
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const auto target_id = GetActualTarget(index);
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const auto other_target_id = GetActualTarget(other_index);
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if (target_id == node_at_intersection || other_target_id == node_at_intersection)
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return false;
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const auto coordinate_at_target = node_coordinates[target_id];
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const auto coordinate_at_other_target = node_coordinates[other_target_id];
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const auto turn_angle = util::coordinate_calculation::computeAngle(
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coordinate_at_in_edge, coordinate_at_intersection, coordinate_at_target);
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const auto other_turn_angle = util::coordinate_calculation::computeAngle(
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coordinate_at_in_edge, coordinate_at_intersection, coordinate_at_other_target);
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const bool becomes_narrower =
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angularDeviation(turn_angle, other_turn_angle) < NARROW_TURN_ANGLE &&
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angularDeviation(turn_angle, other_turn_angle) <=
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angularDeviation(intersection[index].angle, intersection[other_index].angle);
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const bool has_same_deviation =
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std::abs(angularDeviation(intersection[index].angle, STRAIGHT_ANGLE) -
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angularDeviation(intersection[other_index].angle, STRAIGHT_ANGLE)) <
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MAXIMAL_ALLOWED_NO_TURN_DEVIATION;
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return becomes_narrower || has_same_deviation;
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};
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const bool is_y_arm_first = isValidYArm(first_index, second_index);
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const bool is_y_arm_second = isValidYArm(second_index, first_index);
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// Only merge valid y-arms
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if (!is_y_arm_first || !is_y_arm_second)
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return false;
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if (angle_between < 60)
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return true;
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// Finally, we also allow merging if all streets offer the same name, it is only three roads and
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// the angle is not fully extreme:
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if (intersection.size() != 3)
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return false;
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// since we have an intersection of size three now, there is only one index we are not looking
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// at right now. The final index in the intersection is calculated next:
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const std::size_t third_index = [first_index, second_index]() {
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if (first_index == 0)
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return second_index == 2 ? 1 : 2;
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else if (first_index == 1)
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return second_index == 2 ? 0 : 2;
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else
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return second_index == 1 ? 0 : 1;
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}();
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// needs to be same road coming in
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const auto &third_data = node_based_graph.GetEdgeData(intersection[third_index].eid);
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if (third_data.name_id != EMPTY_NAMEID &&
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util::guidance::requiresNameAnnounced(
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third_data.name_id, first_data.name_id, name_table, street_name_suffix_table))
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return false;
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// we only allow collapsing of a Y like fork. So the angle to the third index has to be
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// roughly equal:
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const auto y_angle_difference = angularDeviation(
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angularDeviation(intersection[third_index].angle, intersection[first_index].angle),
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angularDeviation(intersection[third_index].angle, intersection[second_index].angle));
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// Allow larger angles if its three roads only of the same name
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// This is a heuristic and might need to be revised.
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const bool assume_y_intersection =
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angle_between < 100 && y_angle_difference < FUZZY_ANGLE_DIFFERENCE;
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return assume_y_intersection;
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}
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/*
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* Segregated Roads often merge onto a single intersection.
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* While technically representing different roads, they are
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* often looked at as a single road.
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* Due to the merging, turn Angles seem off, wenn we compute them from the
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* initial positions.
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*
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* b<b<b<b(1)<b<b<b
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* aaaaa-b
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* b>b>b>b(2)>b>b>b
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*
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* Would be seen as a slight turn going fro a to (2). A Sharp turn going from
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* (1) to (2).
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*
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* In cases like these, we megre this segregated roads into a single road to
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* end up with a case like:
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*
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* aaaaa-bbbbbb
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*
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* for the turn representation.
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* Anything containing the first u-turn in a merge affects all other angles
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* and is handled separately from all others.
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*/
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Intersection IntersectionNormalizer::MergeSegregatedRoads(const NodeID intersection_node,
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Intersection intersection) const
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{
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const auto getRight = [&](std::size_t index) {
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return (index + intersection.size() - 1) % intersection.size();
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};
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// we only merge small angles. If the difference between both is large, we are looking at a
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// bearing leading north. Such a bearing cannot be handled via the basic average. In this
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// case we actually need to shift the bearing by half the difference.
