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

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#include "extractor/guidance/turn_handler.hpp"
#include "extractor/guidance/constants.hpp"
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#include "extractor/guidance/intersection_scenario_three_way.hpp"
#include "extractor/guidance/toolkit.hpp"
#include "util/guidance/toolkit.hpp"
#include <limits>
#include <utility>
#include <boost/assert.hpp>
using EdgeData = osrm::util::NodeBasedDynamicGraph::EdgeData;
using osrm::util::guidance::getTurnDirection;
using osrm::util::guidance::angularDeviation;
namespace osrm
{
namespace extractor
{
namespace guidance
{
TurnHandler::TurnHandler(const util::NodeBasedDynamicGraph &node_based_graph,
const std::vector<QueryNode> &node_info_list,
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const util::NameTable &name_table,
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const SuffixTable &street_name_suffix_table,
const IntersectionGenerator &intersection_generator)
: IntersectionHandler(node_based_graph,
node_info_list,
name_table,
street_name_suffix_table,
intersection_generator)
{
}
bool TurnHandler::canProcess(const NodeID, const EdgeID, const Intersection &) const
{
return true;
}
Intersection TurnHandler::
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operator()(const NodeID, const EdgeID via_edge, Intersection intersection) const
{
if (intersection.size() == 1)
return handleOneWayTurn(std::move(intersection));
if (intersection[0].entry_allowed)
{
intersection[0].instruction = {findBasicTurnType(via_edge, intersection[0]),
DirectionModifier::UTurn};
}
if (intersection.size() == 2)
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return handleTwoWayTurn(via_edge, std::move(intersection));
if (intersection.size() == 3)
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return handleThreeWayTurn(via_edge, std::move(intersection));
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return handleComplexTurn(via_edge, std::move(intersection));
}
Intersection TurnHandler::handleOneWayTurn(Intersection intersection) const
{
BOOST_ASSERT(intersection[0].angle < 0.001);
return intersection;
}
Intersection TurnHandler::handleTwoWayTurn(const EdgeID via_edge, Intersection intersection) const
{
BOOST_ASSERT(intersection[0].angle < 0.001);
intersection[1].instruction =
getInstructionForObvious(intersection.size(), via_edge, false, intersection[1]);
return intersection;
}
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bool TurnHandler::isObviousOfTwo(const EdgeID via_edge,
const ConnectedRoad &road,
const ConnectedRoad &other) const
{
const auto &in_data = node_based_graph.GetEdgeData(via_edge);
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const auto &first_data = node_based_graph.GetEdgeData(road.eid);
const auto &second_data = node_based_graph.GetEdgeData(other.eid);
const auto &first_classification = first_data.road_classification;
const auto &second_classification = second_data.road_classification;
const bool is_ramp = first_classification.IsRampClass();
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const bool is_obvious_by_road_class =
(!is_ramp &&
(2 * first_classification.GetPriority() < second_classification.GetPriority()) &&
in_data.road_classification == first_classification) ||
(!first_classification.IsLowPriorityRoadClass() &&
second_classification.IsLowPriorityRoadClass());
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if (is_obvious_by_road_class)
return true;
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const bool other_is_obvious_by_road_class =
(!second_classification.IsRampClass() &&
(2 * second_classification.GetPriority() < first_classification.GetPriority()) &&
in_data.road_classification == second_classification) ||
(!second_classification.IsLowPriorityRoadClass() &&
first_classification.IsLowPriorityRoadClass());
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if (other_is_obvious_by_road_class)
return false;
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const bool turn_is_perfectly_straight =
angularDeviation(road.angle, STRAIGHT_ANGLE) < std::numeric_limits<double>::epsilon();
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if (turn_is_perfectly_straight && in_data.name_id != EMPTY_NAMEID &&
in_data.name_id == node_based_graph.GetEdgeData(road.eid).name_id)
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return true;
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const bool is_much_narrower_than_other =
angularDeviation(other.angle, STRAIGHT_ANGLE) /
angularDeviation(road.angle, STRAIGHT_ANGLE) >
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INCREASES_BY_FOURTY_PERCENT &&
angularDeviation(angularDeviation(other.angle, STRAIGHT_ANGLE),
angularDeviation(road.angle, STRAIGHT_ANGLE)) > FUZZY_ANGLE_DIFFERENCE;
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return is_much_narrower_than_other;
}
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Intersection TurnHandler::handleThreeWayTurn(const EdgeID via_edge, Intersection intersection) const
