osrm-backend/src/extractor/guidance/intersection_generator.cpp

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#include "extractor/guidance/constants.hpp"
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#include "extractor/guidance/intersection_generator.hpp"
#include "extractor/guidance/toolkit.hpp"
#include <algorithm>
#include <iterator>
#include <limits>
#include <utility>
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#include <boost/range/algorithm/count_if.hpp>
namespace osrm
{
namespace extractor
{
namespace guidance
{
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IntersectionGenerator::IntersectionGenerator(
const util::NodeBasedDynamicGraph &node_based_graph,
const RestrictionMap &restriction_map,
const std::unordered_set<NodeID> &barrier_nodes,
const std::vector<QueryNode> &node_info_list,
const CompressedEdgeContainer &compressed_edge_container)
: node_based_graph(node_based_graph), restriction_map(restriction_map),
barrier_nodes(barrier_nodes), node_info_list(node_info_list),
compressed_edge_container(compressed_edge_container)
{
}
Intersection IntersectionGenerator::operator()(const NodeID from_node, const EdgeID via_eid) const
{
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auto intersection = getConnectedRoads(from_node, via_eid);
return adjustForJoiningRoads(node_based_graph.GetTarget(via_eid),
mergeSegregatedRoads(std::move(intersection)));
}
// a
// |
// |
// v
// For an intersection from_node --via_edi--> turn_node ----> c
// ^
// |
// |
// b
// This functions returns _all_ turns as if the graph was undirected.
// That means we not only get (from_node, turn_node, c) in the above example
// but also (from_node, turn_node, a), (from_node, turn_node, b). These turns are
// marked as invalid and only needed for intersection classification.
Intersection IntersectionGenerator::getConnectedRoads(const NodeID from_node,
const EdgeID via_eid) const
{
Intersection intersection;
const NodeID turn_node = node_based_graph.GetTarget(via_eid);
const NodeID only_restriction_to_node =
restriction_map.CheckForEmanatingIsOnlyTurn(from_node, turn_node);
const bool is_barrier_node = barrier_nodes.find(turn_node) != barrier_nodes.end();
bool has_uturn_edge = false;
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bool uturn_could_be_valid = false;
for (const EdgeID onto_edge : node_based_graph.GetAdjacentEdgeRange(turn_node))
{
BOOST_ASSERT(onto_edge != SPECIAL_EDGEID);
const NodeID to_node = node_based_graph.GetTarget(onto_edge);
bool turn_is_valid =
// reverse edges are never valid turns because the resulting turn would look like this:
// from_node --via_edge--> turn_node <--onto_edge-- to_node
// however we need this for capture intersection shape for incoming one-ways
!node_based_graph.GetEdgeData(onto_edge).reversed &&
// we are not turning over a barrier
(!is_barrier_node || from_node == to_node) &&
// We are at an only_-restriction but not at the right turn.
(only_restriction_to_node == SPECIAL_NODEID || to_node == only_restriction_to_node) &&
// the turn is not restricted
!restriction_map.CheckIfTurnIsRestricted(from_node, turn_node, to_node);
auto angle = 0.;
if (from_node == to_node)
{
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uturn_could_be_valid = turn_is_valid;
if (turn_is_valid && !is_barrier_node)
{
// we only add u-turns for dead-end streets.
if (node_based_graph.GetOutDegree(turn_node) > 1)
{
auto number_of_emmiting_bidirectional_edges = 0;
for (auto edge : node_based_graph.GetAdjacentEdgeRange(turn_node))
{
auto target = node_based_graph.GetTarget(edge);
auto reverse_edge = node_based_graph.FindEdge(target, turn_node);
BOOST_ASSERT(reverse_edge != SPECIAL_EDGEID);
if (!node_based_graph.GetEdgeData(reverse_edge).reversed)
{
++number_of_emmiting_bidirectional_edges;
}
}
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// is a dead-end, only possible road is to go back
turn_is_valid = number_of_emmiting_bidirectional_edges <= 1;
}
}
has_uturn_edge = true;
BOOST_ASSERT(angle >= 0. && angle < std::numeric_limits<double>::epsilon());
}
else
{
// unpack first node of second segment if packed
const auto first_coordinate = getRepresentativeCoordinate(
from_node, turn_node, via_eid, INVERT, compressed_edge_container, node_info_list);
const auto third_coordinate = getRepresentativeCoordinate(
turn_node, to_node, onto_edge, !INVERT, compressed_edge_container, node_info_list);
angle = util::coordinate_calculation::computeAngle(
first_coordinate, node_info_list[turn_node], third_coordinate);
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if (std::abs(angle) < std::numeric_limits<double>::epsilon())
has_uturn_edge = true;
}
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intersection.push_back(
ConnectedRoad(TurnOperation{onto_edge,
angle,
{TurnType::Invalid, DirectionModifier::UTurn},
INVALID_LANE_DATAID},
turn_is_valid));
}
// We hit the case of a street leading into nothing-ness. Since the code here assumes that this
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// will never happen we add an artificial invalid uturn in this case.