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const auto aroundZero = [](const double first, const double second) {
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return (std::max(first, second) - std::min(first, second)) >= 180;
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};
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// find the angle between two other angles
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const auto combineAngles = [aroundZero](const double first, const double second) {
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if (!aroundZero(first, second))
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return .5 * (first + second);
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else
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{
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const auto offset = angularDeviation(first, second);
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auto new_angle = std::max(first, second) + .5 * offset;
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if (new_angle > 360)
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return new_angle - 360;
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return new_angle;
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}
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};
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const auto merge = [combineAngles](const ConnectedRoad &first,
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const ConnectedRoad &second) -> ConnectedRoad {
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ConnectedRoad result = first.entry_allowed ? first : second;
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result.angle = combineAngles(first.angle, second.angle);
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result.bearing = combineAngles(first.bearing, second.bearing);
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BOOST_ASSERT(0 <= result.angle && result.angle <= 360.0);
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BOOST_ASSERT(0 <= result.bearing && result.bearing <= 360.0);
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return result;
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};
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if (intersection.size() <= 1)
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return intersection;
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const bool is_connected_to_roundabout = [this, &intersection]() {
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for (const auto &road : intersection)
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{
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2016-11-24 07:29:17 -05:00
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if (node_based_graph.GetEdgeData(road.eid).roundabout ||
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node_based_graph.GetEdgeData(road.eid).circular)
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2016-11-09 10:52:22 -05:00
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return true;
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}
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return false;
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}();
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// check for merges including the basic u-turn
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// these result in an adjustment of all other angles. This is due to how these angles are
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// perceived. Considering the following example:
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//
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// c b
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// Y
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// a
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//
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// coming from a to b (given a road that splits at the fork into two one-ways), the turn is not
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// considered as a turn but rather as going straight.
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// Now if we look at the situation merging:
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//
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// a b
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// \ /
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// e - + - d
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// |
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// c
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//
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// With a,b representing the same road, the intersection itself represents a classif for way
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// intersection so we handle it like
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//
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// (a),b
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// |
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// e - + - d
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// |
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// c
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//
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// To be able to consider this adjusted representation down the line, we merge some roads.
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// If the merge occurs at the u-turn edge, we need to adjust all angles, though, since they are
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// with respect to the now changed perceived location of a. If we move (a) to the left, we add
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// the difference to all angles. Otherwise we subtract it.
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bool merged_first = false;
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// these result in an adjustment of all other angles
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if (CanMerge(intersection_node, intersection, 0, intersection.size() - 1))
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{
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merged_first = true;
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// moving `a` to the left
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const double correction_factor = (360 - intersection[intersection.size() - 1].angle) / 2;
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for (std::size_t i = 1; i + 1 < intersection.size(); ++i)
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intersection[i].angle += correction_factor;
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// FIXME if we have a left-sided country, we need to switch this off and enable it
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// below
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intersection[0] = merge(intersection.front(), intersection.back());
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intersection[0].angle = 0;
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intersection.pop_back();
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}
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else if (CanMerge(intersection_node, intersection, 0, 1))
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{
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merged_first = true;
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// moving `a` to the right
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const double correction_factor = (intersection[1].angle) / 2;
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for (std::size_t i = 2; i < intersection.size(); ++i)
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intersection[i].angle -= correction_factor;
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intersection[0] = merge(intersection[0], intersection[1]);
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intersection[0].angle = 0;
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intersection.erase(intersection.begin() + 1);
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}
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if (merged_first && is_connected_to_roundabout)
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{
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/*
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* We are merging a u-turn against the direction of a roundabout
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*
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* -----------> roundabout
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* / \
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* out in
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*
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* These cases have to be disabled, even if they are not forbidden specifically by a
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* relation
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*/
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intersection[0].entry_allowed = false;
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}
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// a merge including the first u-turn requires an adjustment of the turn angles
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// therefore these are handled prior to this step
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for (std::size_t index = 2; index < intersection.size(); ++index)
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{
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if (CanMerge(intersection_node, intersection, index, getRight(index)))
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{
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intersection[getRight(index)] =
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merge(intersection[getRight(index)], intersection[index]);
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intersection.erase(intersection.begin() + index);
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--index;
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}
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}
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std::sort(std::begin(intersection),
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std::end(intersection),
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std::mem_fn(&ConnectedRoad::compareByAngle));
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return intersection;
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}
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// OSM can have some very steep angles for joining roads. Considering the following intersection:
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// x
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// |
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// v __________c
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// /
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// a ---d
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// \ __________b
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//
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// with c->d as a oneway
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// and d->b as a oneway, the turn von x->d is actually a turn from x->a. So when looking at the
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// intersection coming from x, we want to interpret the situation as
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// x
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// |
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// a __ d __ v__________c
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// |
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// |_______________b
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//
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// Where we see the turn to `d` as a right turn, rather than going straight.