{
const auto obvious_index = findObviousTurn(via_edge, intersection);
BOOST_ASSERT(intersection[0].angle < 0.001);
/* Two nearly straight turns -> FORK
OOOOOOO
/
IIIIII
\
OOOOOOO
*/
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const auto fork_range = findFork(via_edge, intersection);
if (fork_range.first == 1 && fork_range.second == 2 && obvious_index == 0)
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assignFork(via_edge, intersection[2], intersection[1]);
/* T Intersection
OOOOOOO T OOOOOOOO
I
I
I
*/
else if (isEndOfRoad(intersection[0], intersection[1], intersection[2]) && obvious_index == 0)
{
if (intersection[1].entry_allowed)
{
if (TurnType::OnRamp != findBasicTurnType(via_edge, intersection[1]))
intersection[1].instruction = {TurnType::EndOfRoad, DirectionModifier::Right};
else
intersection[1].instruction = {TurnType::OnRamp, DirectionModifier::Right};
}
if (intersection[2].entry_allowed)
{
if (TurnType::OnRamp != findBasicTurnType(via_edge, intersection[2]))
intersection[2].instruction = {TurnType::EndOfRoad, DirectionModifier::Left};
else
intersection[2].instruction = {TurnType::OnRamp, DirectionModifier::Left};
}
}
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else if (obvious_index != 0) // has an obvious continuing road/obvious turn
{
const auto direction_at_one = getTurnDirection(intersection[1].angle);
const auto direction_at_two = getTurnDirection(intersection[2].angle);
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if (obvious_index == 1)
{
intersection[1].instruction = getInstructionForObvious(
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3, via_edge, isThroughStreet(1, intersection), intersection[1]);
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const auto second_direction = (direction_at_one == direction_at_two &&
direction_at_two == DirectionModifier::Straight)
? DirectionModifier::SlightLeft
: direction_at_two;
intersection[2].instruction = {findBasicTurnType(via_edge, intersection[2]),
second_direction};
}
else
{
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BOOST_ASSERT(obvious_index == 2);
intersection[2].instruction = getInstructionForObvious(
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3, via_edge, isThroughStreet(2, intersection), intersection[2]);
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const auto first_direction = (direction_at_one == direction_at_two &&
direction_at_one == DirectionModifier::Straight)
? DirectionModifier::SlightRight
: direction_at_one;
intersection[1].instruction = {findBasicTurnType(via_edge, intersection[1]),
first_direction};
}
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}
else // basic turn assignment
{
intersection[1].instruction = {findBasicTurnType(via_edge, intersection[1]),
getTurnDirection(intersection[1].angle)};
intersection[2].instruction = {findBasicTurnType(via_edge, intersection[2]),
getTurnDirection(intersection[2].angle)};
}
return intersection;
}
Intersection TurnHandler::handleComplexTurn(const EdgeID via_edge, Intersection intersection) const
{
const std::size_t obvious_index = findObviousTurn(via_edge, intersection);
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const auto fork_range = findFork(via_edge, intersection);
std::size_t straightmost_turn = 0;
double straightmost_deviation = 180;
for (std::size_t i = 0; i < intersection.size(); ++i)
{
const double deviation = angularDeviation(intersection[i].angle, STRAIGHT_ANGLE);
if (deviation < straightmost_deviation)
{
straightmost_deviation = deviation;
straightmost_turn = i;
}
}
// check whether the obvious choice is actually a through street
if (obvious_index != 0)
{
intersection[obvious_index].instruction =
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getInstructionForObvious(intersection.size(),
via_edge,
isThroughStreet(obvious_index, intersection),
intersection[obvious_index]);
// assign left/right turns
intersection = assignLeftTurns(via_edge, std::move(intersection), obvious_index + 1);
intersection = assignRightTurns(via_edge, std::move(intersection), obvious_index);
}
else if (fork_range.first != 0 && fork_range.second - fork_range.first <= 2) // found fork
{
if (fork_range.second - fork_range.first == 1)
{
auto &left = intersection[fork_range.second];
auto &right = intersection[fork_range.first];
const auto left_classification =
node_based_graph.GetEdgeData(left.eid).road_classification;
const auto right_classification =
node_based_graph.GetEdgeData(right.eid).road_classification;
if (canBeSeenAsFork(left_classification, right_classification))
assignFork(via_edge, left, right);
else if (left_classification.GetPriority() > right_classification.GetPriority())
{
right.instruction =
getInstructionForObvious(intersection.size(), via_edge, false, right);
left.instruction = {findBasicTurnType(via_edge, left),
DirectionModifier::SlightLeft};
}
else
{
left.instruction =
getInstructionForObvious(intersection.size(), via_edge, false, left);
right.instruction = {findBasicTurnType(via_edge, right),