if (!has_uturn_edge)
{
intersection.push_back(
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{TurnOperation{
via_eid, 0., {TurnType::Invalid, DirectionModifier::UTurn}, INVALID_LANE_DATAID},
false});
}
const auto ByAngle = [](const ConnectedRoad &first, const ConnectedRoad second) {
return first.turn.angle < second.turn.angle;
};
std::sort(std::begin(intersection), std::end(intersection), ByAngle);
BOOST_ASSERT(intersection[0].turn.angle >= 0. &&
intersection[0].turn.angle < std::numeric_limits<double>::epsilon());
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const auto valid_count =
boost::count_if(intersection, [](const ConnectedRoad &road) { return road.entry_allowed; });
if (0 == valid_count && uturn_could_be_valid)
{
// after intersections sorting by angles, find the u-turn with (from_node == to_node)
// that was inserted together with setting uturn_could_be_valid flag
std::size_t self_u_turn = 0;
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while (self_u_turn < intersection.size() &&
intersection[self_u_turn].turn.angle < std::numeric_limits<double>::epsilon() &&
from_node != node_based_graph.GetTarget(intersection[self_u_turn].turn.eid))
{
++self_u_turn;
}
BOOST_ASSERT(from_node == node_based_graph.GetTarget(intersection[self_u_turn].turn.eid));
intersection[self_u_turn].entry_allowed = true;
}
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return mergeSegregatedRoads(std::move(intersection));
}
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bool IntersectionGenerator::canMerge(const Intersection &intersection,
std::size_t first_index,
std::size_t second_index) const
{
const auto &first_data = node_based_graph.GetEdgeData(intersection[first_index].turn.eid);
const auto &second_data = node_based_graph.GetEdgeData(intersection[second_index].turn.eid);
// only merge named ids
if (first_data.name_id == EMPTY_NAMEID)
return false;
// need to be same name
if (first_data.name_id != second_data.name_id)
return false;
// compatibility is required
if (first_data.travel_mode != second_data.travel_mode)
return false;
if (first_data.road_classification != second_data.road_classification)
return false;
//may not be on a roundabout
if( first_data.roundabout || second_data.roundabout)
return false;
// exactly one of them has to be reversed
if (first_data.reversed == second_data.reversed)
return false;
// mergeable if the angle is not too big
return angularDeviation(intersection[first_index].turn.angle,
intersection[second_index].turn.angle) < 60;
}
/*
* Segregated Roads often merge onto a single intersection.
* While technically representing different roads, they are
* often looked at as a single road.
* Due to the merging, turn Angles seem off, wenn we compute them from the
* initial positions.
*
* b<b<b<b(1)<b<b<b
* aaaaa-b
* b>b>b>b(2)>b>b>b
*
* Would be seen as a slight turn going fro a to (2). A Sharp turn going from
* (1) to (2).
*
* In cases like these, we megre this segregated roads into a single road to
* end up with a case like:
*
* aaaaa-bbbbbb
*
* for the turn representation.
* Anything containing the first u-turn in a merge affects all other angles
* and is handled separately from all others.
*/
Intersection IntersectionGenerator::mergeSegregatedRoads(Intersection intersection) const
{
const auto getRight = [&](std::size_t index) {
return (index + intersection.size() - 1) % intersection.size();
};
const auto merge = [](const ConnectedRoad &first,
const ConnectedRoad &second) -> ConnectedRoad {
if (!first.entry_allowed)
{
ConnectedRoad result = second;
result.turn.angle = (first.turn.angle + second.turn.angle) / 2;
if (first.turn.angle - second.turn.angle > 180)
result.turn.angle += 180;
if (result.turn.angle > 360)
result.turn.angle -= 360;
return result;
}
else
{
BOOST_ASSERT(!second.entry_allowed);
ConnectedRoad result = first;
result.turn.angle = (first.turn.angle + second.turn.angle) / 2;
if (first.turn.angle - second.turn.angle > 180)
result.turn.angle += 180;
if (result.turn.angle > 360)
result.turn.angle -= 360;
return result;
}
};
if (intersection.size() <= 1)
return intersection;
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const bool is_connected_to_roundabout = [this, &intersection]() {
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for (const auto &road : intersection)
{
if (node_based_graph.GetEdgeData(road.turn.eid).roundabout)
return true;
}
return false;
}();
// 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
// perceived. Considering the following example:
//
// c b
// Y
// a
//
// coming from a to b (given a road that splits at the fork into two one-ways), the turn is not
// considered as a turn but rather as going straight.