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// We do this by adjusting the local turn angle at `x` to turn onto `d` to be reflective of this
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// situation, where `v` would be the node at the intersection.
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Intersection IntersectionNormalizer::AdjustForJoiningRoads(const NodeID node_at_intersection,
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Intersection intersection) const
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{
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// nothing to do for dead ends
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if (intersection.size() <= 1)
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return intersection;
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const util::Coordinate coordinate_at_intersection = node_coordinates[node_at_intersection];
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// never adjust u-turns
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for (std::size_t index = 1; index < intersection.size(); ++index)
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{
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auto &road = intersection[index];
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// to find out about the above situation, we need to look at the next intersection (at d in
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// the example). If the initial road can be merged to the left/right, we are about to adjust
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// the angle.
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const auto next_intersection_along_road =
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intersection_generator(node_at_intersection, road.eid);
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if (next_intersection_along_road.size() <= 1)
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continue;
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const auto node_at_next_intersection = node_based_graph.GetTarget(road.eid);
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const util::Coordinate coordinate_at_next_intersection =
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node_coordinates[node_at_next_intersection];
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if (util::coordinate_calculation::haversineDistance(coordinate_at_intersection,
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coordinate_at_next_intersection) > 30)
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continue;
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const auto adjustAngle = [](double angle, double offset) {
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angle += offset;
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if (angle > 360)
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return angle - 360.;
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else if (angle < 0)
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return angle + 360.;
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return angle;
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};
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const auto range = node_based_graph.GetAdjacentEdgeRange(node_at_next_intersection);
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if (range.size() <= 1)
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continue;
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// the order does not matter
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const auto get_offset = [](const ConnectedRoad &lhs, const ConnectedRoad &rhs) {
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return 0.5 * angularDeviation(lhs.angle, rhs.angle);
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};
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// When offsetting angles in our turns, we don't want to get past the next turn. This
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// function simply limits an offset to be at most half the distance to the next turn in the
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// offfset direction
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const auto get_corrected_offset = [](const double offset,
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const ConnectedRoad &road,
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const ConnectedRoad &next_road_in_offset_direction) {
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const auto offset_limit =
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angularDeviation(road.angle, next_road_in_offset_direction.angle);
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// limit the offset with an additional buffer
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return (offset + MAXIMAL_ALLOWED_NO_TURN_DEVIATION > offset_limit) ? 0.5 * offset_limit
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: offset;
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};
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// check if the u-turn edge at the next intersection could be merged to the left/right. If
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// this is the case and the road is not far away (see previous distance check), if
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// influences the perceived angle.
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if (CanMerge(node_at_next_intersection, next_intersection_along_road, 0, 1))
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{
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const auto offset =
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get_offset(next_intersection_along_road[0], next_intersection_along_road[1]);
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const auto corrected_offset =
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get_corrected_offset(offset, road, intersection[(index + 1) % intersection.size()]);
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// at the target intersection, we merge to the right, so we need to shift the current
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// angle to the left
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road.angle = adjustAngle(road.angle, corrected_offset);
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road.bearing = adjustAngle(road.bearing, corrected_offset);
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}
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else if (CanMerge(node_at_next_intersection,
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next_intersection_along_road,
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0,
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next_intersection_along_road.size() - 1))
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{
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const auto offset =
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get_offset(next_intersection_along_road[0],
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next_intersection_along_road[next_intersection_along_road.size() - 1]);
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const auto corrected_offset =
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get_corrected_offset(offset, road, intersection[index - 1]);
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// at the target intersection, we merge to the left, so we need to shift the current
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// angle to the right
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road.angle = adjustAngle(road.angle, -corrected_offset);
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road.bearing = adjustAngle(road.bearing, -corrected_offset);
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}
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}
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return intersection;
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}
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} // namespace guidance
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} // namespace extractor
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} // namespace osrm
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