DirectionModifier::SlightRight};
}
}
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else if (fork_range.second - fork_range.first == 2)
{
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assignFork(via_edge,
intersection[fork_range.second],
intersection[fork_range.first + 1],
intersection[fork_range.first]);
}
// assign left/right turns
intersection = assignLeftTurns(via_edge, std::move(intersection), fork_range.second + 1);
intersection = assignRightTurns(via_edge, std::move(intersection), fork_range.first);
}
else if (straightmost_deviation < FUZZY_ANGLE_DIFFERENCE &&
!intersection[straightmost_turn].entry_allowed)
{
// invalid straight turn
intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn + 1);
intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn);
}
// no straight turn
else if (intersection[straightmost_turn].angle > 180)
{
// at most three turns on either side
intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn);
intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn);
}
else if (intersection[straightmost_turn].angle < 180)
{
intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn + 1);
intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn + 1);
}
else
{
assignTrivialTurns(via_edge, intersection, 1, intersection.size());
}
return intersection;
}
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// Assignment of left turns hands of to right turns.
// To do so, we mirror every road segment and reverse the order.
// After the mirror and reversal / we assign right turns and
// mirror again and restore the original order.
Intersection TurnHandler::assignLeftTurns(const EdgeID via_edge,
Intersection intersection,
const std::size_t starting_at) const
{
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BOOST_ASSERT(starting_at <= intersection.size());
const auto switch_left_and_right = [](Intersection &intersection) {
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BOOST_ASSERT(!intersection.empty());
for (auto &road : intersection)
road.mirror();
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std::reverse(intersection.begin() + 1, intersection.end());
};
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switch_left_and_right(intersection);
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// account for the u-turn in the beginning
const auto count = intersection.size() - starting_at + 1;
intersection = assignRightTurns(via_edge, std::move(intersection), count);
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switch_left_and_right(intersection);
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return intersection;
}
// can only assign three turns
Intersection TurnHandler::assignRightTurns(const EdgeID via_edge,
Intersection intersection,
const std::size_t up_to) const
{
BOOST_ASSERT(up_to <= intersection.size());
const auto count_valid = [&intersection, up_to]() {
std::size_t count = 0;
for (std::size_t i = 1; i < up_to; ++i)
if (intersection[i].entry_allowed)
++count;
return count;
};
if (up_to <= 1 || count_valid() == 0)
return intersection;
// handle single turn
if (up_to == 2)
{
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assignTrivialTurns(via_edge, intersection, 1, up_to);
}
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// Handle Turns 1-3
else if (up_to == 3)
{
const auto first_direction = getTurnDirection(intersection[1].angle);
const auto second_direction = getTurnDirection(intersection[2].angle);
if (first_direction == second_direction)
{
// conflict
handleDistinctConflict(via_edge, intersection[2], intersection[1]);
}
else
{
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assignTrivialTurns(via_edge, intersection, 1, up_to);
}
}
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// Handle Turns 1-4
else if (up_to == 4)
{
const auto first_direction = getTurnDirection(intersection[1].angle);
const auto second_direction = getTurnDirection(intersection[2].angle);
const auto third_direction = getTurnDirection(intersection[3].angle);
if (first_direction != second_direction && second_direction != third_direction)
{
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// due to the circular order, the turn directions are unique
// first_direction != third_direction is implied
BOOST_ASSERT(first_direction != third_direction);
assignTrivialTurns(via_edge, intersection, 1, up_to);
}
else if (2 >= (intersection[1].entry_allowed + intersection[2].entry_allowed +
intersection[3].entry_allowed))
{
// at least a single invalid
if (!intersection[3].entry_allowed)
{
handleDistinctConflict(via_edge, intersection[2], intersection[1]);
}
else if (!intersection[1].entry_allowed)
{
handleDistinctConflict(via_edge, intersection[3], intersection[2]);
}
else // handles one-valid as well as two valid (1,3)
{
handleDistinctConflict(via_edge, intersection[3], intersection[1]);
}
}
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// From here on out, intersection[1-3].entry_allowed has to be true (Otherwise we would have
// triggered 2>= ...)