// Now if we look at the situation merging:
//
// a b
// \ /
// e - + - d
// |
// c
//
// With a,b representing the same road, the intersection itself represents a classif for way
// intersection so we handle it like
//
// (a),b
// |
// e - + - d
// |
// c
//
// To be able to consider this adjusted representation down the line, we merge some roads.
// If the merge occurs at the u-turn edge, we need to adjust all angles, though, since they are
// with respect to the now changed perceived location of a. If we move (a) to the left, we add
// the difference to all angles. Otherwise we subtract it.
bool merged_first = false;
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// these result in an adjustment of all other angles
if (canMerge(intersection, 0, intersection.size() - 1))
{
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merged_first = true;
// moving `a` to the left
const double correction_factor =
(360 - intersection[intersection.size() - 1].turn.angle) / 2;
for (std::size_t i = 1; i + 1 < intersection.size(); ++i)
intersection[i].turn.angle += correction_factor;
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// FIXME if we have a left-sided country, we need to switch this off and enable it below
intersection[0] = merge(intersection.front(), intersection.back());
intersection[0].turn.angle = 0;
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intersection.pop_back();
}
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else if (canMerge(intersection, 0, 1))
{
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merged_first = true;
// moving `a` to the right
const double correction_factor = (intersection[1].turn.angle) / 2;
for (std::size_t i = 2; i < intersection.size(); ++i)
intersection[i].turn.angle -= correction_factor;
intersection[0] = merge(intersection[0], intersection[1]);
intersection[0].turn.angle = 0;
intersection.erase(intersection.begin() + 1);
}
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if (merged_first && is_connected_to_roundabout)
{
/*
* We are merging a u-turn against the direction of a roundabout
*
* -----------> roundabout
* / \
* out in
*
* These cases have to be disabled, even if they are not forbidden specifically by a
* relation
*/
intersection[0].entry_allowed = false;
}
// a merge including the first u-turn requres an adjustment of the turn angles
// therefore these are handled prior to this step
for (std::size_t index = 2; index < intersection.size(); ++index)
{
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if (canMerge(intersection, index, getRight(index)))
{
intersection[getRight(index)] =
merge(intersection[getRight(index)], intersection[index]);
intersection.erase(intersection.begin() + index);
--index;
}
}
const auto ByAngle = [](const ConnectedRoad &first, const ConnectedRoad second) {
return first.turn.angle < second.turn.angle;
};
std::sort(std::begin(intersection), std::end(intersection), ByAngle);
return intersection;
}
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// OSM can have some very steep angles for joining roads. Considering the following intersection:
// x
// |__________c
// /
// a ---d
// \ __________b
//
// with c->d as a oneway
// and d->b as a oneway, the turn von x->d is actually a turn from x->a. So when looking at the
// intersection coming from x, we want to interpret the situation as
// x
// a __ d __ |__________c
// |
// |_______________b
//
// Where we see the turn to `d` as a right turn, rather than going straight.
// We do this by adjusting the local turn angle at `x` to turn onto `d` to be reflective of this
// situation.
Intersection IntersectionGenerator::adjustForJoiningRoads(const NodeID node_at_intersection,
Intersection intersection) const
{
for (auto &road : intersection)
{
// prune to short intersections to save on compute overhead
if (node_based_graph.GetEdgeData(road.turn.eid).distance > 10)
continue;
// to find out about the above situation, we need to look at the next intersection (at d in
// the example). If the initial road can be merged to the left/right, we are about to adjust
// the angle.
const auto next_intersection_along_road =
getConnectedRoads(node_at_intersection, road.turn.eid);
if (next_intersection_along_road.size() <= 1)
continue;
if (canMerge(next_intersection_along_road, 0, 1))
{
std::cout << "Merge at next intersection" << std::endl;
}
else if (canMerge(next_intersection_along_road, 0, next_intersection_along_road.size() - 1))
{
std::cout << "Merge at next intersection (2)" << std::endl;
}
}
return intersection;
}
} // namespace guidance
} // namespace extractor
} // namespace osrm