//
// Conflicting Turns, but at least farther than what we call a narrow turn
else if (angularDeviation(intersection[1].angle, intersection[2].angle) >=
NARROW_TURN_ANGLE &&
angularDeviation(intersection[2].angle, intersection[3].angle) >=
NARROW_TURN_ANGLE)
{
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BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed &&
intersection[3].entry_allowed);
intersection[1].instruction = {findBasicTurnType(via_edge, intersection[1]),
DirectionModifier::SharpRight};
intersection[2].instruction = {findBasicTurnType(via_edge, intersection[2]),
DirectionModifier::Right};
intersection[3].instruction = {findBasicTurnType(via_edge, intersection[3]),
DirectionModifier::SlightRight};
}
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else if (((first_direction == second_direction && second_direction == third_direction) ||
(first_direction == second_direction &&
angularDeviation(intersection[2].angle, intersection[3].angle) < GROUP_ANGLE) ||
(second_direction == third_direction &&
angularDeviation(intersection[1].angle, intersection[2].angle) < GROUP_ANGLE)))
{
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BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed &&
intersection[3].entry_allowed);
// count backwards from the slightest turn
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assignTrivialTurns(via_edge, intersection, 1, up_to);
}
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else if (((first_direction == second_direction &&
angularDeviation(intersection[2].angle, intersection[3].angle) >= GROUP_ANGLE) ||
(second_direction == third_direction &&
angularDeviation(intersection[1].angle, intersection[2].angle) >= GROUP_ANGLE)))
{
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BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed &&
intersection[3].entry_allowed);
if (angularDeviation(intersection[2].angle, intersection[3].angle) >= GROUP_ANGLE)
{
handleDistinctConflict(via_edge, intersection[2], intersection[1]);
intersection[3].instruction = {findBasicTurnType(via_edge, intersection[3]),
third_direction};
}
else
{
intersection[1].instruction = {findBasicTurnType(via_edge, intersection[1]),
first_direction};
handleDistinctConflict(via_edge, intersection[3], intersection[2]);
}
}
else
{
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assignTrivialTurns(via_edge, intersection, 1, up_to);
}
}
else
{
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assignTrivialTurns(via_edge, intersection, 1, up_to);
}
return intersection;
}
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std::pair<std::size_t, std::size_t> TurnHandler::findFork(const EdgeID via_edge,
const Intersection &intersection) const
{
std::size_t best = 0;
double best_deviation = 180;
// TODO handle road classes
for (std::size_t i = 1; i < intersection.size(); ++i)
{
const double deviation = angularDeviation(intersection[i].angle, STRAIGHT_ANGLE);
if (intersection[i].entry_allowed && deviation < best_deviation)
{
best_deviation = deviation;
best = i;
}
}
if (best_deviation <= NARROW_TURN_ANGLE)
{
std::size_t left = best, right = best;
while (
left + 1 < intersection.size() &&
(angularDeviation(intersection[left + 1].angle, STRAIGHT_ANGLE) <= NARROW_TURN_ANGLE ||
(angularDeviation(intersection[left].angle, intersection[left + 1].angle) <=
NARROW_TURN_ANGLE &&
angularDeviation(intersection[left].angle, STRAIGHT_ANGLE) <= GROUP_ANGLE)))
++left;
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while (
right > 1 &&
(angularDeviation(intersection[right - 1].angle, STRAIGHT_ANGLE) <= NARROW_TURN_ANGLE ||
(angularDeviation(intersection[right].angle, intersection[right - 1].angle) <
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NARROW_TURN_ANGLE &&
angularDeviation(intersection[right - 1].angle, STRAIGHT_ANGLE) <= GROUP_ANGLE)))
--right;
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if (left == right)
return std::make_pair(std::size_t{0}, std::size_t{0});
const bool valid_indices = 0 < right && right < left;
const bool separated_at_left_side =
angularDeviation(intersection[left].angle,
intersection[(left + 1) % intersection.size()].angle) >= GROUP_ANGLE;
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const bool separated_at_right_side =
right > 0 &&
angularDeviation(intersection[right].angle, intersection[right - 1].angle) >=
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GROUP_ANGLE;
const bool not_more_than_three = (left - right) <= 2;
const bool has_obvious = [&]() {
if (left - right == 1)
{
return isObviousOfTwo(via_edge, intersection[left], intersection[right]) ||
isObviousOfTwo(via_edge, intersection[right], intersection[left]);
}
else if (left - right == 2)
{
return isObviousOfTwo(via_edge, intersection[right + 1], intersection[right]) ||
isObviousOfTwo(via_edge, intersection[right], intersection[right + 1]) ||
isObviousOfTwo(via_edge, intersection[left], intersection[right + 1]) ||
isObviousOfTwo(via_edge, intersection[right + 1], intersection[left]);
}
return false;
}();
// A fork can only happen between edges of similar types where none of the ones is obvious
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const bool has_compatible_classes = [&]() {
const bool ramp_class = node_based_graph.GetEdgeData(intersection[right].eid)
.road_classification.IsLinkClass();
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for (std::size_t index = right + 1; index <= left; ++index)
if (ramp_class !=
node_based_graph.GetEdgeData(intersection[index].eid)
.road_classification.IsLinkClass())
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return false;
const auto in_classification =
node_based_graph.GetEdgeData(intersection[0].eid).road_classification;
for (std::size_t base_index = right; base_index <= left; ++base_index)
{
const auto base_classification =
node_based_graph.GetEdgeData(intersection[base_index].eid).road_classification;
for (std::size_t compare_index = right; compare_index <= left; ++compare_index)
{
if (base_index == compare_index)
continue;
const auto compare_classification =
node_based_graph.GetEdgeData(intersection[compare_index].eid)
.road_classification;
if (obviousByRoadClass(
in_classification, base_classification, compare_classification))
return false;
}
}
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return true;
}();
// check if all entries in the fork range allow entry
const bool only_valid_entries = [&]() {
BOOST_ASSERT(right <= left && left < intersection.size());
// one past the end of the fork range
const auto end_itr = intersection.begin() + left + 1;
const auto has_entry_forbidden = [](const ConnectedRoad &road) {
return !road.entry_allowed;
};
const auto first_disallowed_entry =
std::find_if(intersection.begin() + right, end_itr, has_entry_forbidden);
// if no entry was found that forbids entry, the intersection entries are all valid.
return first_disallowed_entry == end_itr;
}();
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// TODO check whether 2*NARROW_TURN is too large
if (valid_indices && separated_at_left_side && separated_at_right_side &&
not_more_than_three && !has_obvious && has_compatible_classes && only_valid_entries)
return std::make_pair(right, left);
}
return std::make_pair(std::size_t{0}, std::size_t{0});
}
void TurnHandler::handleDistinctConflict(const EdgeID via_edge,
ConnectedRoad &left,
ConnectedRoad &right) const
{
// single turn of both is valid (don't change the valid one)
// or multiple identical angles -> bad OSM intersection
if ((!left.entry_allowed || !right.entry_allowed) || (left.angle == right.angle))
{
if (left.entry_allowed)
left.instruction = {findBasicTurnType(via_edge, left), getTurnDirection(left.angle)};
if (right.entry_allowed)
right.instruction = {findBasicTurnType(via_edge, right), getTurnDirection(right.angle)};
return;
}
if (getTurnDirection(left.angle) == DirectionModifier::Straight ||
getTurnDirection(left.angle) == DirectionModifier::SlightLeft ||
getTurnDirection(right.angle) == DirectionModifier::SlightRight)
{
const auto left_classification = node_based_graph.GetEdgeData(left.eid).road_classification;
const auto right_classification =
node_based_graph.GetEdgeData(right.eid).road_classification;
if (canBeSeenAsFork(left_classification, right_classification))
assignFork(via_edge, left, right);
else if (left_classification.GetPriority() > right_classification.GetPriority())
{
// FIXME this should possibly know about the actual roads?
// here we don't know about the intersection size. To be on the save side,
// we declare it
// as complex (at least size 4)
right.instruction = getInstructionForObvious(4, via_edge, false, right);
left.instruction = {findBasicTurnType(via_edge, left), DirectionModifier::SlightLeft};
}
else
{
// FIXME this should possibly know about the actual roads?
// here we don't know about the intersection size. To be on the save side,
// we declare it
// as complex (at least size 4)
left.instruction = getInstructionForObvious(4, via_edge, false, left);
right.instruction = {findBasicTurnType(via_edge, right),
DirectionModifier::SlightRight};
}
}
const auto left_type = findBasicTurnType(via_edge, left);
const auto right_type = findBasicTurnType(via_edge, right);
// Two Right Turns
if (angularDeviation(left.angle, 90) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION)
{
// Keep left perfect, shift right
left.instruction = {left_type, DirectionModifier::Right};
right.instruction = {right_type, DirectionModifier::SharpRight};
return;
}
if (angularDeviation(right.angle, 90) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION)
{
// Keep Right perfect, shift left
left.instruction = {left_type, DirectionModifier::SlightRight};
right.instruction = {right_type, DirectionModifier::Right};
return;
}
// Two Right Turns
if (angularDeviation(left.angle, 270) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION)
{
// Keep left perfect, shift right
left.instruction = {left_type, DirectionModifier::Left};
right.instruction = {right_type, DirectionModifier::SlightLeft};
return;
}
if (angularDeviation(right.angle, 270) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION)
{
// Keep Right perfect, shift left
left.instruction = {left_type, DirectionModifier::SharpLeft};
right.instruction = {right_type, DirectionModifier::Left};
return;
}
// Shift the lesser penalty
if (getTurnDirection(left.angle) == DirectionModifier::SharpLeft)
{
left.instruction = {left_type, DirectionModifier::SharpLeft};
right.instruction = {right_type, DirectionModifier::Left};
return;
}
if (getTurnDirection(right.angle) == DirectionModifier::SharpRight)
{
left.instruction = {left_type, DirectionModifier::Right};
right.instruction = {right_type, DirectionModifier::SharpRight};
return;
}
if (getTurnDirection(left.angle) == DirectionModifier::Right)
{
if (angularDeviation(left.angle, 85) >= angularDeviation(right.angle, 85))
{
left.instruction = {left_type, DirectionModifier::Right};
right.instruction = {right_type, DirectionModifier::SharpRight};
}
else
{
left.instruction = {left_type, DirectionModifier::SlightRight};
right.instruction = {right_type, DirectionModifier::Right};
}
}
else
{
if (angularDeviation(left.angle, 265) >= angularDeviation(right.angle, 265))
{
left.instruction = {left_type, DirectionModifier::SharpLeft};
right.instruction = {right_type, DirectionModifier::Left};
}
else
{
left.instruction = {left_type, DirectionModifier::Left};
right.instruction = {right_type, DirectionModifier::SlightLeft};
}
}
}
} // namespace guidance
} // namespace extractor
} // namespace osrm